TEXT: MORE GRIM AND PERILOUS ADVENTURES  
  IN THE DUCHY OF UBERSREIK
  
  WARHAMMER FANTASY ROLEPL AY
  2
  CREDITS
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2021. Warhammer 
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  Last Updated:  June 2021
  Special thanks to the Games Workshop Team
  Published by: Cubicle 7 Entertainment Ltd, Unit 6, Block 3,
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  DeaDly Dispatch
  Design and Writing: TS Luikart
  Illustration: Tom Ventre
  Graphic Design: Paul Bourne
  Proofreader: Tim Gray
  Layout: Michael Fitzpatrick
  Editor: Sam Stewart
  Managing Editor: Síne Quinn
  Assistant Producer: Emmet Byrne
  Fishrook returns
  Writing: Clive Oldfield
  Cover Illustration: Tom Ventre
  Illustration: Ryan Barger, Sam Manley, Tom Ventre,
  Graphic Design & Layout: Rory McCormack
  Editors: Síne Quinn, Christopher Walz
  Double trouble
  Writing: Mac Dara Mac Donnacha
  Additional Writing: Pádraig Murphy
  Illustration: Sam Manley, Josef Kuchera,
  Ralph Horsley, Scott Purdy
  Cartography: Dániel Kovacs
  Graphic Design & Layout: Rachael Macken
  Editors: Christopher Walz, Síne Quinn
  a GuiDe to black rock
  Writing: Simon Wileman
  Illustration: Alberto Bontempi, Safary Levente, Tom Ventre 
  WFRP Producer: Pádraig Murphy Line 
  WFRP Developer: Dave Allen
  Publisher: Dominic McDowall
  Production Team: Dave Allen, Anthony Burke, Emmet
  Byrne, Walt Ciechanowski, Elaine Connolly,
  Zak Dale-Cutterbuck, Donna King, Dániel Kovacs,
  Tim Korklewski, T.S. Luikart, Andy Law, Rachael Macken,
  Sam Manley, Rory McCormack, Dominic McDowell,
  Pádraig Murphy, Kieran Murphy, Eileen Murphy,
  Céire O’Donoghue, Jonathan O’Donoghue, Síne Quinn,
  Jacob Rodgers, Christopher Walz
  blessinGs that Drew blooD
  Writing: Dave Allen
  Illustration: Álvaro Jiménez Hernández, Ralph Horsley,
  Andy Law, Sam Manlety, Scott Purdy
  Graphic Design & Layout: Mary Lillis
  Editors: Síne Quinn, Christopher Walz
  Proofreader: Christopher Walz
  Grey Mountain GolD
  Writing: Mac Dara Mac Donnacha
  Illustration: Álvaro Jiménez Hernández
  Graphic Design & Layout: Rachael Macken
  Managing Editor: Síne Quinn
  Developer: Dave Allen
  Proof Reader: Tim Gray
  
  3
  INTRODUCTION
  CONTENTS
  CHAPTER 1: DEADLY DISPATCH ..............4
   Adventure Summary ........................... 4
   Getting Started ................................... 4
  Inclement Presents ................................. 4
   The Parcel Perilous ............................. 4
   Fritz the Fleet - Courier ..................... 5
   What’s in the Box? ............................. 5
   Clearly There Has Been a Mistake ..... 6
   Along the Docks................................. 6
   The Deft Dancer ................................. 7
   A Skull Most Gallant ......................... 8
   Rule Leidtragende – Necromancer ..... 8
   Rojas - Wight  ....................................9
   The Best Laid Nefarious Plans  
   Go Awry ...........................................10
   Shamblin’ Streets ..............................11
   Supply Interruption ..........................11
   Arise, Sir Galleran! ...........................11
   Ubersreik’s Grail Chapel...................13
   Hugo – Antique Knight ...................13
   Post Delivery ....................................13
   Rewards ............................................13
  NPC Stat Reference .............................14
  CHAPTER 2: FISHROOK RETURNS ......15
   Adventure Summary ......................... 15
   Getting Started ................................. 15
  Background .......................................... 16
  The Fishrook Dalliance ......................... 16
  Meet the Family ................................... 16
   Lady Gutele Von Bruners’ Journal  ... 17
   The Job Offer .................................... 18
  Meeting Gutele .................................... 18
   Enter Boniel ..................................... 19
  The Victims .......................................... 20
   Fishrook Returns: ............................. 20
   Gutele von Bruner ............................ 20
   Week 1: The Duchamps.................... 20
   Week 2: Tostig Halstrom and  
   Entourage .........................................20
   Week 3 (purportedly): Willie  
   Humbert and Maximilian Kreutzer ..20
   Week 3 (Actually):  
   Gretchen Sollander ...........................21
   Week 4: Brother Erasmus ................. 21 
   Interviewing the Coachmen ............. 21
  The Road to Sigmartempel ................... 22
   Welcome to Sigmartempel ............... 22
   The Branchers ................................... 23
   The Griffon and Hammer ................ 24
   he Hunt is On .................................. 26
   A Bird in the Hand .......................... 27
   The Short Arm of the Law ............... 27
   The Final Curtain ............................. 28
   Family Matters ................................. 28
   Boniel Intervenes .............................. 28
  The Aftermath  ..................................... 29
   One More Victim ............................. 29
   The Last Laugh ................................ 30
   Rewards ............................................ 30
   Giffen and Hammer  ........................ 31
  CHAPTER 3: DOUBLE TROUBLE ...........32
  Getting Started ..................................... 32
   Adventure Summary ......................... 32
   Involving the Characters................... 33
  House Karstadt ..................................... 33
   The Grounds ..................................... 33
   The Manor Hall ................................ 34
   The East Wing ................................. 34
   The West Wing ................................ 35
   The Attic ........................................... 35
  The Unusual Suspects ........................... 35
  Part 1 .................................................... 40
   An Absolute Replica ......................... 40
   Familiar Ground ............................... 40
   Spitting Image .................................. 41
   Mistaken Identity  ............................ 41
  Part 2 .................................................... 42
   House hunting .................................. 42
  Part 3 .................................................... 44
   I suppose you’re wondering why  
   I gathered you here today… ..............44
   Double Vision ..................................45
   Hedging Your Bets ...........................47
  Copy and Paste ..................................... 47
   Hellin ............................................... 47
   Josef .................................................. 47
   Lucius ............................................... 48
   Dietgar ............................................. 48
   Experience Points Rewards .............. 48
  CHAPTER 4: BLESSINGS THAT  
  DREW BLOOD ....................................................49
  Adventure Summary ............................ 49
  The Daemon Went Down to Erengrad 49
   The Triumvirate of  
   Disappointing Daemonhood ............50
   Ingwer .............................................. 51
   Blixa  ................................................. 51
   Beatrice Mittelmäss .......................... 52
   Triumvirate Tactics ........................... 52
  Undertaking the Investigation .............. 52
  The Investigation Map.......................... 53
  Handouts .............................................. 54
  At the Wolf and Hobgoblyn................. 56
   A Feline Focus .................................. 57
  The Prepsycognitions of  
  Wanda Grimmig ..................................58
  No Mercy for Katherine Hartung ........ 59
   Enquiries at the Temple of Shallya ... 59
   The Murder Scene ............................ 60
   Learning of Katherine’s  
   Murder Later ....................................61
   Using the Murder as an  
   Additional Hook ..............................61
  Continuing the Investigation................ 61
  The Victory Park Orphanage ................ 63
  Death on the Docks ............................. 65
   Werner Klep runs out of Luck .......... 65
   Asking About Werner ...................... 65
   The Crooked Hammer ..................... 65
   Klep’s Crew ....................................... 66
   Spellbound at the Crooked Hammer 66
   Talking to Gert ................................. 66
  The Red Moon ..................................... 68
   Jared’s Wild Night ............................ 68
  The Chapel of Ulric .............................. 69
   Ageing Knight of the White Wolf ... 69
   The Wolf at the Door ....................... 69
  Rugger’s Boarding House ..................... 70
  Bridge House Inn ................................. 70
  Concluding the Investigation ............... 71
   The Theatre Varieté ........................... 71
   When the Hammer Falls .................. 72
  CHAPTER 5: GREY MOUNTAIN  
  GOLD .......................................................................74
  Getting Started ..................................... 74
  Adventure Summary ............................ 74
  The Grifters .......................................... 74
  The Mark .............................................. 77
  Shopping Expedition ............................ 79
  The Ransom.......................................... 84
  Resolution ............................................ 85
  APPENDIX: A GUIDE TO  
  BLACK ROCK ....................................................86
  Index...................................................119 
  Handouts ............................................120
  
  I
  4
  DEADLY DISPATCH
   
  •
  •
  This adventure should only take one or two sessions of play, 
  but by the end, the Characters will know Chaos isn’t the 
  only threat to the Empire. This adventure takes place in the 
  town of Ubersreik, but with little adaptation could be set in 
  any of the river towns throughout the Empire. However, the 
  adventure requires a location with relatively strong Bretonnian 
  connections.
  aDventure suMMary
  One of the Characters is approached by a courier bearing a 
  far-travelled package, apparently addressed to them. The parcel 
  contains a cunning puzzle box that holds occult items of a most 
  necromantic nature… and wasn’t addressed to the Character 
  at all! The package is expected by a ruthless necromancer, 
  who is using a riverwoman captain as a ‘face’ for his activities 
  in Ubersreik. The necromancer needs the package’s contents 
  to assist in his scheme to acquire the misplaced skull of a 
  Bretonnian Grail Knight, and will soon unleash a lethal Undead 
  minion to retrieve his parcel if it goes missing.
  The party’s choice of how to deal with the package will help 
  determine the necromancer’s actions, more than likely leading 
  to him unleashing the Undead on Ubersreik to prevent further 
  interference in his plans. The Characters are in for a harrowing 
  night; whether they seek to thwart the necromancer or just try 
  to survive to see the sun rise!
  GettinG starteD
  Before playing Ubersreik Adventures: Deadly Dispatch, read 
  it through from start to finish at least once. It may also prove 
  useful to read through the Guide to Ubersreik in the WFRP 
  Starter Set, as it provides additional information about the 
  scenario’s setting. Brushing up on the effects of Fear can’t hurt, 
  either. (See WFRP Rulebook 4th Edition, page 190.) Once you 
  feel confident with the material, you’re ready to begin.
  INCLEMENT PRESENTS
  It’s early summer as the Characters pass through Ubersreik’s 
  Artisan’s Quarter not far from the Teufel River. Suddenly, 
  the weather turns foul. The Characters find themselves at the 
  mercy of a unexpected squall, immediately followed by a heavy 
  driving rain. This catches them outside and unprepared for hard 
  weather. 
  Folk surrounding the Characters dive for cover, swiftly moving 
  their goods under tarps, and pedestrians rapidly clear the streets 
  around them. As the Characters attempt to escape the lashing 
  of the rain, a voice calls out to one of them by name, or so it 
  seems…
  the parcel perilous
  If your Players are using the pregenerated Characters from the 
  Starter Kit, the voice calls out, ‘Sigloben! Mistress Sigloben?’ or 
  perhaps ‘Mistress Drakenburg?’ if the Witch Hunter is not in the 
  party. If your players have created their own characters, the voice 
  should call out the last name of a Human woman, otherwise 
  you’ll need to tweak the following sections, and perhaps change 
  the Fisherwoman Gele (see page 5) to suit. 
  A courier bearing a large backpack with a high wooden frame 
  and covered with a tarpaulin comes running out of the rain. He 
  touches his forelock and offers a short bow. ‘Fritz the Fleet at 
  your service. You are Mistress Sigloben, yes? I have a package for 
  you.’ It doesn’t actually occur to Fritz to get in out of the rain, 
  he’s spent so much of his life being pelted by inclement weather 
  he barely notices. However, he agrees to move indoors into a 
  nearby tavern if asked.
  The parcel proves to be a small, heavily sealed package, bound 
  up in multiple strings of varying thickness and set with several 
  wax seals. The ink of the delivery address is smudged, but it 
  does seem to, more or less, resemble the recipient’s name. 
  Fritz casually mentions to the Characters that, ‘I was charged 
  with delivery in Ubersreik, Human woman, to be found along the 
  Teufel. Some kindly souls pointed me in your direction.’ Fritz has 
  the recipient sign off (or make an ‘X’ if they’re illiterate) as 
  having received the package in a small leather book he carries. 
  He doesn’t mention further funds, which the Characters should 
  find odd — the majority of couriers receive at least some 
  recompense from the receiving party for their labour.
  
  I
  5
  UBERSREIK ADVENTURES II — DEADLY DISPATCH
  Fritz the Fleet - courier
  Fritz is a well-travelled courier with a tongue near as quick as his 
  feet. He’s a good source of non-local gossip as he is constantly 
  on the move, ranging from as far south as Dunkelberg to the 
  northern edges of the Vorbergland.
  Characters that want to ask Fritz more can make a Challenging 
  (+0) Charm Test, as it is clear Fritz intends to move on without 
  further delay. The courier generally delights in a bit of news, but 
  something about the package has put him off. On a success, he 
  remains for a while to talk, and down a mug of ale. If the party 
  asks him further about the package, Fritz notes that the whole 
  thing has been a bit odd. The delivery instructions were very 
  explicit... 
  ‘Quite precise as was, extra coin on it and all. Under no circumstances 
  to be opened, except by recipient. Now I pride, myself, I do – I’ve 
  never opened any of my parcels, ever. But Hartwicus, one of the 
  chaps I deliver for… he was mighty shook. “Sort it quick as you can, 
  Fritz, and be done with it”, he says. Not like him at all.’
  If asked if there is anything else strange about the parcel, Fritz 
  nods. He points to several of the wax seals. 
  ‘Aye. Come a long way, this one has. See here, this seal is the gold lion 
  of Nuln, right? But this one here, the black tower on red, why that’s 
  all the way from Estalia! That package has travelled further than 
  most folk ever will.’ 
  Soon after, he gathers himself and makes his farewells. 
  ‘Sigmar be with you… especially you, miss’, he adds to the recipient, 
  and then he swiftly disappears into the rain.
  what’s in the box?
  The party is brimming with curiosity to find out what the 
  parcel contains, though the recipient may want to (wisely) move 
  somewhere more private before opening it. Beneath the outer 
  layers of packaging and wax seals lies a beautifully crafted, but 
  seemingly solid, wooden box. The exterior is made of darkly 
  stained  and varnished wood, marked with strange sigils and 
  some scratches, indicating travel damage. No Lore known to 
  the party can identify the sigils, though if Magister Gruber (or 
  another character that knows the Lore of Death) studies them, 
  they look disturbingly familiar… 
  The box appears to have neither seams nor hinges of any kind. It 
  is a puzzle box requiring a Challenging (+0) Intelligence Test to 
  solve, though if any player can make a good argument for why 
  any of their Character’s skills would assist them in opening it, 
  they can make the test at an Average (+20) Difficulty. Success 
  means they find a series of cleverly concealed panels that slide 
  open, eventually unfolding to reveal the disturbing contents: a 
  leather pouch filled with worryingly small finger bones, four 
  tightly sealed jars filled with various substances, and an ornately 
  carved urn. The jars are marked with sigils that look like they 
  were drawn with blood. Similar markings cover the inner 
  surfaces of the box as well. The jars hold crematory ash, loam, 
  oil with a sweet aroma, and crushed flowers (perhaps roses).
  A successful Challenging (+0) Lore (Magic) Test indicates 
  that some sort of spell has been woven into the contents of the 
  box and that disturbing them might have some sort of effect. 
  The black urn is marked with the head of a jackal. To anyone 
  with the Second Sight Talent, the urn nearly sears their eyes 
  with the roiling waves of dhar energy that seem to pool and 
  overflow from it. Characters have a chance of recognising the 
  urn’s distinctive style with a Difficult (-10) Lore (Theology) 
  Test. On a success, they know such things are associated with 
  near-legendary distant Nehekhara: an ancient empire obsessed 
  with the dead, and the first site of human civilisation. If anyone 
  looks inside the urn, it contains a Human heart, which is still, 
  occasionally, beating. Characters that specifically open the jar to 
  discover this fact must make a Challenging (+0) Cool Test or 
  gain 1 Corruption point. 
  If the Characters fail to solve the puzzle, they may attempt 
  to hack the box open and reveal its contents. The box proves 
  highly resistant to damage, but with enough time and effort the 
  Characters can break it. In this case, all of the jars inside are 
  shattered and their contents hopelessly mingled, with the brittle 
  bones being reduced to powder. However, the urn emerges, 
  intact, from the wreckage of the box. 
  FRITZ THE FLEET
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  36
  27
  38
  42
  43
  42
  31
  36
  41
  36
  12
  Skills: Endurance 68, Gossip 61,Lore(Heraldry) 62, 
  Lore (Local) 66
  Traits: Weapon (Club) +7
  
  I
  WARHAMMER FANTASY ROLEPL AY
  6
  Gele is a successful Riverwoman in her mid-thirties, with russet 
  hair and guarded brown eyes. Her hands are heavily scarred 
  from a life of fishing lines, sharp hooks, and hard labour. She 
  and her husband, Thomel, worked their way up from greenfish 
  deckhands to having their own ship. Thomel’s death occurred 
  in a storm on the Reik as they struggled to save the ship, and 
  it has hit her hard. She misses him terribly and has a heavy 
  case of survivor’s guilt. In her worst times, she believes that she 
  should’ve died with Thomel.
  Gele can be found pacing somewhere between where her ship 
  is docked in the southern end of the Merchant Quarter and the 
  Sprichstumpf in the Marktplatz. She is quite anxious, as she is 
  awaiting an important parcel…
  Removing the urn from the box breaks an enchantment, 
  alerting the Necromancer, Rule Leidtragende (whose parcel it 
  is). Destroying the box also breaks the enchantment wrapped 
  within the package. In both cases, the enchantment also reveals 
  the box’s location to its original owner. Leidtragende waits till 
  nightfall to send his deadly minion Rojas (see page 8) to the 
  box’s location to investigate what has happened to his shipment.
  clearly there has been a Mistake
  If your Players are using some of the pregenerated characters 
  from the Starter Kit, several of them will have very different 
  assessments of the package. Magister Gruber knows (as would 
  any Empire-sanctioned wizard) without any Test that the 
  contents of the box and the urn stink of necromancy, and being 
  caught possessing either by Imperial authorities could lead to 
  a very short trip to a pyre. Else Sigloben may well suspect that 
  the package and its contents may have something to do with her 
  mother. They don’t, but it could take some time to determine 
  that.
  A literate Character who thinks to double-check the outer 
  packaging to verify the addressee discovers that the water-
  stained blurry name, while a close match, is in fact spelled 
  slightly differently from the recipient’s actual last name. 
  Regardless of what the recipient’s name is, the name on the 
  package will always be one or two letters off - and that will be 
  the Fisherwoman Gele’s actual last name (more about her in 
  the next section). For example, if Mistress Sigloben received the 
  package, it was actually addressed to a ‘Silgoben’.
  With the information Fritz gave them, the party knows that 
  they can search along the Teufel for the actual named recipient. 
  If they’re upstanding citizens (or still a part of the Watch) they 
  may well want to discover whatever the package is intended 
  for and try to stop it. If the party holds more unscrupulous 
  sorts, they may wish to seek out the actual named recipient 
  for ‘delivery fees’ or blackmail purposes. Regardless, they’re 
  probably interested in finding the actual intended recipient. 
  alonG the Docks
  The rain doesn’t let up anytime soon. That may encourage the 
  party to postpone their search for the actual recipient for a 
  few days, but delaying will bring trouble to their door in the 
  form of Rojas. Whoever is in possession of the package will 
  feel a growing sense of unease about it, and must make a 
  Challenging (+0) Cool Test or suffer a string of terrifying, if 
  vague, nightmares. Since the Characters know to look along the 
  Teufel, it isn’t hard to conclude that the actual recipient is likely 
  to be found somewhere in the Teubrücke. It takes an Average 
  (+20) Charm or Gossip Test to locate someone who knows the 
  Riverwoman Gele, the ‘intended’ recipient, in a timely fashion. 
  On an Impressive or better success, the questioner learns that 
  Gele owns a ship called The Deft Dancer and that she is relatively 
  recently widowed, having lost her beloved husband to the Reik 
  late last year when he drowned during a fierce storm. 
  GELE* – RIVER ELDER
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  39
  32
  30
  43
  42
  43
  38
  25
  30
  42
  12
  Skills: Cool 43, Melee (Polearm) 49
  Traits: Weapon (Halberd) +7
  * Gele’s last name is close to the recipient’s, with only one 
  or two letters changed.
  
  I
  7
  UBERSREIK ADVENTURES II — DEADLY DISPATCH
  Once located, Gele can easily be followed from a discreet 
  distance. Surveilling her for a few hours reveals that she may 
  be running errands for someone, as she comes and goes from 
  her ship with parcels quite frequently.  
  Gele’s reaction to the Party varies depending on how they 
  approach her. If the Characters question her bluntly about the 
  parcel, Gele responds guardedly. She may claim that there has 
  been a mistake of some kind. It takes a successful Intuition 
  Test against her Cool to discern that she is desperately trying 
  to mask being both anxious and terrified. A Character that sees 
  her fear can try to break through Gele’s bluster. A successful 
  Hard (-20) Charm Test opposed by Gele’s Cool will lead to 
  her blurting out that the package is for someone else. 
  ‘But he’s dangerous,’ she whispers, ‘so very dangerous.’ 
  She is too frightened of the necromancer to betray him much 
  further, other than to state that she has to get the package back. 
  If the Characters give the package to her, she suddenly grabs 
  one of their arms and whispers, ‘The Grail Chapel. Warn him.’ 
  Then Gele flees. If the Characters fail to win her trust, she 
  may make a scene to cause a distraction, loudly accusing 
  the characters of theft, and then run back to her ship to tell 
  Leidtragende about the party. 
  If hit up for an immediate bribe or blackmail, Gele abruptly 
  agrees to pay whatever is asked, with minimal haggling on her 
  part. She’ll simply note she expects the intact package and all 
  its contents at once. In this, she is being totally honest — the 
  necromancer made it clear that she was to secure the package 
  at whatever cost. She’ll ask where the party wishes to meet, 
  return to her ship to secure their funds, meet them to collect 
  the package, and send the Characters on their way without any 
  trouble on her part. (See page 12 for the eventual repercussions 
  if the party doesn’t intervene.) Depending on the party’s 
  actions, Gele may well move her ship to a different mooring.
  If the Characters fail to locate Gele, and Rojas retrieved the 
  package without being noticed, then it is likely the next they hear 
  of the situation will be when the dead begin to pull themselves 
  down from their Gibbets! If this occurs, the Characters will 
  encounter a terrified and remorseful Gele running through the 
  streets, telling anyone who will listen, 
  ‘I didn’t know! I didn’t know! He took it to the chapel, I don’t know 
  to what end, but you must believe me, I didn’t know! Oh Thomel, 
  please forgive me!’
  If the Characters fail to locate Gele, Rojas finds them first. 
  Rojas will try to acquire the package without alerting the party. 
  Should he fail in this, either because he is discovered or because 
  no opportunity presents itself, he will give the Character a 
  single opportunity to hand it over willingly. 
  He will offer no explanation beyond, ‘It is not yours to keep.’
  Should the Characters refuse, Rojas will wait no more than 
  a day before attacking them outright, preferring a moment 
  when they are isolated or otherwise vulnerable, but will not 
  hesitate to attack them in broad daylight if he has no other 
  choice. Rojas has no real desire to kill the Characters, and will 
  withdraw if he gets the box. He will also withdraw if he is 
  reduced to 4 wounds or fewer — he is, after all, a valuable asset 
  of Leidtragende’s. 
  If the Characters fail to locate Gele, but manage to hold on 
  to the package, Gele will send a short note to the Characters, 
  having learned of their identity by following Rojas.
  You fools! But it is not too late 
  You fools! But it is not too late 
  – he can still be calmed, I think. 
  – he can still be calmed, I think. 
  Leave the package by The Deft 
  Leave the package by The Deft 
  Dancer, moored at the docks, 
  Dancer, moored at the docks, 
  and then flee as fast as you 
  and then flee as fast as you 
  might! There is still time.
  might! There is still time.
  the DeFt Dancer
  Gele’s riverboat was formerly a fine one, a small merchant vessel 
  used for both fishing and transporting cargo. These days, the 
  ship is in want of maintenance: the once brightly painted red 
  hull has faded and the decks are grimy. Gele released the small 
  crew that manned the boat not long after Thomel’s death. The 
  Deft Dancer is a sailed vessel with a single tall mast, with both 
  stern and prow boasting high castle towers. Below decks there 
  is a great deal of cargo space, with three different holds for fish 
  and trade goods. 
  Gele uses the stern castle tower as her cabin. The necromancer 
  Rule Leidtragende has taken up the two forward cargo holds. 
  One is filled with his necromantic paraphernalia: a wide 
  assortment of bones, blood-drained organs, fluid- and powder-
  filled jars, blood-filled organs in various containers, and esoteric 
  books. Most of the volumes are banned in the Empire, but 
  none so much so as his prized fully intact copy of Vanhel’s 
  legendary masterwork on necromancy, the Liber Mortis. This 
  book is difficult to put a price on, but 200GC would not be out 
  of bounds. However, finding a buyer would be near impossible, 
  as anyone caught with it in the Empire is subject to a summary 
  death sentence. 
  
  I
  WARHAMMER FANTASY ROLEPL AY
  8
  The necromancer sleeps (very, very rarely) in the other hold, 
  which otherwise is occupied by his undead minion, Rojas. 
  Leidtragende keeps several purses with coins from various 
  countries, collectively worth approximately 20GC. He also 
  hides a small pouch of onyx gemstones worth an additional 
  20GC within a jar filled with organs in a preservation fluid.
  a skull Most Gallant
  Leidtragende ended up in Ubersreik on a casual whim that 
  turned up a potential prize beyond his dreams. The opportunity 
  has made him near giddy with anticipation and caused him to 
  act recklessly. Necromancers can make great and terrible use of 
  the remains of the mighty — there is a great deal of mystical 
  power within them and some of the most puissant necromantic 
  spells of legend require the bones of heroes to be successfully 
  cast. Leidtragende has only managed one such enchantment 
  before, upon the bones of a fallen Estalian hero – his minion 
  Rojas. 
  Most of the time, the remains of great heroes are esteemed and 
  protected, sanctified by priests in such a manner as to render 
  them near useless to a necromancer. To his astonished delight, 
  Leidtragende discovered something remarkable. During the 
  Fifth Parravon War, some 38 years ago, the valorous Bretonnian 
  Knight Sir Galleren de Grismerie was shot off his Pegasus and 
  fell near Ubersreik. The Grail Knight’s fall broke his body, but 
  miraculously did not kill him. However, the subsequent fighting 
  over his mangled form rendered him near unrecognisable. The 
  dying knight was taken to an Empire internment camp, where 
  he perished. Thus, the skull of one of the legendary Grail 
  Knights of Bretonnia is sitting somewhere inside a small shrine 
  within the Grail Chapel of Ubersreik. It is anonymous in death, 
  and guarded only by a single old man.
  Leidtragende could barely believe his fortune. Research and 
  such spying as Rojas can manage has assured Leidtragende 
  that what he has discovered is probably true, but like most 
  (successful) necromancers, he is utterly paranoid. He suspects 
  a trap and is rightly wary of discovery, as the known presence 
  of a necromancer in Ubersreik would immediately cause the 
  various factions presently jockeying for power to instantly unite, 
  however temporarily, in destroying him. Thus, he realised that 
  he needed time and privacy to make arrangements. 
  He found a likely dupe in Gele, and approached her in secret for 
  her assistance. Leidtragende can no longer easily travel in polite 
  society, as his ‘unnatural’ condition is fairly obvious in daylight 
  or to any extended scrutiny. He therefore needed a go-between 
  to conduct errands for him, collect the important package he 
  was arranging from afar, and secure a safe place for him to 
  stay. In exchange for her services and the use of her ship, the 
  necromancer has promised to restore her husband, something 
  he has neither the power nor any real intention to do. Only the 
  Riverwoman’s desperate sorrow and grief have convinced her to 
  believe the necromancer’s lies.
  Leidtragende arranged for an apprentice of his to send along 
  some very specific materials at his request, in a box he had 
  prepared before travelling to Ubersreik. While Leidtragende 
  very much desires the Nehekharan urn back, it is the finger 
  bones and the jars’ contents that he eagerly awaits. These are 
  materials that will make his planned summoning far more easily 
  accomplished.
  rule leiDtraGenDe – necroMancer
  While Leidtragende acknowledges that he is a necromancer, 
  he sees himself, first and foremost, as a scholar. In his distant 
  youth he was a medical student at the University of Altdorf, 
  and pursued many avenues of medical inquiry, seeking a 
  specialisation that interested him, before discovering a copy of 
  the infamous Liber Mortis. Soon, his interests focused on a new 
  form of ‘life extension’. Now, well over a century since he began 
  his studies, he is plagued by others interfering with his research. 
  He reasons that his advances into the science of longevity 
  will one day benefit all, so surely the trivial sacrifice of a few 
  malnourished souls is a small price to pay? After all, to advance 
  his work, he simply must be able to study the moment when a 
  soul leaves the flesh, and the poor and the vulnerable make ideal 
  subjects for this avenue of research…
  Leidtragende regularly stays on the move to keep ahead of 
  ‘critics’ of his work. He is a slight man who speaks Reikspeil 
  with a clipped Sylvanian accent. He wears heavy dark clothing, 
  which particularly contrasts with his skin, as it is roughly the 
  colour of alabaster. He lost his right eye long ago to a Witch 
  Hunter’s blade, and the empty socket has since filled with a 
  pale nascent green glow that he masks with an eyepatch on his 
  exceedingly rare forays in public.
  
  I
  9
  UBERSREIK ADVENTURES II — DEADLY DISPATCH
  RULE LEIDTRAGENDE – NECROMANCER
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  32
  37
  37
  54
  44
  30
  56
  63
  21
  15
  Skills: Channelling (Necromancy) 83, Cool 73,
  Dodge 55, Language (Magick) 86
  Traits: Dark Vision, Fear 1, Painless, Spellcaster 
  (Necromancy), Weapon (Sword) +4
  Known Spells: All Necromancy Spells from the Lore of 
  Necromancy on page 256 of the WFRP Rulebook 4th 
  Edition. Necromantic versions of Bolt (an arc of black 
  energy), Bridge (ethereal spirits instantly form a solid 
  span made from their flickering forms), Distracting 
  (screaming spirits wheel about the necromancer) and 
  Drop (targeted item briefly grows thorns made of 
  bone). He has access to quite a few more spells and 
  rituals amidst his books.
  THE JACKAL URN
  The Nehekharan urn preserves organs, after a fashion, 
  imbuing them with dark energy. It can act as a powerful 
  focus for spells drawing from the various Dark Magic 
  lists. Additionally, if Leidtragende recovers the urn, he can 
  pull the heart from within and crush it as he casts a 
  Necromancy spell — allowing him to instantly make a 
  successful cast with +4 SL.
  rojas - wiGht   
  (ForMerly estalian Diestro) 
   Leidtragende spent many cautious years in Estalia, learning 
  things best left forgotten. When a famed Estalian Diestro was 
  poisoned and left to die in an alleyway, the necromancer found 
  a long-sought bodyguard. Rojas is undead, but mightier by far 
  than any simple animated corpse. He is sentient, and though 
  his memories of cool wine, warm nights, and beautiful women 
  have all faded, his skill with a blade has not. Rojas has to obey 
  Leidtragende to the best of his ability, though he has become 
  cognisant of his situation and has slowly begun to realise he 
  hates the necromancer. Rojas’s skin is well preserved and when 
  bound in heavy clothing during the day he passes for one of the 
  living. However, his once melodious voice has been reduced to 
  a heavy rasp. Also, his blood turned to dust long ago and any 
  wound he suffers immediately reveals his true nature. At night, 
  his eyes burn with a pale eldritch light.
  ROJAS – WIGHT (FORMERLY ESTALIAN DIESTRO)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  65
  55
  45
  45
  30
  40
  30
  25
  55
  20
  17
  Traits: Armour 2, Dark Vision, Elite*, Fast*, Fear 2, 
  Immunity to Psychology, Painless, Stealthy, Undead, 
  Weapon (Rapier) +8
  
  I
  WARHAMMER FANTASY ROLEPL AY
  10
  the best laiD   
  neFarious plans Go awry 
  Leidtragende’s original plan to retrieve the Grail Knight’s skull 
  was fairly straightforward. Upon receiving his package, along 
  with the materials he needed, he intended to have Gele move 
  The Deft Dancer to a mooring along the Docks not far from 
  the Grail Chapel, as it is very close to the western bank of the 
  Teufel. In the darkest hours of the night, he and Rojas were 
  to slip into the chapel, then he would use a relatively simple 
  necromantic ritual designed to help him discern the exact 
  location of the skull amidst the many contained within the 
  chapel. If the Grail Chapel’s caretaker interfered at any point, 
  Rojas would kill him swiftly. Once the skull was secure, they 
  would’ve taken their leave, departing Ubersreik via the river the 
  next day. Ostensibly they would be going to find and retrieve 
  Thomel’s body. In reality, the necromancer fully intended to 
  kill Gele somewhere between Auerswald and Grünburg before 
  heading into the Hagercrybs.
  The party’s interception of his package has altered his plans, 
  possibly drastically. Leidtragende needs the box’s contents in 
  order to easily locate the Grail Knight’s skull. Without them, 
  he will be forced to take far ‘cruder’ actions in order to secure 
  his prize. If the Characters returned the box intact, whether 
  because they accepted a bribe or attempted blackmail, or Rojas 
  secured it without its contents being damaged, Leidtragende 
  decides to move immediately. He suspects the Characters will 
  turn Gele in to the authorities; and does not believe anyone 
  would have left the package unopened.
  As soon as twilight falls, he uses the heart from the Jackal 
  Urn to cast a potent spell using the corpses of the Jungfreud 
  supporters, still hanging from the town gibbet after their failed 
  rebellion some weeks past, to summon a decent sized horde of 
  Zombies. These he unleashes on the Merchant Quarter and the 
  Morgenseite. Leidtragende correctly reasons that a shambling 
  mass of undead attacking the city’s richest neighbourhoods will 
  immediately draw the bulk of the authorities' attention. He and 
  Rojas then proceed to the Grail Chapel to follow his original 
  plan.
  If the box and its contents are lost or destroyed, Leidtragende 
  is coldly furious and abandons any pretence of subtlety. When 
  he is certain his package is lost, just after night falls, he uses a 
  powerful spell from the Liber Mortis called Vanhel’s Invitation 
  to the Dance Macabre. This animates nearly every Jungfreud 
  supporter's corpse for hundreds and hundreds of yards. Given 
  the number of people who supported the Jungfreud insurrection 
  and were subsequently hanged for it, this is quite a lot of raw 
  material for the necromancer’s spell. Zombies tear their way 
  free from scaffolds about the city, but especially throughout the 
  Docks, the Marktplatz, and the Merchant Quarter, and begin 
  wreaking havoc at Leidtragende’s behest. The necromancer then 
  advances on the Grail Chapel with an escort of eight Skeleton 
  Guards and Rojas. 
  Without the materials from his package, he cannot readily 
  locate the Grail Knight’s skull to bear away. Instead, he intends 
  to take a dangerous gamble by summoning his new undead hero 
  on the spot within the Grail Chapel, trusting that Sir Galleren 
  de 
  JUNGFREUD ZOMBIES
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  15
  -
  30
  20
  05
  10
  15
  -
  -
  -
  12
  Traits: Construct, Dark Vision, Fear 2, Infected, 
  Painless, Undead, Unstable, Weapon (Teeth) +7
  The rotted corpses of former Jungfreud supporters, 
  tearing their way free of scaffolds throughout Ubersreik 
  to menace the living.
  SKELETON GUARDS
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  25
  30
  40
  20
  20
  25
  -
  -
  -
  16
  Traits: Armour 2, Construct, Dark Vision, Fear 2, 
  Hardy, Painless, Undead, Weapon (Sword) +7
  Leidtragende’s personal guards are far more formidable 
  than most of their kind.
  
  I
  11
  UBERSREIK ADVENTURES II — DEADLY DISPATCH
  Grismerie’s skull is, in fact, present, and that it will make itself 
  apparent at the conclusion of the spell. The ritual spell takes 
  Leidtragende over two hours to cast. While he is performing 
  it, the Grail Chapel blazes with dhar to anyone with Second 
  Sight. If the Characters do not intervene, he will succeed. Then 
  Leidtragende departs with his new champion in tow, taking the 
  Deft Dancer down the Teufel, and leaving a screaming, zombie-
  plagued Ubersreik behind him…
  supply interruption
  Characters that have discerned something of what is going on 
  and are already near the Grail Chapel when the dead begin to 
  rise will have to fight through ten Jungfreud Zombies inside. 
  If the necromancer is performing his ritual to summon a new 
  champion, his sonorous voice can easily be discerned from the 
  streets surrounding the chapel. It doesn’t take an understanding 
  of magic to know that something horrible is going on. 
  What the party finds inside depends on their timing and what 
  Leidtragende is up to. He will keep his Skeleton Guards close, 
  with three inside while the rest are stationed outside guarding 
  the chapel’s entrance. If Rojas is alive, he will certainly have 
  been instructed to defend the Necromancer, but will by now be 
  looking for any opportunity to undo his hated master should a 
  poorly worded order allow it.
  If Leidtragende is summoning his new champion, he will 
  order any Undead at hand to defend him, but will be unable 
  to take any action other than a Dodge or risk interrupting the 
  ritual. Otherwise, he can and will use his magic to summon 
  more Undead and generally make the Characters’ lives difficult. 
  If Leidtragende received his package and its contents intact, 
  or if the players delay much in heading to the Chapel, then it 
  is likely he will already have succeeded in calling up his new 
  champion. If confronted, he will not hesitate to put the Undead 
  Sir Galleran to good use.
  arise, sir Galleran!
  Streaming wisps of pure dhar, Sir Galleran’s skeletal form 
  assembles itself from the bones spread throughout the small 
  chapel, finally coalescing into a hulking warrior wielding a 
  zweihänder with staggering ease.
  VANHEL’S INVITATION TO THE DANCE MACABRE
  CN: 16 
  Range: Self 
  Target: AoE (Up to Willpower Bonus x 100 yards) 
  Duration: Until sunrise
  Found only in the pages of the terrible Liber Mortis, this 
  spell is among the greatest and most terrible achievements 
  of the necromancer Vanhel. You channel a writhing miasma 
  of dhar, storing up a great mass of the foul magic before 
  releasing it across the lands. The magic infests all nearby 
  fresh corpses that have not been properly prepared and 
  sanctified for burial. All corpses in a radius up to your 
  Willpower Bonus x 100 yards are raised as Skeletons or 
  Zombies, as you prefer. You may choose to have the spell 
  affect a smaller area if you wish. For each 100 yards of 
  radius, rounded up, gain one point of Corruption. 
  The summoned Undead are entirely under your control and 
  may perform simple orders as you command. If you are 
  killed or gain the Unconscious Condition, the spell comes 
  to an end and the summoned Undead collapse. 
  SIR GALLERAN
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  85
  55
  55
  45
  30
  40
  30
  25
  55
  20
  17
  Traits: Armour 2, Champion, Dark Vision, Elite*, Fast*, 
  Fear 2, Immunity to Psychology, Painless, Undead, 
  Weapon (Zweihänder) +10
  shaMblin’ streets
  Depending on Leidtragende’s and the party’s actions, the 
  Watch and the Altdorf soldiers presently patrolling Ubersreik 
  likely find themselves fighting the Undead. The bulk of 
  Ubersreik’s citizens promptly barricade themselves inside their 
  homes or businesses. Others add to the confusion, roaming the 
  streets screaming that the Undead are the gods’ judgement on 
  Ubersreik, or on the Emperor for toppling the ‘rightful’ rule of 
  the Jungfreuds.
  How many Zombies the party ends up facing depends a lot on 
  where they are and what they intend to do. If the characters 
  want to pass through a Zombie-infested neighbourhood 
  of Ubersreik, they will have to destroy the equivalent of two 
  Zombies for each Character. For example, a party of four 
  Characters heading for the Teufel through the Marktplatz and 
  on to the Teubrücke will have to fight off eight Zombies in the 
  Marktplatz and another eight in the Docks before they reach 
  the river.
  
  I
  WARHAMMER FANTASY ROLEPL AY
  12
  
  I
  13
  UBERSREIK ADVENTURES II — DEADLY DISPATCH
  ubersreik’s Grail chapel
  The Grail Chapel was once of the building that the city 
  used as an internment camp for Bretonnians during 
  the Fifth Paravonese War. Its exterior remains that of a 
  nondescript warehouse near the western bank of the Teufel 
  River, save that its eaves are marked with fleur-de-lys. 
   
  The inside is covered with intricate carvings, depicting legends 
  of the Lady of the Lake and famous knights. One wall acts as 
  an ossuary, filled with the skulls of Bretonnians that died while 
  imprisoned. The many carvings were created by the original 
  Bretonnian captives, but are now maintained by the Carpenters’ 
  Guild. Local Bretonnian émigrés and Bretonnians passing 
  through Ubersreik frequently visit, paying their respects to the 
  Lady. It’s not a particularly defensible building. In addition 
  to the main doors, there are several side doors and various 
  shuttered windows along the second floor.
  huGo – antique kniGht
  The chapel’s caretaker is an ancient Bretonnian with a white 
  beard and kind eyes named Hugo, who local children swear was 
  a knight, long ago. They’re right, though the years have taken 
  much of his former prowess. Still, he will fight to defend the 
  chapel, as is his duty, and cannot be persuaded otherwise. If 
  alerted by the Characters that ‘something’ is coming, he will 
  have donned some old armour — add Armour 2 to his Traits.
  post Delivery
  Leidtragende has absolutely no intention of dying today (or 
  ever, really) and will retreat if hard-pressed, using his magic to 
  flee by casting Distracting to confuse the Characters, or Bridge 
  to escape in an unexpected direction. He will not forget the 
  Characters. 
  Rojas will fight until the necromancer orders him to withdraw, 
  then he will move towards the Teufel till he can just dive in. 
  He’ll not bother to come back up, allowing the river to carry him 
  downstream before exiting miles away to rejoin Leidtragende 
  elsewhere. If the authorities discover that Gele assisted the 
  necromancer in any way, she will be burned at the stake. If the 
  Characters keep her secret, she will be immensely grateful and 
  they’ll have gained a useful new ally  though she’ll need some 
  help clearing her cargo holds…
  If the Characters assisted Hugo in surviving the Undead assault, 
  he will be extremely grateful for their assistance. Though the 
  means of his tiny chapel are somewhat humble, he does have a 
  small stash of donations amounting to 50 GC, which he happily 
  shares with the Characters. If Hugo did not survive, Characters 
  who succeed in a Difficult (-10) Perception Test may also find 
  this stash hidden inside an ornate helmet.
  Should the Characters' exploits become known more generally, 
  they will likely attract attention – positive and negative. It’s 
  possible that they may be viewed as accomplices to the whole 
  affair, especially if they were seen delivering the package to 
  Gele, and her ties to Leidtragende are discovered. If this is 
  the case, the Characters will need to talk fast to avoid the pyre 
  themselves. On the other hand, if the Characters acquitted 
  themselves well on their journey to the Chapel, they may well 
  find that they have more than a few rounds bought for them 
  the next time they make their way to any of the local taverns. 
  They may also draw the attention of one or more of Ubersreik’s 
  factions, who are always in need of adaptable individuals.
  After the affair has passed, and the Priests of Morr have 
  taken the time to bless the streets and properly inter the dead, 
  most folk in Ubersreik will attempt to move on and return to 
  their lives. You can be sure, however, that some will begin to 
  whisper that the Jungfreud cause must indeed be righteous if its 
  followers will return from death to pursue it...
  rewarDs
  As well as the normal XP you offer for good roleplay and having 
  fun, you should apportion XP at the end of each session using 
  the following guidelines.
   
  0
  10 XP for questioning Fritz about the box.
   
  0
  20 XP for getting the box open without destroying its 
  contents.
   
  0
  10 XP for getting the box open via brute force and 
  ignorance.
  HUGO – ANTIQUE KNIGHT
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  39
  14
  36
  27
  30
  31
  31
  31
  30
  39
  10
  Traits: Weapon (Sword) +7
  
  I
  WARHAMMER FANTASY ROLEPL AY
  14
   
  0
  5 XP for selling the box or its contents.
   
  0
  20 XP for defeating Rojas.
   
  0
  10 XP for learning of the necromancer from Gele.
   
  0
  10 XP for warning Hugo in time for him to don his 
  armour.
   
  0
  20 XP if they defeat  Sir Galleran or prevent his 
  resurrection.
   
  0
  10 XP for each heroic act during the zombie attacks.
   
  0
  30 XP if they drive off Rule Leidtragende.
   
  0
  50  XP for permanently stopping Leidtragende.
  NPC STAT REFERENCE
  FRITZ THE FLEET
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  36
  27
  38
  42
  43
  42
  31
  36
  41
  36
  12
  Skills: Endurance 68, Gossip 61,Lore(Heraldry) 62, 
  Lore (Local) 66
  Traits: Weapon(Club) +7
  GELE – RIVER ELDER
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  39
  32
  30
  43
  42
  43
  38
  25
  30
  42
  12
  Skills: Cool 43, Melee (Polearm) 49
  Traits: Weapon (Halberd) +7
  SIR GALLERAN
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  85
  55
  55
  45
  30
  40
  30
  25
  55
  20
  17
  Traits: Armour 2, Champion, Dark Vision, Elite*, Fast*, 
  Fear 2, Immunity to Psychology, Painless, Undead, 
  Weapon (Zweihänder) +10
  HUGO – ANTIQUE KNIGHT
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  39
  14
  36
  27
  30
  31
  31
  31
  30
  39
  10
  Traits: Weapon (Sword) +7
  RULE LEIDTRAGENDE – NECROMANCER
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  32
  37
  37
  54
  44
  30
  56
  63
  21
  15
  Skills: Channelling (Necromancy) 83, Cool 73, Dodge 
  55, Language (Magick) 86
  Traits: Dark Vision, Fear 1, Painless, Spellcaster 
  (Necromancy), Weapon (Sword) +4
  Known Spells: All Necromancy Spells from the Lore of 
  Necromancy on page 256 of the WFRP Rule Book 4th 
  Edition. Necromantic versions of Bolt (an arc of black 
  energy), Bridge (ethereal spirits instantly form a solid 
  span made from their flickering forms), Distracting 
  (screaming spirits wheel about the necromancer) and 
  Drop (targeted item briefly grows thorns made of 
  bone). He has access to quite a few more spells and 
  rituals amidst his books.
  ROJAS – WIGHT (FORMERLY ESTALIAN DIESTRO)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  65
  55
  45
  45
  30
  40
  30
  25
  55
  20
  17
  Traits: Armour 2, Dark Vision, Elite*, Fast*, Fear 2, 
  Immunity to Psychology, Painless, Stealthy, Undead, 
  Weapon (Rapier) +8
  JUNGFREUD ZOMBIES
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  15
  -
  30
  20
  05
  10
  15
  -
  -
  -
  12
  Traits: Construct, Dark Vision, Fear 2, Infected, 
  Painless, Undead, Unstable, Weapon (Teeth) +7
  The rotted corpses of former Jungfreud supporters, tearing their 
  way free of scaffolds throughout Ubersreik to menace the living.
  SKELETON GUARDS
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  25
  30
  40
  20
  20
  25
  -
  -
  -
  16
  Traits: Armour 2, Construct, Dark Vision, Fear 2, 
  Hardy, Painless, Undead, Weapon (Sword) +7
  Leidtragende’s personal guards are far more formidable than most 
  of their kind.
  
  15
  II
  FISHROOK RETURNS
   
  •
  •
  aDventure suMMary
  An innocent coach is stopped on the road from Bögenhafen. A horse 
  rears, a pistol is cocked, and a voice rings out: ‘Stand and deliver, 
  your money or your life!’ Unfortunate, but hardly out of the ordinary 
  — such wastrel bandits are known to plague the Empire’s highways. 
  This, however, is no ordinary highwayman, but the legendary 
  Fishrook. Known for his flamboyant mask, his dashing robberies, 
  the swooning victims left in his wake and — of course — for 
  being hanged over a century ago. Is there a pretender to the title of 
  Fishrook, or has his grave spat up his handsome ghost? One way or 
  another, one young woman is determined to find out  the true reason 
  for Fishrook’s Return.
  Ubersreik Adventures: Fishrook Returns is an adventure that 
  explores what it is to be a legend, and what that legend might 
  do to a less than romantic truth. The adventure takes place in 
  and around Ubersreik, but could be moved to any sizable town 
  where a daydreaming noble might long for a more exciting life. 
  The adventure is suitable for four to six Characters in their 2nd 
  Career, and should take about four to five hours to complete.  
  GettinG starteD
  Before playing this adventure, read it from start to finish at least 
  once. It may also prove useful to read A Guide to Ubersreik in 
  the Warhammer Fantasy Roleplay Starter Set, which provides 
  additional information about the town where the action takes place. 
  Once you feel comfortable with the material, you’re ready to begin.
  The Characters are hired by a Ubersreik noble, Gutele Von Bruner, 
  to investigate the true identity and escapades of a bandit claiming 
  to be The Fishrook, a pseudo-historical figure whose exploits 
  were heavily romanticised in a well-known novel. Gutele claims 
  to have been robbed by the Fishrook, and a handful of other 
  travellers confirm this. In fact, Gutele has taken on the persona of 
  The Fishrook, to satisfy her own thirst for adventure — dragging 
  in a group of investigators to add to the myth. Unfortunately for 
  Gutele, her endeavour has taken on a life of its own, with local 
  disaffected youth joining in and causing havoc throughout the 
  region dressed in flamboyant feathered costumes. The Characters 
  must uncover the truth without alienating a prominent Noble 
  family, or become willing accomplices in a series of crimes that 
  would see most perpetrators hanged.... 
  
  16
  WARHAMMER FANTASY ROLEPL AY
  II
  the Fishrook Dalliance
  The Fishrook Dalliance is a popular novel penned by Robart 
  Ludlheim some 50 years ago, based on the facts of the original 
  Fishrook, but embellished into an action-packed tale of 
  daring crimes and passionate, bodice-ripping romance. It’s the 
  inspiration for Gutele’s appropriation of the Fishrook persona. 
  It was out of fashion — but the events of the last few weeks 
  mean it is now the hottest property in town. The Characters 
  should be able to find a copy, but if they buy it from a bookshop 
  they are likely to get price-gouged unless they pass a Hard 
  (−10) Charm Test.
  MEET THE FAMILY
  House von Bruner is one of Ubersreik’s oldest noble houses. 
  It vies with Houses Jungfreud and Aschaffenberg for pre-
  eminence in the city. Members of the family, even minor ones, 
  are afforded the utmost respect everywhere they go in Ubersreik 
  and its environs. Surely no right-thinking citizen would ever 
  dare to even contemplate crossing them.
  The twins Gutele and Boniel are under the charge of their 
  grandmother, the formidable Lady Kisaiya von Bruner. She is 
  famously the iron-willed matriarch of the family. What she says 
  goes in Ubersreik, though the official head of the household in 
  the city is her second son Heinrich. Gutele and Boniel are the 
  children of her youngest son Sigislieb.
  Gutele makes sure that no hint of her misbehaviour gets back 
  to Lady Kisaiya or Graf Heinrich, and has used their long-
  suffering servant Moritz to cover for her on several occasions. 
  BACKGROUND
  Over one hundred years ago, before Grom the Paunch’s 
  horde of Greenskins slaughtered everything in its path, the 
  Vorbergland was one of the most prosperous regions of the 
  Empire. The wide swathe of fertile land between the foothills 
  of the Grey Mountains and the tall bowers of the Reikwald 
  forest was tightly packed with bountiful farms and prosperous 
  towns. Their wealth swiftly grew, making the region one of the 
  richest in the Empire, and the local noble Houses, including the 
  Falkenhayns, Jungfreuds, Saponatheims, and the Drakenburgs, 
  rose to significant prominence. 
  It was in that era of affluence that a famous highwayman, known 
  only as ‘the Fishrook’, terrorised the Bögenhafen–Ubersreik 
  road. He wore a mask designed after a local bird, the Fishrook, 
  and, if the legend is to be believed, stole as many hearts as he did 
  jewels. After two adventure-filled years evading the authorities, 
  the Fishrook was eventually cornered at The Griffon and Hammer 
  inn where he was captured and hanged.
  The Fishrook Dalliance was published 50 years ago. It tells a 
  romanticised account of the Fishrook, his gang, and a number 
  of local ladies. While its popularity has waxed and waned in the 
  intervening decades, the book remains a fixture of most sizable 
  libraries, which is precisely where Gutele found it.
  Gutele von Bruner is a young noble of Ubersreik. She has 
  become captivated by the legend of the Fishrook and the 
  dashing anti-hero of The Fishrook Dalliance. Restless and a 
  little bored, she made up a story about being waylaid by the 
  highwayman, which was, quite sensibly, disbelieved by most.
  However, her imagination has now taken on a life of its own as 
  Gutele has decided to become the Fishrook herself and relive his 
  adventures as a masked marauder. Dressed in a similar disguise, 
  she has already robbed four stagecoaches on the Bögenhafen–
  Ubersreik road.
  All of Ubersreik is talking about the Fishrook, wondering 
  whether the highwayman is a mere man or the ghost of the 
  original Fishrook. Now, old copies of The Fishrook Dalliance 
  are being dusted off and re-read. Everyone is trying to guess 
  the dashing highwayman’s identity. There are even tales of him 
  disappearing before his victims’ eyes, of leaping the width of the 
  river on his horse, and even of him removing his mask to reveal 
  the features of the bird after which he is named!
  Not content with reanimating the Fishrook, Gutele has decided 
  this will be even more fun if there is a band of adventurers hot 
  on the Fishrook’s heels, trying to track ‘him’ down and bring 
  ‘him’ to justice. It just so happens that the Characters are the 
  perfect fit to help Gutele continue her charade.
  FISHROOKS
  The Fishrook is a rook-like corvid common across the Empire. 
  It favours wooded river valleys, especially the quieter tributaries 
  around the Reik basin. It is a skilful fisher, known for biding 
  its time and then diving into the water and skewering its prey. 
  It is all black, like many corvids, save for its long yellow beak 
  and a bright-red crest. It is very distinctive, as is the Fishrook’s 
  costume.
  
  17
  II
  UBERSREIK ADVENTURES II — FISHROOK RETURNS
  laDy Gutele von bruners' journal 
  
  18
  WARHAMMER FANTASY ROLEPL AY
  II
  Moritz
  Moritz is the von Bruner servant who will act for Gutele and 
  approach the Characters on her behalf. He is an older, grey-
  haired chap who has served the von Bruners for at least 50 years. 
  He has that world-weary look of having seen everything but not 
  liking much of it. It has taken him years to master saying ‘Sir’ 
  and ‘Madame’ without any hint of respect whatsoever.
  He dislikes Gutele but is too loyal to the family, and too polite, 
  to mention this, though it is possible to get a whiff of his disdain 
  from watching how he interacts with her. Gutele only uses him 
  to run her errands because she knows it grates, and that amuses 
  her.
  Moritz might affect the air of someone who finds all this tedious 
  and who finds Gutele’s antics juvenile, but he would certainly 
  never make such thoughts explicit.
  MEETING GUTELE
  Gutele receives the Characters in one of the opulent receptions 
  of the Bruner Estate in Morgenseite. Moritz shows them in and 
  takes some pleasure in their embarrassment, if the Characters 
  show that they are not at home in such an environment.
  Gutele, a young woman in her 20s, is the very picture of a 
  striking noblewoman. She dresses in the finest delicate fashions 
  of Altdorf and Parravon, and wears a large diamond ring on 
  one finger. She reclines upon a chaise longue while telling the 
  Characters her story, sipping something sophisticated from a 
  fine-glass flute, but does not even think to offer the Characters 
  a drink.
  Gutele tells the Characters all about her encounter with the 
  supposed Fishrook. The gist of her account can be found at 
  the start of this adventure — in fact, Gutele has had a scribe 
  write it up exactly as presented, purportedly as part of a future 
  memoir. Despite her air of sophisticated nonchalance, Gutele 
  insists on chipping in with additional details as the Characters 
  make their way through her account. She becomes noticeably 
  more excited towards the end, and her contributions may even 
  diverge a little from what is written as Gutele gets caught up in 
  her own imaginings. The Characters might expect her to swoon 
  upon her chair at any moment, though Characters succeeding 
  on an Average (+20) Intuition Test will realise that Gutele is 
  exaggerating this response.
  It should be obvious to any listeners that Gutele is captivated 
  by the Fishrook, and they might wonder exactly why she is 
  trying to hunt him down. It would be easy to imagine that she 
  wants him caught just so that she can meet him again, rather 
  than bring him to justice. If the Characters have cause to hear 
  Gutele’s account of her meeting with the Fishrook on more 
  than one occasion, they notice that she continues to change and 
  embellish it with every re-telling.
  the job oFFer
  Gutele has decided that as the Fishrook’s supposed first victim, 
  she should hire some adventurers to bring the villain to justice. 
  This keeps her in the spotlight and demonstrates her innocence. 
  She is confident she can run rings around these adventurers, and 
  this will show just how clever the Fishrook is.
  The Characters, with their growing reputation — or, perhaps, 
  their infamy — are perfect for her plans. Their previous activities 
  in Ubersreik mean that their involvement with the Fishrook 
  is guaranteed to garner the attention she craves. On the other 
  hand, if they have just arrived in town then perhaps Gutele has 
  chosen them as something of a blank canvas, free to mould into 
  precisely the element that The Fishrook legend requires. Finally, 
  if the Characters reputation is for failure and incompetence — 
  not impossible depending on the group — then Gutele may 
  have hired them just because she is certain they won’t be able to 
  keep up with her, or the Fishrook’s, antics.
  Wherever the Characters are in Ubersreik, Gutele will send 
  Moritz to find them and invite them back to the Bruner Estate.
  MORITZ — SERVANT (SILVER 3)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  30
  25
  35
  40
  35
  35
  40
  40
  35
  13
  Traits: Weapon (Dagger) +5
  Skills:  Athletics 40, Climb 40, Drive 40, Dodge 40, 
  Endurance 45, Gossip 40, Haggle 65, Intuition 45, 
  Perception 50, Stealth (Urban) 40
  Talents: Beneath Notice, Doomed (Beware the offered 
  cup!), Etiquette (Nobles, Servants), Read/Write
  Trappings: Dagger, Von Bruner Livery, Extremely 
  Condescending Tone, 1d10 Silver Shillings
  
  19
  II
  UBERSREIK ADVENTURES II — FISHROOK RETURNS
  Gutele offers the Characters the job of catching the Fishrook 
  on her behalf, paying a crown a day, with a bonus of ten crowns 
  if they capture him alive. She insists she does not want him 
  dead — just in case. If the Characters accept the job, Gutele 
  expects them to work tirelessly until they capture him, or until 
  she releases them from their obligation. The Characters might 
  be able to negotiate the wages or terms of employment, but 
  Characters of Brass or Silver status are aware that excessive 
  haggling with the nobility can be a hazardous pursuit.
  If pressed for the precise location of her meeting with the 
  Fishrook, Gutele says that she isn’t sure, but knows it was a 
  short time after they passed through Sigmartempel. Should 
  the Character’s wish to interview others present — such as the 
  merchant or the coachman — Gutele will inform them that 
  they have long since returned to Bogenhafen ‘or wherever it was 
  they were from.’
  enter boniel
  At some point during the discussion with Gutele, Boniel, her 
  twin brother, interrupts. He reminds Gutele about ‘the game,’ 
  insisting she should come as soon as possible, as she promised.
  If the Characters enquire about this, Gutele gives them a look 
  that it is clearly none of their business, and tells them it is only a 
  silly pistol contest, but she has to do something to pass the time. 
  She does not bother to introduce Boniel, unless the Characters 
  insist.
  Boniel is quite clearly Gutele’s brother. Despite being different 
  sexes, and his shorter hair, they look remarkably alike, and it 
  would be easy to guess that they are twins.
  GUTELE VON BRUNER – SCION (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  35
  40
  35
  35
  35
  40
  30
  35
  35
  40
  12
  Traits: Armour (Body, Arms, Legs) 1, 
  Ranged (Pistol) +9, Weapon (Rapier) + 7
  Skills: Bribery 50, Cool 50, Consume Alcohol 45, 
  Gamble 45, Intimidate 40, Leadership 55, 
  Lore (Heraldry) 45, Melee (Fencing) 55,
  Play (Harpiscord) 35, Ranged (Blackpowder) 55,
  Ride (Horse) 50, Stealth (Rural 40, Urban 55)
  Talents: Doomed (Ink draws tight the noose), Etiquette 
  (Nobles), Flee!, Luck, Noble Blood, Read/Write
  Trappings: Courtly Garb, Assortment 
  of Servants, Family Seal, 3d10 GC
  Trappings (Not typically carried): Leather Jack 
  and Leggings, Pistol with 12 shots, Rapier, 1d10 
  Silver Shillings, Assorted Stolen Jewellery worth 
  1d10 GC, A Bad Plan and a Fast Horse.
  BONIEL VON BRUNER – SCION (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  30
  35
  30
  35
  35
  35
  30
  40
  30
  35
  12
  Traits: Ranged (Pistol) +9, Weapon (Rapier) + 7
  Skills: Bribery 50, Consume Alcohol 40, Gamble 55, 
  Lore (Heraldry) 55, Melee (Fencing) 31,
  Play (Lute) 50, Ride (Horse) 40
  Talents: Doomed (Nobility's end shalt end you)
  Etiquette (Nobles), Noble Blood, Read/Write
  Trappings: Courtly Garb, Assortment 
  of Servants, Family Seal, 2d10 GC
  
  20
  WARHAMMER FANTASY ROLEPL AY
  II
  Since the initial event, the Duchamps have heard endless 
  rumpus about Fishrook, including that he might be a spectre of 
  some sort! Given that, they are quite certain that making a grab 
  for the pistol would have been a terrible idea, and are quick to 
  point this out if they feel they are being belittled.
  week 2:  
  tostiG halstroM anD entouraGe
  By all accounts, the Fishrook managed to purloin the personal 
  valuables of this wealthy merchant and his entourage near 
  Geissbach, but missed the cache of treasure in his luggage. Any 
  Rogues in the party, and especially any Highwaymen, recognise 
  this to be a foolish and amateur oversight indeed. In fact, in 
  the Fishrook stories at least, the highway was known to be a 
  particularly dab hand at discovering such hidden caches, and 
  would often test his victims ‘honesty’ by asking them to point 
  out where some box or crate he had already spotted was hidden. 
  Those who told him the truth would be allowed to keep their 
  own possessions. Any Character who has taken the time to 
  read about Fishrook will be familiar with this, as the trope was 
  frightfully overused throughout the story.
  week 3 (purporteDly): willie huM-
  bert anD MaxiMilian kreutzer
  Willie and Max are two young products of the landed gentry 
  who have come to Ubersreik to seek their fortune, attempting 
  to set up some sort of mercantile business. In fact, they were not 
  robbed by Fishrook/Gutele at all, and have made up the story 
  as it seemed like a good tale to tell to make them some friends 
  in the ‘big city’. They claim they had taken a Four Seasons coach 
  but are vague on the location of the incident, stating about half 
  way from Karstadt to Ubersreik.
  The pair are quick to add any embellishment to the story that 
  makes them seem more dashing, Fishrook more dangerous, or 
  which they feel would appeal to the listener. If they feel their 
  interrogators think Fishrook is a normal man reviving the old 
  legend, their account is tailored to support that. If they feel 
  that a supernatural Fishrook is more interesting to the listener, 
  Willie happily sprinkles his account with some strange lights, 
  shimmering mists, and ghostly howls, with the Fishrook 
  eventually disappearing into the night as if it were a ghost.
  The ruse is Willie’s idea and he can be quite convincing, but 
  Max is unsure and reluctant to go with the story. It is not 
  difficult to trip this pair up. If the Characters lean on them, they 
  eventually admit that they made the whole story up, and offer to 
  give the Characters some money to not oust them to the locals. 
  It requires an Opposed Cool/Perception Test to discover their 
  lies, which is Challenging for all involved except Max, whose 
  poor lying results in the roll being Hard (–20) for him.
  THE VICTIMS
  The Characters may wish to talk to other victims of the Fishrook. 
  As the rumours of the bandit have taken hold, accounts have 
  been exaggerated and even lied about. From listening to the 
  rumours anyone might think the Fishrook had committed 
  dozens of robberies over the last few weeks. The ‘real’ Fishrook 
  has only actually performed the four robberies listed below. 
  As well as the four legitimate accounts below, there is also Willie 
  and Max’s testimony, which is included because the supposed 
  victims are easy enough to track down. Some rumours concern 
  victims travelling far away, but they are impractical to pursue. 
  All the other rumours are so vague that they are impossible to 
  investigate. Any attempt leads the Characters to conclude that 
  it was typically a friend of a friend who said the thing. 
  Fishrook returns:
  Gutele von bruner
  Gutele makes up the story about being waylaid by the Fishrook. 
  This ‘robbery’ takes place before any of the others, a few weeks 
  before the Characters become involved. You may decide upon 
  specific dates for these events if you wish, but it is otherwise 
  fine to be somewhat vague. Fishrook goes on to commit 
  approximately one true robbery each week after Gutele’s 
  purported ‘encounter’.
  week 1:  
  the DuchaMps
  Having made up the story, and having become terribly 
  enamoured with her own creativity, Gutele decided to make 
  the Fishrook’s return that bit more genuine. She creates her 
  Fishrook costume, and wears it as she robs a Four Seasons 
  coach on the way from Bögenhafen to Ubersreik. She chooses 
  the location for this to be close to The Griffon and Hammer, the 
  traditional heart of the Fishrook tales.
  Despite not really knowing what she is doing, and even dropping 
  a pistol at one point, Gutele pulls the robbery off successfully. 
  It is, in fact, the single most exciting moment of her life up to 
  this point.
  The victims were Charles and Eugenie Duchamp, and their 
  three children. This is well known and the family can be found 
  staying at the Travellers’ Rest. They are due to travel back to 
  Bögenhafen in the next few days, but are considering delaying 
  the journey for fear of another attack. They will be very grateful 
  if the case is solved.
  Their description of events is largely the same as any other 
  witnesses except they can mention the robber dropped their 
  pistol. They might admit that while that could have been a good 
  opportunity to turn the tables on the Fishrook, they are no 
  soldiers and just wished to survive the incident. 
  
  21
  II
  UBERSREIK ADVENTURES II — FISHROOK RETURNS
  week 3 (actually):  
  Gretchen sollanDer
  Gretchen heard about the rumours of the Fishrook’s ghostly 
  return before making her journey up from Bögenhafenby 
  Ratchet Lines, and she is credulous in any case. She spent 
  the whole journey fretting that the ghost might strike again. 
  Unfortunately for Gretchen’s frayed nerves, the Fishrook 
  did indeed hold up her carriage. Gutele initially enjoyed this 
  robbery quite a bit, as poor Gretchen was in a daze, convinced 
  the highwayman before her was a supernatural creature of some 
  kind. However, Gretchen’s insistent pleas for Fishrook not to 
  ‘strike me down with your dreadful fish powers,’ ultimately left 
  Gutele faintly embarrassed for the woman.
  Gretchen is entirely convinced the Fishrook is a ghost. Her 
  memories have been shaped by her conviction. She appears 
  completely convinced of what she is saying. If pressed on the 
  details, however, she admits to finding many things, such as the 
  Fishrook’s physical appearance or whether or not ‘he’ was armed, 
  quite difficult to recall. She is quick to write this off, however, as 
  yet more evidence of the Fishrook’s supernatural nature.
  week 4: brother erasMus
  Brother Erasmus, a minor officer in the Ubersreik cult of 
  Sigmar, was travelling back from an ecumenical council in 
  Carroburg, via Bögenhafen. He was with three other travellers 
  on a Ratchet Lines coach but can’t remember much about them. 
  He does distinctly remember thinking that the Fishrook looked 
  almost waifish, and could do with a good meal.
  Erasmus reveals that he begged in Sigmar’s name that he be spared 
  from robbery because he was travelling in the service of the God-
  King. But the rogue simply scoffed at the notion. Erasmus shows 
  Sigmar’s mercy whenever possible, but believes that ‘the scrawny 
  lad should be hanged from the nearest empty gallows.’
  The main difference between Erasmus’s account and the others’ 
  is the addition of the Fishrook’s gang. These are a bunch of 
  scruffy, masked, ne’er-do-wells who seem to have joined up 
  with the Fishrook. The Brother recalls that they stood around 
  looking menacing but did not actually do very much. This ‘gang’ 
  are Fishrook’s Branchers (see page 11), and additional detail 
  of the Fishrook legend. Of course, they are little more than 
  hired toughs that Gutele has ordered to stand around and look 
  menacing. She is quite pleased by their addition, certain that it 
  will spice up her performance as Fishrook.
  If asked about the highwayman’s ghostly qualities, Erasmus 
  is categorical that the fellow was flesh and blood. In fact, he 
  remembers Fishrook smelling faintly of perfume, no doubt the 
  scent belonging to his latest victim.
  Erasmus knows the road well, and the location of the ruined The 
  Griffon and Hammer. He knows that the robbery took place only 
  a few hundred yards from that notorious inn.
  interviewinG the coachMen
  The Characters can reach the coachmen of the Four Seasons 
  and Ratchet Lines coaches at their respective stables in town. 
  If the Characters wish to interview the drivers of the relevant 
  coaches, then they may have to wait a few days as the coachmen 
  are in and out of town on often unpredictable rotations.
  If they are interviewed, the drivers always inflate the Fishrook. 
  They speak of him with a sort of grudging admiration for his 
  bravery and ferocity. After all, no self-respecting coachman is 
  going to admit to being robbed by an unimpressive highwayman. 
  None will claim they were robbed by a ghost, as most are quite 
  experienced with being robbed and know a highwayman of 
  flesh and blood when they see one. Come to that, most are 
  experienced individuals who would probably know an actual 
  ghost if they saw one, too.
  Even those coachmen not involved in the robberies are able to 
  give very precise locations for all the robberies, as that is exactly 
  the sort of information that gets passed around with urgency 
  within their profession. 
  
  22
  WARHAMMER FANTASY ROLEPL AY
  II
  welcoMe to siGMarteMpel
  Sigmartempel is a settlement of about 50 dwellings aside the 
  Bögenhafen–Ubersreik road. It is on an important Imperial 
  highway between two of the largest settlements in the Reikland, 
  yet none of the sophistication and colour of those cities seems 
  to have reached this quiet village. With the demise of the 
  nearby The Griffon and Hammer inn, no coach company stops 
  within ten miles of the village.
  There is not much to say about the place, and little reason for 
  anyone to want to stay here. There is a small shrine to Sigmar 
  by the side of the road, just a simple statue beneath a slate roof. 
  The locals keep it up together but it is not impressive enough for 
  anyone to interrupt their journey to come see.
  The people of the village, or the adults at least, have enough to do 
  with their farming and forestry without concerning themselves 
  with outsiders. Everyone here has heard of the Fishrook, and 
  his mysterious return, but no one is wealthy enough to be 
  frightened of him.
  Any villager the Characters ask about the highwayman makes it 
  very clear that they don’t appreciate being drawn into the fancy 
  activities of big-city folk — Sigmartempel is a small village, and 
  little good has ever arrived there with outsiders.
  THE ROAD TO                
  SIGMARTEMPEL
  The Characters should soon find themselves looking to 
  Sigmartempel and The Griffon and Hammer in their search for 
  the Fishrook. Both places are named in the excerpt from The 
  Fishrook Dalliance and Gutele mentions the village. Many of 
  the Fishrook’s victims’ accounts mention Sigmartempel, and 
  Brother Erasmus mentions the inn. Sigmartempel is the only 
  settlement near the Fishrook’s hunting ground, making it an 
  obvious start.
  If the Characters are struggling to make this connection, one 
  of the coachmen may approach them directly. The Coachman 
  didn’t want to earlier confess to anything that might be seen 
  as supernatural, ‘I ’ave a reputation to uphold!’, but will admit 
  to having seen strange lights coming from the ruins of the inn. 
  The Griffon and Hammer was famously the highwayman’s hang 
  out. But equally, if not more, it is renowned as the place he was 
  hanged. Anyone who believes the Fishrook is a ghost believes 
  that he must be haunting The Griffon and Hammer.
  1
  4
  3
  2
  Fishrook Sightings
  1. Robbery of the Duchamps
  2. Robbery of Tostig Halstrom
  3. Robbery of Gretchen Sollander
  4. Robbery of Willy and Max
  5. Robbery of Erasmus Finster
  
  23
  II
  UBERSREIK ADVENTURES II — FISHROOK RETURNS
  the branchers
  Although the historical Fishrook worked alone, in The Fishrook 
  Dalliance, Ludlheim invented a group of stout peasants who 
  worked on the marauder’s behalf. He called them ‘Branchers’ 
  after the name given to Fishrook young. Gutele has replicated 
  this by roping in eight youngsters from Sigmartempel as her 
  private army. They too wear masks, although theirs are bags 
  with eye-holes cut into them rather than the ornate bird-mask 
  Gutele uses. They have already assisted the Fishrook in robbing 
  Brother Erasmus, the Sigmarite priest. They have armed 
  themselves with all the sorts of things one would expect from 
  a bucolic rabble — knives, pitchforks, clubs, and spears. One of 
  them even has his grandfather’s old blunderbuss.
  The Branchers have begun to join the Fishrook on her robberies, 
  but you can use them in various other ways. If the Characters 
  poke around Sigmartempel for a while and make it obvious they 
  are investigating the Fishrook, the Branchers band together to 
  try to scare them off. Similarly, they can arrive at the inn at a 
  vital moment to be used against the Characters. They can also 
  come across the Characters while they are patrolling the road 
  and confront them. Should the Characters manage to capture 
  The Fishrook, the Branchers will do their utmost to free ‘him’. 
  This is, perhaps, the most important aspect about the Branchers, 
  and one which Gutele does not appreciate. The youths have 
  become quite caught up in the legend, perhaps more so than 
  Gutele herself, and believe they are serving the real Fishrook, or 
  a copycat so similar that it makes no difference. While Gutele 
  has no real intention of harming anyone she robs, her benign 
  view is not shared by the Branchers, who are certain that every 
  brass penny is being collected as part of some larger plan that 
  the Fishrook will no doubt reveal to them in due course.
  Of course, none of the Branchers suspect the truth about 
  ‘Fishrook’. They know that ‘he’ is based at the inn, and they have 
  been ordered to stop anyone snooping around in Sigmartempel 
  and the inn. But the Fishrook’s real identity is as mysterious to 
  the Branchers as everyone else. In truth, they are not terribly 
  concerned with the details, content for the moment with the 
  role they have been assigned. 
  Gutele pays the Branchers a few pennies a day. The young 
  Branchers see this as a fortune, but it is really a derisory sum, 
  especially considering that were they caught, they would all 
  surely hang.
  THE BRANCHERS
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  30
  35
  35
  30
  35
  30
  30
  30
  30
  12
  Traits: Prejudice (Nobles), Ranged (Blunderbuss) +8, 
  Weapon (Club +7, Spear 7)
  Skills: Melee (Basic 45, Polearm 50), 
  Ranged (Blackpowder) 40
  Trappings: Brancher Costumes, Blunderbuss with 3 
  Shots, Handweapon (Club), Spear, 1d10 Brass Pennies.
  
  24
  WARHAMMER FANTASY ROLEPL AY
  II
  Gatehouse
  The gatehouse is as rickety and rundown as the rest of the 
  complex. The heavy green doors drag along the ground and one 
  of the hinges has rusted. They need some shoving to open, an 
  indication no one has come this way for a long time. Though it 
  is easy enough to simply gain access through the many breaches 
  in the ruined walls.
  Opening the gates causes some of the slates on the gatehouse 
  roof to dislodge and fall. There is a chance that they might hit 
  someone below, which would be painful, but their main effect is 
  to puncture the eerie silence as they shatter on the cobbles. An 
  unsuspecting interloper can dodge a plummeting roof tile with 
  a Difficult (−10) Dodge Test, suffering 1 Wound of damage if 
  they were not wearing a helmet.
  Stables
  The stable is one of the better preserved buildings. It has lost its 
  doors and the odd shaft of light pierces the darkness through 
  the occasional hole in the roof. An old coach rests in here, 
  rotting away. Someone long ago jacked it up on piles of stones 
  and made off with the wheels. A pair of wild boars have recently 
  made their home in a corner of the stable, and they have just 
  had a litter. They defend their piglets ferociously.
  the GriFFon anD haMMer
  Sooner or later the Characters are likely to come to The Griffon 
  and Hammer. The complex is dilapidated and potentially 
  dangerous; much of the inn is covered in plant life as the forest 
  gradually reclaims it. The Characters might be unsure whether 
  the Fishrook is a man or a ghost at this point; use this uncertainty 
  to frame the inn as haunted, playing on the Characters’ (and 
  players’) paranoia. If possible, have the Characters reach the inn 
  at night. If not, then an eerie mist will suddenly set in with a 
  truly uncanny sense of timing. 
  The abandoned inn lies a hundred yards or so off the Bögenhafen 
  road on a squat hillock. It was originally surrounded entirely 
  with stone walls, but these have fallen into disrepair. In addition, 
  a minor tremor a few decades ago caused a whole corner of the 
  compound to fall away. The walls are all choked with vines and 
  weeds.
  Gallows
  The first thing those who approach from the road will come 
  across is the gallows. It is the gallows that hanged the original 
  Fishrook, and it still stands. A tattered rope is still swinging 
  from the arm, though surely this is just the breeze
  THE RUINS OF
  THE GRIFFON
  AND HAMMER
  1. GALLOWS
  2. GATEHOUSE
  3. STABLES
  4. WEIRDROOT
  PATCH
  5.INN
  
  25
  II
  UBERSREIK ADVENTURES II — FISHROOK RETURNS
  Anyone entering the stable may be able to hear the sound of 
  heavy breathing coming from the other end of the building. If 
  they continue further, they may even be able to see the steaming 
  breath rising, and perhaps a flash of light from glinting eyes. If 
  left alone, the boars keep warily to themselves, but once a fight 
  starts they go to the bitter end. (Use the stats for a Boar found 
  on WFRP page 314.)
  Weirdroot
  A patch of weirdroot has grown up near one wall of the inn. 
  This is likely to go unnoticed. But anyone with a professional 
  knowledge, or practical need, for the plant can recognise it. Any 
  Characters who take it regularly may need to make a Test in 
  order to resist stopping to gather some. This could require a 
  Challenging (+0) Willpower Test.
  Inn
  The inn was clearly once a substantial structure, well defended 
  and capable of hosting several coach parties at once. Now age, 
  neglect, and the tremor has left it ruined. Only a portion of the 
  upper storey remains, and that is nearly all open to the elements. 
  Much of the upper storey and the roof have fallen through to 
  ground level. Most of the useful stone has been carted off by 
  opportunistic builders, but much detritus remains. The locals 
  have had 50 years to strip the building of anything worth taking.
  Behind the bar, a mostly rotten trapdoor leads down to the 
  cellar. It requires an Average (+20) Perception Test to notice. 
  Anyone standing on it falls straight through to the cellar, a fall 
  of 3 yards.
  Upper Floor
  There is little of interest on the upper floor, but it can be 
  accessed by a mostly intact staircase. Any number of loose 
  floorboards makes exploring this level extremely treacherous. 
  At random times while exploiting this floor have a randomly 
  chosen Character of average size make a Challenging (+0) 
  Perception Test. Should they fail, a floorboard beneath them 
  snaps, sending them plunging into the room below! If the 
  Character can make a Challenging (+0) Initiative Test, they 
  can quickly grab something to stop themselves falling, allowing 
  a helping hand to drag them to safety. If they fail, they fall the 3 
  yd to the floor below, taking damage accordingly.
  A colony of martins inhabits one of the bedrooms, which any 
  ornithologist worth their salt would know looks nothing like a 
  Fishrook. The birds fly off if disturbed, bringing an opportunity 
  to scare any tentative explorer.
  Cellar
  The cellar still holds the unmistakable tang of stale alcohol 
  but anything worth drinking is long gone. Most of the barrels 
  are intact but they are empty or disgustingly spoiled. Some 
  scratching and skittering noises can be heard coming from the 
  deepest corners of the cellar — a pair of rats that stay out of 
  sight, even though their presence is always felt.
  The Fishrook has dragged a large empty barrel across the cellar, 
  hiding one corner of the room. This should require a Hard (−20) 
  Perception Test to notice in the darkness, but anyone inspecting 
  the cellar under good lighting only needs to pass an Average 
  (+20) Perception Test to notice the drag marks upon the dirty 
  flagstones. Characters with the Night Vision Talent can use the 
  moonlight filtering through the floorboards above to see clearly.
  Gutele hides her Fishrook disguise in a nook in the hidden 
  corner, and it is also where she stashes her finer clothes while 
  she is posing as the Fishrook. Which they find depends on when 
  they came to the Inn. If the Characters have unduly delayed 
  in coming to the Inn, and especially if they required a lot of 
  prodding to locate it, then Gutele will have completed her most 
  recent activities as the Fishrook and returned home for a time. 
  In this case, they locate the Fishrook costume.
  However, if the Characters were swift to come to the Inn then 
  Gutele will likely be abroad as Fishrook, and they will discover 
  her clothes. She dresses down deliberately when travelling to 
  The Griffon and Hammer as she does not want to be recognised 
  around Sigmartempel. She is happy to be recognised leaving 
  or returning to Ubersreik as she often goes riding in any case. 
  The clothes stashed here are a plain but very fine quality lady’s 
  riding coat and a smart riding hat. The Characters will have no 
  immediate clue that these are Gutele’s clothes, though a faint 
  smell of her perfume does pervade them.
  
  26
  WARHAMMER FANTASY ROLEPL AY
  II
  If the Characters are not careful, there is a good chance that 
  Gutele spots them as she approaches the inn. This will require 
  an Opposed Perception/Stealth Test between Gutele and any 
  Character’s not hidden in the cellar. 
  This roll is Challenging (+0) for both parties if Gutele is not 
  disguised as Fishrook, or Difficult (–10) for Gutele if she is, 
  as she will be paying less attention. If she does spot anyone, 
  then she rides off quickly. She will have to rethink her plans, 
  perhaps making a new base somewhere in the forest, or even 
  in Sigmartempel. This is all part of the game ‘Fishrook’ wishes 
  to play, staying one step ahead of the Characters at every turn.
  Patrolling the Road
  The Characters may decide simply to patrol the road. This is the 
  sort of thing Gutele is expecting them to do and is less likely 
  to be successful. There is little chance of running into her by 
  chance, and as Gutele expects them to be around, she has every 
  opportunity of avoiding them, if they do.
  With a sense for the dramatic, Gutele may contrive to have the 
  Characters view her from a distance. She rears her horse up into 
  the classical highwayman pose, making sure she is framed as a 
  silhouette in the moonlight, and then rides off before they can 
  react. This may give the Characters a fighting chance of tracking 
  her down.
  If the Characters were delayed, they find the Fishrook disguise. 
  The most important item is the black, yellow, and red bird 
  mask. This is well made by one of the best haberdashers in 
  Ubersreik, who was commissioned by Moritz and told it was for 
  a masquerade ball. Mortiz paid the artisan a crown to leave off 
  their maker’s mark. There is a pair of men’s dark riding trousers, 
  a black riding cloak, and a pair of tan leather gloves vaguely 
  reminiscent of bird talons. The costume is completed by a pair 
  of worn, black men’s riding boots. If the Characters inspect the 
  boots, they find wooden inserts wedged into them; the boots are 
  much too big for Gutele to wear comfortably. 
  The other things the Fishrook might need, like her brace of 
  pistols, horn of blackpowder, and sword, Gutele brings with her. 
  Gutele has the sense to always approach the inn from the rear, 
  and if the Characters check around the back of the inn and 
  pass a Challenging (+0) Perception Test, they find a number 
  of hoof prints, and closer to the inn, Gutele’s footprints. These 
  tracks loop around through the forest and then head south, 
  joining the Ubersreik–Bögenhafen road, where they become 
  impossible to follow.
  Of course, while they are following the footprints, it is an 
  excellent time for the Branchers to surround the unwary 
  Characters and prepare to deal with whoever has been poking 
  around the Fishrook’s old haunt.
  the hunt is on
  It is up to the Characters how they go about hunting down the 
  Fishrook. A few potential ideas are discussed below, but more 
  inventive and original plans should be rewarded.
  Lying in Wait
  If the Characters discover the Fishrook’s base in the cellar of the 
  inn, then they might decide to simply lie in wait in the cellar 
  or around the ruined inn until her inevitable return. This is a 
  reasonable plan; the Fishrook is not stupid and goes to some 
  trouble to make sure she is not being pursued and to check 
  her base has not been compromised. Despite these precautions, 
  a carefully positioned observer or a well-timed ambush at the 
  inn is likely to succeed. After all, the Fishrook really does not 
  believe anyone is clever enough to outwit her.
  If Gutele is travelling as Fishrook, she will simply ride up to the 
  Inn from the rear to retrieve her belongings. She has ordered 
  the Branchers not to come too close to the Inn, so any travelling 
  with her will remain at some distance. 
  If Gutele is not in her Fishrook disguise she will be more wary 
  — she doesn’t really believe anyone is quite clever enough to 
  have tracked her to the Inn, but she won’t want any of the 
  Branchers to see her in her riding dress.
  Setting Some Bait
  The Characters may decide to pose as innocent travellers in 
  the hope of getting waylaid. There are two main ways of doing 
  this — book passage on an existing coach route, or create the 
  charade of a coach journey from scratch. This is most likely to 
  work if they can arrange things to look as dramatic as possible. 
  A night when at least one of the moons is full, a fancy looking 
  coach, a dashing, apparently noble lord or lady visible in the 
  carriage — the more romantic the potential robbery, the less 
  likely Gutele will be able to resist.
  If the Characters go to the effort of procuring a coach and horses, 
  and manage to ride it through the forest tracks at a convincing 
  speed, reward them for their endeavour. Perhaps Fishrook will 
  attempt to rob them, or perhaps they come crashing into the 
  Brancher’s camp at break-neck speed, causing quite the chaotic 
  scene.
  
  27
  II
  UBERSREIK ADVENTURES II — FISHROOK RETURNS
  a birD in the hanD
  If the Characters manage to get the better of Gutele, and she 
  cannot flee in reasonable safety, she surrenders. After all, this 
  was just a bit of fun. 
  The Branchers, on the other hand, are not in on Gutele’s ‘joke’, 
  and are highly unlikely to back down simply because she has 
  surrendered. They are fully committed to the myth that Gutele 
  has worked so hard to recreate, and will not go down without a 
  fight. Only if the Fishrook is exposed as a toffish noble before 
  their very eyes are they likely to back down, or even turn on her. 
  It should be noted that simply exposing Gutele as a woman will 
  have little effect on the youths, as several have already figured 
  out that the current iteration of ‘Fishrook’ is somewhat different 
  than in the stories, and care not one bit. To them, Fishrook is 
  both their employer as well as a larger than life hero lifted right 
  from the folktales they heard as children. In the heat of the 
  moment, the romance of a fight to the death at their idol’s side 
  seems like not at all a bad way to go out.
  Youth and idealism are a dangerous combination, and it is 
  quite possible that a horrified Gutele will have to look on as a 
  lethal combat goes on around her between the Branchers and 
  the Characters. If this occurs, Gutele will be shocked by the 
  violence, and quickly agree to go with the victorious Characters.
  If the Characters lose the combat, Gutele will be quick to adopt 
  the guise of Fishrook once more and have her young wards take 
  the Characters captive. Later that night Gutele will come to 
  her ‘captives’ begging them to get her out of the situation in 
  which she has found herself! If they can manage this, Gutele 
  will happily pay her promised fee and more — if they can get 
  her safely back to Ubersreik.
  Of course, anything can go wrong, and the Characters might 
  well end up with Gutele’s corpse on their hands. If this happens, 
  they should be very careful what they do next. 
  Boasting in Ubersreik that they have killed the young kin of 
  a wealthy noble is almost certain to end badly for them. Best 
  to wash their hands of the whole affair. This is likely the most 
  disappointing ending to the Fishrook’s dramatic tale, and you 
  should work to avoid it. If, however, overzealous Characters do 
  strike Fishrook dead, be sure to describe their discovery that it 
  was Gutele all along with appropriate dramatic flair.
  If the Characters do manage to capture Gutele alive, willingly 
  or otherwise, their troubles have just begun. They are likely to 
  be surprised when they finally unmask her to discover that it 
  was their noble employer all along. Be sure that Gutele makes it 
  clear that she would have got away with it, too, if it hadn’t been 
  for the meddling Characters.
  the short arM oF the law
  Learning the Fishrook’s real identity creates a problem for the 
  Characters. Gutele is a robber who arguably deserves to be 
  hanged; on the other hand, she is just a bored rich kid having 
  some fun. Bringing her to justice may be the right thing to do, 
  but it comes with its own problems, and the Characters are sure 
  to make some powerful enemies along the way. Gutele may even 
  tell them to take her to the watch immediately, insisting that the 
  authorities would never dare to act against her. If the Characters 
  assume that they can simply bring her in and hand her over to 
  the law, they are in for a surprise.
  Lowly organisations like the city watch or the road wardens 
  are not interested in taking responsibility for Gutele: they 
  know when to look the other way, and this is exactly that time. 
  The current power vacuum in Ubersreik means that the Town 
  Council is the only body prepared to even look at the situation, 
  and their authority is dubious. If the Characters push the case 
  as against Gutele as far as they can take it, providing evidence of 
  her misdeeds, including her ‘corruption’ of the local youth, then 
  a case may eventually be found against her.
  1/3 ART
  
  28
  WARHAMMER FANTASY ROLEPL AY
  II
  boniel intervenes
  Boniel, Gutele’s twin brother, had no idea what Gutele was up 
  to. She had hinted that she was having adventures, and he had 
  noticed she had a spring in her step and was gone more often 
  than usual, but he thought this was perhaps because of some 
  sort of romantic interest. If the Characters bring Gutele into 
  town, word spreads quickly enough that she is being accused of 
  being the Fishrook.
  While everyone else might be shocked, to Boniel all Gutele’s 
  recent behaviour will suddenly make sense. She has been 
  talking about the Fishrook incessantly, and was poring over a 
  copy of The Fishrook Dalliance a good while before it came back 
  in vogue. She has been coming home at odd hours, sometimes 
  covered in mud, and refusing to explain herself. She even gave 
  Boniel a couple of gifts of expensive jewellery.
  Boniel believes that Gutele could be in big trouble — she may 
  even be hanged! His family is rich and powerful, of course, 
  but can he rely on that? In any case, there is a massive scandal, 
  and Boniel resolves to ‘prove’ his sister’s innocence. Quickly 
  assembling a somewhat foolish but passable Fishrook costume, 
  Boniel dashes to his sister’s aid.
  This will likely occur if the Characters have dragged Gutele in 
  front of the Town Council, but any other public display and 
  shaming of his sister is likely to spur Boniel to intervene. He 
  puts his plan into action. Wherever they are, Boniel suddenly 
  emerges dressed as the Fishrook, to theatrically demonstrate 
  Gutele could not possibly be the infamous highwayman. 
  The Characters should have to address the council themselves, 
  although if they have thought to procure the services of a lawyer, 
  reward them by foregoing any Tests. If the Characters do not 
  make a decent case, Gutele is immediately let off. Successfully 
  presenting their case requires a Difficult (–10) Charm or 
  Entertain (Speeches) Test.
  On the other hand, the people are watching, and justice must 
  at least appear evenhanded. Therefore, if the Characters make 
  a good case, and the people approve, the council will be put 
  in a difficult position. They rule that Gutele indeed broke the 
  law, but charge her with ‘unlawful impersonation of deceased or 
  fictional person’, rather than robbery, or even murder. She will 
  be ‘sentenced’ to a sizable fine, and have to spend a few weeks 
  away from Ubersreik while things settle down. Such is justice 
  when it comes to the nobility of the Empire.
  However, as this sentence is being handed down, her brother 
  Boniel is all but certain to intervene on her behalf — see Boniel 
  Intervenes below.
  the Final curtain
  If the Characters simply let her off, then they may have gained 
  an important ally. As has been mentioned in previous adventures 
  in this series, connections to influential families in Ubersreik 
  may well prove to be useful. Gutele may insist on staging a final, 
  dramatic end for Fishrook. If the Characters  play along with 
  her ‘show’, Gutele will be extremely grateful for their assistance 
  in bringing to a suitability romantic end the eminently exciting 
  diversion of the last few weeks. A duel on a public bridge, with 
  the ‘wounded’ Fishrook jumping into the river to make ‘his’ 
  escape would be a fine capstone moment indeed.
  FaMily Matters
  An obvious way to get rid of their problem is to simply take 
  Gutele back to her family. Appalled at the potential shame her 
  actions could bring upon them, her family are quick to both 
  thank the Characters, and pay them a substantial sum for their 
  silence. Several gold crowns a head, at least. Of course, Gutele 
  will face nothing resembling justice in this case, and will be back 
  to boasting of her encounters with Fishrook the very next night. 
  This may grate with some Characters. Their only consolation 
  might be that Kisaiya von Bruner will be absolutely livid, and 
  she makes Gutele’s life very difficult for the foreseeable future.
  The Characters, however, should be careful how they deal 
  with the von Bruners. If they show that they are subservient 
  and prepared to work for the family in the future, and do their 
  bidding without question, then they might be able to come out 
  of this quite well. If they think they will get real power out 
  of the situation, if they lean on the family, or overplay their 
  hand, then the von Bruners are likely to want to get rid of the 
  Characters as soon as possible, and the von Bruners usually get 
  what they want.
  PERPUGILLIAM MAURE
  If the Characters need some legal advice, or even need to hire 
  a lawyer long-term during this section of the adventure, then the 
  only one they will be able to get is Peri Maurer. She is the only 
  lawyer in town who does not worry about her career or other 
  repercussions of standing up for a load of adventurers against 
  one of the city’s most powerful families.
  Peri is a Halfling who makes a point of ‘Standing up for the 
  little person’. She refuses to be cowed or intimidated by the 
  rich and powerful, which explains why she has very little money 
  and a terribly cramped office some way from the legal district.
  Peri should be there to help the Characters out with some 
  advice on the legal situation, but not to actually do their work 
  for them. She will be quick to inform them that they have very 
  little hope of actually winning the case, but this does little to 
  dissuade Peri herself, who loves a good lost cause.
  
  29
  II
  UBERSREIK ADVENTURES II — FISHROOK RETURNS
  Boniel is not the shootin’ and ridin’ expert that his sister is. He 
  hopes to just appear as the Fishrook, let everyone see him, do 
  something the Fishrook might do — he has not really decided 
  what — and make a swift exit.
  You good people, you claim to have captured the Fishrook. If that 
  were true then I would doff my cap to you all. But as you can see, you 
  are labouring under a grave misapprehension, for I am the Fishrook!
  As a famous highwayman, I would not usually concern myself with 
  happenings in Ubersreik, but I have taken the trouble to put you 
  right because I could not bear to see an innocent hanged in my place. 
  Also, I have heard that Gutele von Bruner is a very nice person. And 
  with that, I must be gone. Adieu!’
  If this goes well, then he will have saved his sister, and the 
  Characters will be left with egg on their faces. Of course, if they 
  challenge them, the Characters will find this Fishrook much 
  easier to capture. With both of the Von Bruner twins captured, 
  the stakes will have effectively doubled. If all this happens in 
  public, there will be little hope of salvaging the situation to the 
  Characters’ benefit. The Von Bruners will be apoplectic with 
  rage at the damage to their family name, while the increasingly 
  farcical nature of the entire affair will make the authorities even 
  more keen to sweep the entire thing under a good sized rug.
  THE AFTERMATH 
  While things will be brought to close one way or another, 
  depending on how things pan out some lasting repercussions 
  are unavoidable.
  one More victiM
  If the Characters publicly shame one, or both, of the Von Bruner 
  twins, then a swift visit from the family will ensue. Moritz calls 
  on the Characters. He explains how they have damaged the von 
  Bruner name, but graciously concedes that the situation has not 
  been entirely their fault. Therefore, he offers them a chance to 
  put right what they have done. He also offers at least twice what 
  Gutele has already paid them.
  The plan is simple enough. The Characters need to return to 
  Sigmartempel, then find and hang the ‘genuine’ Fishrook. It 
  should be quite plain what Moritz means by ‘genuine’ but he 
  stops short of defining his intentions. If the Characters have 
  met the Branchers, then one of them would be perfect for this. 
  But really, anyone will do — the locals love a good execution. 
  While morally reprehensible, failure to at least appear to go 
  through with this will enrage Moritz, who will pointedly inform 
  the Characters that someone is certain to be hanged, regardless.
  
  30
  WARHAMMER FANTASY ROLEPL AY
  II
  rewarDs
  The following Experience Points should be awarded at the end 
  of the adventure, plus the standard awards you would offer at 
  the end of each session:
   
  0
  50 points for capturing Gutele and turning her in.
   
  0
  25 points if Gutele, Moritz, and Boniel survive.
   
  0
  25 points for clearing Gutele’s name and pinning the 
  blame on a ghost.
   
  0
  25 points if the Characters aid Gutele in staging the 
  Fishrooks 'death'.
   
  0
  10 points if only Gutele is saved.
   
  0
  10 points if Gutele is killed.
   
  0
  10 points if the ‘real’ Fishrook is captured for Mortiz.
   
  0
  10 points if the ‘real’ Fishrook is killed.
  the last lauGh
  Some of the issues the Characters have faced in this adventure 
  can spill over into other adventures. The blatantly corrupt 
  treatment by the Town Council may to some highlight the fact 
  that a new Lord of Ubersreik is desperately needed. Perhaps 
  wary of what might become of their wayward child should that 
  occur, the von Bruners may try to stop this from happening.
  For their part, the council may see this case as a perfect one 
  for weakening the nobility’s power, and for asserting its own 
  case to stay in power. Ernst Maler is likely to be backed in this 
  by Father Gutenberg of Verena, who would approve of the 
  natural justice of making the nobility submit to the rule of law. 
  Should this occur, much of the nobility of the city will be up in 
  arms, though notably the powerful merchant families such as 
  the Kardst-Stampfs will be quick to lend their support to any 
  expansion of the councils influence.
  Despite their bickering and rivalry, the nobility comes together 
  remarkably promptly whenever their privilege and power 
  is threatened. The cult of Sigmar will join them as it always 
  supports the autonomy of nobles and the respect of Imperial 
  Law. Even the Imperial Herald in Ubersreik may be brought 
  into the argument. Lady Emmanuelle Nacht will block any 
  attempt to bring Gutele to justice as her trial will implicitly 
  support the assertion that the Town Council has inherent power 
  beyond that granted by the Emperor through His nobility.
  The people of Ubersreik, public opinion generally, and the mob 
  specifically, could be baying for a trial, seeing the arrogance 
  of the young von Bruner as a perfect example of what can 
  go wrong with the ruling classes once they lose sight of their 
  duties. Alternatively, and depending on how the Characters and 
  Gutele acquitted themselves both before and during the trial, 
  the people may be out in the streets in support of ‘Fishrook’. 
  After all, nobody (important) died, and wasn’t it all in good fun?
  All these tensions are likely to come to a head as angry citizens 
  spill into the streets demanding justice, one way or another. The 
  Town Council will tolerate this as far as they can but sooner or 
  later law and order will need to be imposed before it becomes a 
  disaster for the city.
  None of this would have happened, of course, if the Characters 
  had just left well alone, or done the sensible thing. Nevertheless, 
  they could well be seen as upholders of natural justice and 
  the champions of the people. This will make them heroes to 
  some, but could place them in great danger. Who knows what 
  a hornet’s nest the Characters have unwittingly stirred up, and 
  what adventures this may lead to in the future?
  
  31
  II
  UBERSREIK ADVENTURES II — FISHROOK RETURNS
  GiFFen anD haMMer 
  
  32
  III
  DOUBLE TROUBLE
   
  •
  •
  GETTING STARTED
  Before playing this adventure, read it through from start to 
  finish at least once. It may also prove useful to read through the 
  Guide to Ubersreik in the WFRP Starter Set, as it provides 
  additional information about the Karstadt-Stampf manor and 
  many of the NPCs who feature in this adventure.
  Double Trouble is suitable for Characters on their second 
  or third Careers. Less experienced Characters should create 
  a backstory explaining why Lucius might plausibly have 
  summoned them.
  aDventure suMMary
  Lucius Karstadt-Stampf, a member of the wealthiest merchant 
  family in Ubersreik and youngest son of Hellin Karstadt-
  Stampf, the family matriarch, invites the Characters to the 
  family manor. He claims that he wants to write an epic poem 
  about their exploits, but, in fact, he fears for his life, and employs 
  the Characters as bodyguards.
  Lucius has noticed some unusual goings on at the Karstadt-
  Stampf estate over the last few months. Servants have been 
  acting strangely, and a number of the manor’s residents have 
  met with untimely ends (or simply disappeared). Much to 
  Lucius’s dismay, he has reason to suspect his mother for the 
  household’s troubles, but lacks proof.
  TROUBLE ABROAD
  While the adventure is set in Ubersreik, it can be moved to 
  another city or large town with little difficulty. The Karstadt-
  Stampf family have business interests throughout the Reikland 
  and beyond — perhaps Hellin and her son are staying at one 
  of the family’s holdings in Altdorf or Nuln? Alternatively, you 
  can change the family involved from the Karstadt-Stampfs to 
  one local to the area your campaign is currently set in. Perhaps 
  the Ruggbroders or Steinhägers of Bögenhafen are plagued with 
  misfortune (see Enemy in Shadows). In Nuln, the Oldenhallers 
  or the Beckers may have heard of the Characters’ exploits 
  from Gravin Maria-Ulrike von Liebwitz (especially if they’ve 
  spent A Night at the Opera). The Ehrlichs and Wasmeiers of 
  Middenheim have strong ties to the city’s legal professions, with 
  prominent members serving at court — and smart adventurers 
  know the value of having a good litigant owe them a favour. 
  Rather than setting the adventure in the city itself, you could 
  move the estate to an isolated holding in the Drakwald, more 
  details of which can be found in Middenheim: City of the White 
  Wolf. In Altdorf, they might be approached by someone with 
  connections to one of the city’s innumerable guilds, such as 
  the Mercer’s’ Association (tailors), the Mercantile Society 
  (grocers), or the Butchers’ Guild (provisioners of meat, with a 
  clandestine sideline in the disposal of unwanted bodies). Or if 
  they’re passing through Marienburg (perhaps on their way to a 
  sea voyage?), they might become entangled in the machinations 
  of the Great Families of that city, such as the van Haagens, den 
  Euwes or van Raemerswijks. The manor estate instead becomes a 
  dreary pile somewhere on the fog-bound coast of the Wasteland, 
  with strange shapes half-seen moving through the mist. You 
  can use the adventure to forge ties between the Characters and 
  a local wealthy family, and use it as a springboard for other 
  scenarios involving the movers and shakers in the area.
  The truth is the manor is plagued by the Doppelgänger Brandt 
  (A Guide to Ubersreik, page 51). Brandt has been murdering 
  its way through the household, impersonating its victims and 
  getting ever closer to Hellin Karstadt-Stampf. It plans to 
  replace her, giving it access to all of her wealth and power. It 
  has occasionally taken her form while in the manor, in order to 
  perfect its performance, but it knows that it needs to observe her 
  closely for some time to master her most personal mannerisms. 
  Brunhilde, the housekeeper, is Brandt’s latest victim, and it has 
  been pretending to be her for the past three weeks.
  
  33
  III
  UBERSREIK ADVENTURES II — DOUBLE TROUBLE
  Characters wondering how Lucius knows of them will have to 
  ask him in person. His servant, Jurgen, refuses to say anything 
  (and honestly doesn’t know). If they accept Lucius’s offer, Jurgen 
  gives them directions to the estate, and tells them they are 
  expected before noon.
  How Lucius heard of the Characters is up to you. If they have 
  played through Making the Rounds (from the WFRP Starter 
  Set), Barrister Osanna Winandus might mention them to him 
  (especially if they saved his sister Jocelin during the Marktplatz 
  riots). If they are new to Ubersreik, Lucius may have heard of 
  some of their previous exploits — if they have completed If 
  Looks Could Kill, Johanna Stiegler could vouch for them, or, 
  if the Characters turned Stiegler in to the authorities, Lucius 
  may have heard that they solved the murder of Rutger Reuter. 
  Lucius loves spending time in the Bridge House Inn (A Guide 
  to Ubersreik, page 15), picking up tales from passing coachmen 
  and gossip from the bar staff, any one of whom may have 
  heard of the Characters’ previous adventures. Ultimately, the 
  Characters’ past adventures are less important to Lucius than 
  the fact they know how to handle themselves — he’s looking 
  for bodyguards, more than anything else.
  HOUSE KARSTADT
  The Karstadt Estate is located on ‘the Hill,’ Ubersreik’s most 
  fashionable district. Surrounded by wide, high walls, the 
  extensive grounds contain a number of buildings in addition 
  to the manor itself, and are decorated with ornamental ponds, 
  stands of trees, and an impressive hedge maze. The manor itself 
  is only two-storeys high, but stretches out on either side of the 
  main entrance. The east wing was once a small keep, and its 
  stone walls retain the look of fortification about them. The rest 
  of the manor is newer, made of dressed stone and wood, with 
  high windows and sloped, tiled roofs.
  The older Karstadt children are currently travelling to Altdorf 
  to visit their father, Leuthold. They have taken a substantial 
  number of the house servants and guards with them. As a 
  result, the manor feels half-empty  compounded by the fact the 
  remaining servants are reluctant to travel its halls alone, and 
  cluster together in groups for safety. 
  the GrounDs
  A number of small houses are scattered throughout the grounds, 
  hidden from view from the manor by strategically placed trees 
  and hedges. These house those of the estate’s staff who do not 
  live in the manor itself, such as the guards, the stable hands, 
  and the groundskeepers. Josef Specht and his family live in a 
  small cottage in the eastern grounds of the estate. There is also a 
  small shrine to Sigmar, somewhat overgrown and dusty, hidden 
  in a far corner of the grounds. Wandering Characters might 
  find two or three servants praying here, something they’ve been 
  doing more of late.
  The adventure is divided into three acts. In Act 1, the Characters 
  arrive and get to know some of the manor and its residents. 
  That night, Brandt’s plans hit a stumbling block. While stalking 
  its next target (Hellin’s purser, Josef Specht), it stumbles upon 
  him worshipping at an altar of Khaine. The Characters probably 
  hear the commotion as Josef gives chase to ‘Brunhilde’. Brandt 
  switches forms and goes into hiding. In Act 2, the household 
  realises that Brunhilde is missing. Lucius asks the Characters to 
  investigate, while Brandt searches for its next victim, and Josef 
  tries to sow some misdirection to hide his own secrets. In Act 3, 
  the Characters must move quickly to save Brandt’s new target, 
  Hellin’s butler, Dietgar, and to defeat Brandt once and for all.
  involvinG the characters
  Lucius sends the Characters an invitation to the Karstadt-
  Stampf estate. A servant in the black and gold livery of the 
  Karstadt family delivers his missive, sealed with the mining-
  pick emblem of the family coat of arms. The invitation reads:
  Dear Friends,
  Please permit me to introduce myself. I am a 
  humble poet, young to my craft, who has heard 
  of your travels and travails, and would like to 
  put your adventures to parchment. Though I am 
  known to the few residents of this fair city who 
  appreciate the literary arts, I would not expect 
  you to be familiar with my works, nor even know 
  my name, for I fear that I have yet to write 
  my first true masterpiece. What I have heard of 
  your experiences, however, has already served to 
  inspire the muse within me. If you would be so 
  kind as to visit with me at our family’s estate in 
  Morgenseite for a few days, you would find me 
  suitably grateful. 
  Hoping to see you on the morrow,
  Lucius Karstadt-Stampf
  An Average (+20) Lore (Local) or Lore (Politics) Test or 
  a Challenging (+0) Lore (Heraldry) Test reveals that the 
  Karstadt-Stampf family is Ubersreik’s richest merchant family, 
  and one of the richest in the entire Reikland. Feel free to 
  provide additional information on the family and its members 
  if a Character rolls particularly well (A Guide to Ubersreik, 
  page 44). With 3 or more SLs, tell the players that Lucius is the 
  youngest member of the family. 
  
  III
  WARHAMMER FANTASY ROLEPL AY
  34
  If the Characters speak with the guards (see below), they may 
  learn of an abandoned campsite on the grounds. Alternatively, 
  they may stumble upon it themselves, if they’re exploring the 
  grounds (Hard (–20) Perception Test). Little remains of what 
  was a sparse affair in the first place — a kicked-over lean-to, 
  a dirty bedroll, and a backpack with some filthy clothing. A 
  careful search (Difficult (–10) Perception Test) finds a leather 
  pouch containing 17 shillings and 13 pence (the guards missed 
  this when they kicked Brandt off the grounds). 
  The Maze
  The hedge maze stands behind the house. Its hedges stand 12-
  feet high, and are dense and thorny. The maze is popular during 
  parties, especially with young couples, who like to get ‘lost’ in its 
  midst. A statue of Shallya can be found at the centre, along with 
  a small bench for those who would like to rest before making 
  their way back out. As there are no social events scheduled for 
  some time, the groundskeepers have not tended to the maze 
  lately, and it is becoming overgrown. Thorny branches have 
  begun to grow across the entrances around the exterior, giving 
  the maze a dark, forbidding air. Reduce the Difficulty of all 
  Stealth Tests by 2 steps while in the maze.
  Two months ago Brandt took Hellin’s form and ordered Etti, one 
  of the household maids, to accompany it into the maze. After 
  killing Etti, Brandt stuffed her body into the hedge, returning 
  occasionally to consume her flesh. Little evidence remains, but a 
  Hard (–20) Perception or Difficult (–10) Track Test will reveal 
  the damaged section of hedge, where the Characters find some 
  tattered, bloodstained clothing. With 2 SLs, they will notice 
  something pushed far into the hedge. Pulling it out, they find a 
  decomposing human arm, still in House Karstadt maid’s livery 
  (Brandt got sloppy and didn’t notice it’d missed a limb). Anyone 
  familiar with Etti’s disappearance will assume, correctly, that 
  these remains are her remains.
  the Manor hall
  The ground floor of the manor is dominated by the great hall. 
  With most of the family away at the moment, it is cold and 
  draughty. Three long tables are covered in dust cloths, while a 
  fourth table stands atop a slightly raised dais at the head of the 
  room. Stuffed animal heads line the walls, hunting trophies of 
  beasts killed by Hellin’s father and grandfather. Hellin insists 
  on holding family dinners here, with some of the senior staff 
  in attendance, even though most would prefer to eat in the 
  servants’ hall next to the kitchens.
  The family’s personal rooms are above the main hall. Currently 
  only Hellin and Lucius are in residence. Dietgar, Hellin’s butler, 
  also has a small room here, next to Hellin’s.
  the east winG
  This wing is the oldest part of the manor. Built as a fortification 
  rather than a residence, its doors are small and wide, its corridors 
  narrow and defensible, and its windows tiny, letting in very little 
  light. While the family have moved into the main wing, most of 
  the work of the household is performed here.
  The ground floor holds the kitchens and the servants’ hall 
  (where most of the menial servants sleep at night). Brunhilde 
  has a small room on the second floor. Frau Karstadt-Smith has 
  a study here, and Josef Specht, the family’s purser, has a small 
  office nearby. Both the study and the office connect to a small 
  library, which mostly holds poorly maintained records of the 
  family’s history. At the very back of the library, forgotten by 
  most of the household, is a trapdoor in the ceiling. It once led 
  to a watchtower at the top of the keep, but now leads to the 
  manor’s attic.
  
  III
  35
  UBERSREIK ADVENTURES II — DOUBLE TROUBLE
  the west winG
  This wing is the smallest, and the newest. It usually serves as 
  guest quarters. There are a few small rooms for servants on the 
  ground floor, while the second floor holds two larger bedrooms 
  connected by a large salon. Prior to the Characters’ arrival it 
  was unoccupied, and is not ready to welcome guests. There are 
  no torches or lanterns lit, the rooms are barely furnished, and a 
  layer of dust covers everything.
  the attic
  The attic stretches across the entirety of the manor. During 
  the day some sunlight slips between the many cracked roof-
  tiles. Stacks of old crates seem to fill the space, filled with old 
  junk. Two crates near the entrance are empty, and moving them 
  aside reveals a tight, winding path leading to a space above the 
  west wing. There Josef has hidden a shrine to Khaine, the God 
  of Murder. The shrine consists of a small stone altar, with a 
  collection of trophies from Josef ’s various victims. Though not 
  something he can publicly boast of, Josef is particularly proud 
  of the shrine’s providence. The stone was procured at great cost 
  from some Elf ruins unearthed in the northern Drakwald, and 
  its perpetually cold surface bears ancient and twisted carvings 
  of inhuman faces.
  This stone rests across two crates, 2 ft from the ground. Lying 
  on it are 13 thumbs, in various states of decay. A Challenging 
  (+0) Heal, Track, or appropriate Lore Test reveals that they 
  range from a few weeks to a year old. With an Impressive 
  Success (3 SLs) or more a Character realises that each thumb 
  is approximately a month older than the last. Below the altar a 
  serpentine dagger rests on a piece of black cloth trimmed in red 
  thread. The dagger’s handle is made from a dark wood, upon 
  which a scorpion has been carefully carved. The blade is stained 
  with dried blood. Red candles stand on the crates to either side 
  of the makeshift altar, stuck in place with melted wax.
  KHAINE, LORD OF MURDER, THE 
  BLOODY-HANDED ONE, GOD OF 
  WAR, BROTHER TO MORR
  A Character who makes an Easy (+40) Lore (Theology) or a 
  Challenging (+0) Lore (Local) Test recognises this as a shrine 
  to Khaine. While Khaine is not reckoned amongst the Chaos 
  Gods, his worship is forbidden in the Empire, for obvious 
  reasons. Cultists of Khaine revel in murder, and are hunted by 
  Witch Hunters (and anyone with a bit of sense) as avidly as the 
  followers of the Dark Gods.
  High Elf Characters may see Khaine differently, for they 
  worship him both as the God of Murder and the God of War. 
  However, most Elves view the human worship of Khaine as a 
  crude perversion of their own beliefs, and have little sympathy 
  for the twisted cultists who kill in his name.
  THE NAMELESS BLADE
  Anyone who picks up the dagger feels a sense of unease. The 
  handle seems strangely slippy, almost like it’s wet with blood. 
  It has been consecrated to Khaine, and it hungers. Treat it as 
  a Dagger, but with the Impale Quality. However, if wielded by 
  someone who has not killed someone in Khaine’s name within 
  the last month, treat it as having the Dangerous Flaw. It is a 
  Magical weapon.
  THE UNUSUAL SUSPECTS
  Brandt/Brunhilde
  Brandt is a parasite. It steals the lives of its victims, living in their 
  homes and using their wealth to get by. But try as it might, it 
  cannot maintain the same persona for very long. It is incapable 
  of human emotion, and its lack of empathy eventually raises 
  the suspicions of those around it. Again and again it has been 
  forced to give up its stolen identities, fleeing into the sewers 
  or out into the wild places. This time, however, Brandt thinks 
  it may be able to adopt a persona long term. Hellin Karstadt-
  Stampf is a powerful woman, one whom few would question. 
  Even her own family seems a little afraid of her. If Brandt can 
  replace her, it might be able to maintain the charade for years 
  — even decades.
  
  III
  WARHAMMER FANTASY ROLEPL AY
  36
  Brandt’s activities over the last few months are as follows:
   
  0
  Brandt attempted to infiltrate the manor by sneaking onto 
  the estate grounds and setting up a camp within sight of 
  the house. The house guards spotted Brandt (in the form 
  of a local vagabond), and drove it off with a quick beating.
   
  0
  Brandt befriended Rainer, a stablehand, at a bar one 
  evening, then killed him as he stumbled home drunk.
   
  0
  Posing as Rainer, Brandt began observing the household 
  staff, looking for its next target. However, Brandt had not 
  bothered to learn anything of Rainer’s work, routines or 
  personality. His colleagues quickly realised something 
  was wrong. When they confronted him about it, Brandt 
  panicked and lashed out with a dagger, fatally wounding 
  Talbot (one of Rainer’s closest friends), then fled into 
  the night. Brandt had already chosen its next victim, 
  however, and quickly shifted into Lorentz, one of the 
  footmen. While the stablehands searched for Rainer in 
  vain, Brandt killed the real Lorentz and took his place in 
  the household.
   
  0
  Brandt spent the next three months in the manor, first 
  as Lorentz, then as Adelheid, the head cook, then Etti, a 
  young maid. As each of these servants ‘left’ without giving 
  notice or saying farewell, the other staff have grown 
  concerned and nervous. Brandt finally took the form of 
  Brunhilde. As housekeeper, it hopes to keep the other 
  servants in line, while also gaining greater access to both 
  Hellin and the other senior staff — Josef (the purser) and 
  Dietgar (Hellin’s personal butler). It now plans to replace 
  either Josef or Dietgar, so as to have close personal access 
  to Hellin herself.
  Brunhilde was a plump, rosy-cheeked woman in her late 60s. 
  Beloved of most of the household staff and the Karstadt family, 
  she was quick with a smile and a joke. Brandt has found her 
  role difficult. Its smiles seem eerie, its jokes fall flat. It has been 
  looking forward to changing to another persona.
  Lucius Karstadt-Stampf – The Aspiring Poet
  At 18 years old, Lucius is the youngest of Hellin Karstadt-
  Stampf ’s children. He tends to let his dark hair droop over 
  his grey eyes, leaving his large, bulbous nose sticking out 
  prominently. When his siblings left for Altdorf to see their 
  father, Lucius begged off, complaining of a cold. He now regrets 
  staying behind, as he fears his mother has gone mad.
  While some in the manor complain about the streak of bad 
  luck that has befallen the household of late, Lucius suspects 
  there is more than just chance at work. He’s seen Brandt while 
  it was in Hellin’s form, and realised ‘she’ was acting oddly. He 
  has since been observing his mother keenly, and believes she’s 
  been having ‘spells’ where she is not herself. Two months ago he 
  saw her enter the hedge maze one evening, along with a maid. 
  Shortly afterward, he heard a bloodcurdling scream. Before he 
  could investigate, Hellin emerged again — with blood on her 
  dress. Lucius considered telling someone, but the next day he 
  realised all the maids were present and accounted for. Confused 
  and afraid, he doesn’t know what to do with the information, or 
  who to trust.
  BRUNHILDE/BRANDT (SILVER 5/0)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  40
  30
  40
  40
  30
  33
  33
  39
  35
  10
  15
  Traits:  Afraid (Fire), Doppelgänger, Immunity 
  to Psychology, Size (Average), Weapon +4
  Doppelgänger:  Doppelgänger: The NPC can assume the 
  form of any Human-like creature of Average Size. It must 
  achieve +5 SLs on an Extended Perception Test as it 
  observes its target. It then takes 2 Rounds to assume the 
  target’s form. The target’s clothes and smaller trappings 
  are also replicated; they become part of the creature 
  and cannot be easily removed. Larger trappings, such as 
  swords and backpacks, are not copied. When those who 
  know the victim meet the transformed creature, they 
  make a Hard (–20) Intuition Test. If they pass, they 
  know something is up. If they fail, they are convinced the 
  creature is their acquaintance.
  
  III
  37
  UBERSREIK ADVENTURES II — DOUBLE TROUBLE
  Should the Characters ask, Lucius can give them his impression 
  of any of the other NPCs:
  Hellin: ‘Mother? Oh, well, she is of course, um, my mother! Yes. Er. 
  Well, she’s very well regarded, keen mind and all that, knows her 
  way around a trade negotiation. Never really saw much of her as a 
  lad, raised by the servants if you must know. I have to say, though, 
  that she’s been acting a tad odd of late. Having these, um, “spells,” 
  if you know what I mean. No, not those kinds of spells! She’s not a 
  witch! I think…’
  Brunhilde: ‘Oh Brunnie! Yes, known her since I was a wee tot! 
  Lovely woman. She always had a treat for me when I was a boy! 
  I’m quite worried about her, truth be told, she’s getting on in years. 
  She’s not been quite herself of late.’
  Dietgar: ‘Stern fellow. Follows mother around like a trained dog. 
  And don’t let the butler’s outfit or those silly gloves fool you, he’s a 
  tough old sod. I once saw him deck a pickpocket who thought he could 
  snag some of Mother’s jewellery!’
  Josef: ‘Who? Oh yes, Mother’s numbers man. Seems a decent enough 
  fellow. Wife’s a lovely woman. Used to play with their oldest when 
  I was a boy. I have to say, I can’t tell you much about him, for all 
  that he’s worked for Mother for years. He kind of fades into the 
  background.’
  Hellin Karstadt-Stampf – The Matriarch
  Hellin’s wealth is displayed in her clothes and jewellery. The 
  intricate floral designs on her black dress are decorated with 
  gold threads, and her gold necklace is centered by a black opal. 
  She stares at the adventurers over a pair of small glasses that are 
  held with a gold chain. Hellin wants everyone to be aware of 
  how rich she is, and thus how much power she can bring to bear 
  against them, should they anger her.
  LUCIUS KARSTADT-STAMPF (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  25
  30
  25
  30
  30
  35
  33
  35
  35
  35
  11
  Traits: Afraid (Mother), Skittish
  Talents: Blather, Public Speaking, Read/Write
  Skills: Charm 40, Dodge 45, Entertain (Poetry) 40, Lore 
  (Epic Tragedies) 45
  Trappings: A Dozen Unfinished Poems, Dull Quills, 
  Poorly Fitted Noble Garb
  Note: Lucius doesn’t judge people by their standing 
  in society, therefore he ignores the effects of Status on 
  social Tests (WFRP, page 50) 
  HELLIN KARSTADT-STAMPF,
  MERCHANT PRINCE (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  27
  31
  25
  33
  60
  30
  37
  73
  48
  58
  12
  Skills: Bribery 62, Charm 65, Evaluate 81, Haggle 68, 
  Intimidate 45, Intuition 76, Perception 80, 
  Language (Guilder) 77, Lore (Local) 80
  Talents: Dealmaker, Etiquette (Guilder), 
  Etiquette (Noble), Read/Write
  Trappings: Highest Quality Clothing, Jewellry worth  
  100 GC
  
  III
  WARHAMMER FANTASY ROLEPL AY
  38
  Dietgar Horstmann – The Loyal Butler
  Josef Specht – The Purser with a Secret
  Josef projects a demeanor of innocuous affability to the world. 
  He is a loyal servant, always dressed in the black and gold of 
  House Karstadt. 
  Of course, all of this serves to hide his utterly ruthless nature. 
  Josef is an assassin and a devotee of Khaine, the God of Murder. 
  While loyal to Frau Karstadt-Stampf and her family, he has 
  hidden his worship of Khaine from her, and has no intention of 
  letting anyone uncover his secret.
  Dietgar has a medium build and a round, wrinkled face, with a 
  large nose that gives his stern visage a comical aspect. His short, 
  greying hair is receding rapidly. He never raises his voice, and 
  is always courteous and respectful — even on those occasions 
  when he is regretfully forced to use violence.
  Dietgar was once a petty thief in Bogenhafen, but he fled the 
  town after he was caught and branded for his crimes. He entered 
  into the Karstadts’ service as a stableboy. He had planned to 
  rob the manor, but found that working for the household was 
  a more comfortable life than being a scoundrel. He befriended 
  a young Hellin Karstadt, and is now one of her most trusted 
  servants.
  He has an ugly scar on his right hand in the shape of a ‘T’, the 
  result of the branding he received, so he always wears gloves to 
  hide it.
  DIETGAR HORSTMANN, ATTENDANT (SILVER 5)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  40
  40
  35
  35
  35
  35
  40
  30
  30
  35
  15
  Traits: Hardy, Weapon +5
  Skills: Charm 50, Dodge 50, Drive 42, Endurance 48,  
  Melee (Basic) 50, Perception 60, Stealth (Rural) 40,  
  Stealth (Urban) 50
  Talents: Etiquette (Servants), Strong Back, Supportive,  
  Well-prepared
  JOSEF SPECHT - ASSASSIN (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  83
  68
  53
  53
  57
  57
  55
  39
  62
  48
  21
  Traits: Armour (1), Champion, Night Vision, 
  Painless, Ranged (Throwing Knives) +7, Weapon +9
  Skills: Athletics 68, Dodge 81, Intimidate 62, 
  Melee (Basic) 90, Perception 50, Ranged 
  (Thrown) 80, Stealth (Urban) 72
  Trappings: Garrote, Hand Weapon (Sword), Leather 
  Jack, Quiet Prayers to Khaine, 10 Throwing Knives
  
  III
  39
  UBERSREIK ADVENTURES II — DOUBLE TROUBLE
  Household Staff, Guards, and Stablehands
  The manor is short-staffed at the moment, as many of the 
  household’s servants have accompanied the Karstadt children to 
  Altdorf. In addition, there have been a number of unfortunate 
  losses over the last few months. The remaining dozen staff 
  are nervous and tightlipped. They’ve begun to wonder if their 
  mistress has angered the Gods in some manner.
  The guards are a more practical lot, and not given to superstition. 
  They know that bad things happen in the Empire, and are no 
  strangers to violence. They are also short-staffed, however, as 
  the greater part of their number are also travelling to Altdorf. 
  The ten who remain are surlier and less attentive than usual, as 
  they’ve all had to pull double shifts.
  The stablehands are even more paranoid than the household 
  staff. They think the house is cursed, and refuse to enter the 
  building. Two have taken up jobs elsewhere, and the remaining 
  six are considering doing the same. That said, if someone can 
  point them to a threat they can stick a pitchfork into, they’ll 
  quickly take up arms to defend the manor.
  THE HELP
  Characters speaking to members of staff may learn of some of 
  the manor’s recent troubles. An Easy (+40) Intuition Test reveals 
  the tension amongst the servants. A Gossip Test (Easy (+40) 
  with the footmen, maids and stablehands, Difficult (–10) with the 
  guards) conveys the following:
  Footmen/Maids: Three staff members have left the manor 
  without notice in the last four months: Lorentz, Adelheid and 
  Etti. One would have been odd, but three? And no one has 
  heard from them since, including family members. All three 
  were acting oddly before they left, like something was bothering 
  them. The last was three weeks ago, when a maid named Etti 
  was last seen talking to Brunhilde. When asked, Brunhilde told 
  them that Etti had gotten into trouble gambling on dog fights 
  at the Tin Spur (A Guide to Ubersreik, page 52) — something 
  the other maids find hard to believe. Poor Etti’s remains can be 
  found in the hedge maze.
  Guards: Things have been pretty quiet on the estate for a while 
  now. The staff have been acting oddly of late, but that’s none 
  of the guards’ concern. The last bit of trouble they had was six 
  months ago, when they found a strange beggar camping near 
  the house. The guards gave him a good beating and kicked him 
  out. This was Brandt, spying on the staff and looking for an 
  opportunity to replace one of them.
  Stablehands/Groundskeepers: These men have grown paranoid 
  of late. They are aware of the missing servants, and see them 
  as part of a larger pattern of strange events. They can tell the 
  Characters about ‘Rainer,’ whom they describe as previously a 
  good, Sigmar-fearing fellow, stabbing his friend Talbot to death. 
  ‘. They note that Rainer disappeared into the night. One of 
  the servants spotted him heading for the gate, but none of the 
  guards there saw him, and a search of the grounds failed to find 
  any trace of him. The Watch was alerted, but nobody has seen 
  him since that night.
  FOOTMEN AND MAIDS (SILVER 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  27
  25
  30
  35
  38
  35
  35
  30
  35
  40
  12
  Traits: Weapon +5
  Talents: Beneath Notice
  GUARDS (SILVER 2)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  40
  30
  35
  35
  35
  30
  30
  30
  30
  25
  12
  Traits: Armour (3), Weapon +7
  Skills: Melee (Basic) 50
  STABLEHANDS AND GROUNDSKEEPERS (SILVER 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  30
  30
  40
  40
  38
  30
  30
  30
  30
  30
  15
  Traits: Weapon +7 (pitchforks or other pointy tools)
  Skills: Athletics 40, Melee (Basic) 35
  
  III
  WARHAMMER FANTASY ROLEPL AY
  40
  PART 1
  DeaD rinGer
  House Karstadt guards open the gates to the Characters when 
  they arrive. The guards glare suspiciously at them as they pass 
  through, but Jurgen has told them to expect visitors. Jurgen 
  appears as they reach the front of the manor, and quickly escorts 
  them to a side entrance in the west wing. Characters may notice 
  that he seems nervous — this is because Lucius has not told his 
  mother that he is having guests over, and forbade Jurgen from 
  informing any of the senior staff. Jurgen assumes his young 
  master is worried about invoking his mother’s displeasure, 
  should she discover he is inviting riff-raff into her home, but 
  he knows it’s only a matter of time before Dietgar or Brunhilde 
  find out. 
  The west wing is dark, and the Characters’ footsteps echo 
  hollowly as Jurgen leads them upstairs. The unadorned walls, 
  lack of light and locked rooms make the place seem more like a 
  prison than a stately manor.
  Lucius awaits them in the salon, which Jurgen tidied up a 
  little. A long padded bench and some chairs have been drafted 
  from other rooms, and now rest around a table that has seen 
  better days. Lucius jumps to his feet as they come in, vigorously 
  shaking the men’s hands and bowing to kiss the ladies’ hands, 
  and bidding them enter and sit. Once the Characters are 
  comfortable, he explains that he sees himself as something of 
  an aspiring poet, but lacks the life experience necessary to write 
  truly evocative verse. He is hoping that the Characters can give 
  him an insight into the gritty realities of life in the Empire. In 
  exchange, he will provide them with room and board in the 
  west wing for the duration of their stay. He will also pay them 
  each 8 shillings a day (beating him in a Haggle Test will boost 
  this to 9).
  Characters may pick up on Lucius’s nervousness (Opposed 
  Intuition versus Cool), but they don’t know him well enough to 
  parse what’s worrying him. He really does want to hear of their 
  escapades; he’s just not telling them the whole truth. Lucius 
  doesn’t know what, if anything, is happening at the manor, or 
  if his mother really is responsible. The presence of a couple of 
  armed and capable outsiders on his payroll gives him some 
  comfort.
  If the Characters agree to his offer, Lucius will give an audible 
  sigh of relief, and send Jurgen to inform Brunhilde that they 
  will have guests for dinner. Lucius will immediately pull out 
  a satchel full of parchment, quills and an inkpot, and begin 
  pestering them about their travels, but the Characters are free to 
  make themselves comfortable in the guest wing while he works.
  an absolute replica
  Jurgen returns just as the Characters are finished settling in. He 
  is accompanied by Dietgar and two maids bringing some food 
  and ale for the guests. Dietgar, the head butler, is polite, asking 
  the Characters if there’s anything he can have the staff do to 
  make them more comfortable, but it’s apparent he’s unhappy 
  about their presence. Lucius is nervously jovial, thanking 
  Dietgar for coming by, but assuring him that Jurgen can handle 
  any of the Characters’ requests.
  Once Dietgar leaves, Lucius will wave away any questions the 
  Characters might have and get back to asking them questions, 
  this time as they eat.
  If someone gets Jurgen alone, he’ll admit that Lucius has not 
  told his mother about them staying, and Jurgen isn’t sure how 
  she’ll take it.
  FaMiliar GrounD
  Lucius, seeming more nervous and twitchy than ever, declares 
  that he has enough notes for now and heads to the library. He 
  suggests the Characters explore the manor and the grounds. The 
  Characters are free to do as they wish for a few hours.
  Though the manor is short-staffed, there are enough servants 
  in attendance that Characters trying anything untoward are 
  likely to be noticed. They can have more privacy out on the 
  grounds, though they might spot the odd guard or stablehand 
  eyeing them suspiciously. If they talk to any of the staff, they 
  will find them nervous, but willing to chat with the guests. An 
  Average (+20) Intuition Test will reveal that there is more to 
  their demeanor than just a distrust of outsiders. The staff seem 
  unusually stressed and perhaps a bit paranoid. 
  After they have spent some time getting to know the estate, 
  have the Characters make an Opposed Perception Test 
  against Josef Specht’s Stealth. If they succeed, they notice him 
  watching them from afar. Realising that he has been spotted, he 
  gives them a smile and waves, before withdrawing. Josef heard 
  about their arrival and was vaguely curious, but the Characters 
  may find him a little creepy.
  As the evening approaches, the Characters are approached by 
  ‘Brunhilde,’ who greets them warmly, squeezing their cheeks 
  and giving them hugs in an overly familiar manner, constantly 
  chuckling to herself. She informs them that they have been 
  invited to dine with Frau Karstadt-Stampf and Lucius, and that 
  dinner will be served in the main hall in an hour.
  
  III
  41
  UBERSREIK ADVENTURES II — DOUBLE TROUBLE
  spittinG iMaGe
  The servants finish setting the dining table as the Characters 
  arrive. Lucius quickly joins them. Hellin Karstadt-Stampf 
  arrives once everyone else is seated, with Dietgar in tow. She 
  welcomes the Characters to her home and makes pleasant chit-
  chat, but remains distant. The meal is likely much better fare 
  than the Characters are used to. Dietgar serves the wine, and 
  makes sure that their glasses are always topped up. Anyone who 
  doesn’t specifically say they are being careful not to drink too 
  much must make an Average (+20) Consume Alcohol Test 
  (WFRP, page 121).
  Any Character who wants to make an impression on Hellin can 
  attempt a Charm (or other appropriate Skill) Test. If they are 
  successful, reduce the difficulty of any future social Tests with 
  her by one step. However, Dietgar disapproves of what he sees 
  as a blatant attempt to ingratiate themselves with his mistress, 
  so increase the difficulty of future social Tests to influence him.
  About half-way through the meal, Brunhilde makes an 
  appearance. She hovers around the table, encouraging everyone 
  to eat up, making occasional jokes about waistlines, drunkenness, 
  and the digestive benefits of beans. Anyone looking to Hellin 
  can make an Intuition Test opposed by her Cool to notice that 
  she seems surprised, even annoyed, by Brunhilde’s behaviour. 
  While Brunhilde is normally jolly and congenial with the 
  household staff and family, she would never be so overly familiar 
  with strangers or guests.
  As the meal is ending, Josef approaches Hellin and whispers 
  something in her ear. She looks concerned, and bids everyone 
  good night. There is nothing suspicious happening here — one 
  of Hellin’s trading partners is concerned about the current 
  upheaval in Ubersreik, and is considering doing business with 
  someone else — but paranoid players may suspect something 
  more is going on. Before he leaves, Josef smiles and waves at 
  the Characters. 
  Lucius joins the Characters after dinner. He seems relieved — 
  he was worried that his mother was going to throw them out — 
  and has perhaps had a little too much to drink. He has Jurgen 
  bring some more wine. He spends the next few hours talking 
  with the Characters about their adventures, before Jurgen 
  eventually takes him to his room.
  Mistaken iDentity 
  After Lucius leaves, the Characters are left to their own devices. 
  They may retire for the night (note whether they set any kind 
  of watch — Endurance Tests may be appropriate, especially for 
  anyone who was drinking, with failure resulting in the Character 
  either falling asleep or suffering a Fatigued condition).
  Anyone who decides to wander the halls at night will find the 
  manor dark and mostly empty. There is very little light, as no 
  lanterns are lit. Hellin works in her study until midnight, while 
  Dietgar waits just outside her door. Josef works in his study 
  until 1:00 a.m. Brundhilde/Brandt wanders the halls with a 
  candle, and pops into the West Wing at midnight. She/it asks 
  anyone still awake if they want anything (if the Characters ask 
  for anything, they won’t get it — this will be the last time they 
  see ‘Brunhilde’). 
  At about 1:00 a.m., Josef, confident that the household is asleep, 
  goes to the attic to worship at his shrine. Brandt sees its chance, 
  and follows.
  As the shrine is directly above the West Wing, any conscious 
  Characters can make a Difficult (–10) Perception Test opposed 
  by Josef ’s Stealth. If successful, the Character hears some 
  muffled creaks from above.
  Brunhilde/Brandt comes upon Josef as he is abasing himself 
  before the altar. Caught by surprise, Josef catches a glimpse of 
  Brunhilde’s face before Brandt rushes back through the crates, 
  knocking one over in its haste. Any conscious Characters hear 
  a loud thud from above (sleeping Characters wake with an 
  Easy (+40) Perception Test, but have one Fatigued Condition), 
  quickly followed by hurried footsteps and quieter thumps as 
  Josef and Brandt clumsily make their way to the attic entrance.
  Curious Characters may follow the sounds from below, moving 
  from the West Wing through into the Great Hall. Just as the 
  Characters reach the entrance to the East Wing, the door opens, 
  revealing Dietgar standing before them. This is actually Brandt, 
  who has changed forms to elude pursuit. ‘He’ raises an eyebrow, 
  and quietly asks the Characters why they are up and about. If 
  they make any noise, he quickly shushes them, insisting that if 
  they wake Frau Hellin they’ll be in serious trouble. 
  Josef, meanwhile, is just on the other side of the library door. 
  Hearing Dietgar’s voice in the hallway, he quickly closes the 
  attic trapdoor and slips back into his office.
  Brandt denies hearing anything, insisting it’s just the house 
  settling. He absolutely refuses to let anyone into the attic, again 
  threatening the Characters with the direst punishments should 
  they wake Hellin.
  
  III
  WARHAMMER FANTASY ROLEPL AY
  42
  Assuming the Characters return to the West Wing, Brandt 
  retreats downstairs, while Josef makes his way to Brunhilde’s 
  room. When he finds it empty, he begins to quietly search the 
  rest of the house, to no avail.
  PART 2
  rise anD shine
  Sunrise finds the household in a state of some confusion. 
  Brunhilde would normally oversee the breakfast preparations. 
  When she doesn’t appear, the staff are concerned. Characters 
  looking for breakfast find the servants dithering in the kitchen, 
  debating whether to enter Brunhilde’s room or not.
  If none of the Characters volunteers to check on Brunhilde, 
  Lucius arrives and does so himself. Finding her room empty, he 
  anxiously tells a servant to fetch Dietgar (leaving the bedroom 
  door open). Any Character can examine the room while the 
  staff whisper amongst themselves.
  An Average (+20) Perception Test reveals the following:
   
  0
  0 SL: The bed was made and not slept in. There is a small 
  window that a halfling or a very thin elf might be able 
  to slip through, but even that would be a tight squeeze. 
  The small wardrobe holds a single Fine Quality dress and 
  cloak, along with a worn bonnet, while a small trunk at 
  the bottom of the bed holds small clothing.
   
  0
  1 SL: A wooden box, held shut with a small, cheap clasp 
  is underneath the bed. It holds 34/27, and a silver dove 
  pendant (a symbol of Shallya) on a silver chain (worth 
  20/-). This was a gift from Hellin, and anyone from the 
  manor will recognise it as Brunhilde’s.
   
  0
  2 SL: Hidden under the bed’s straw mattress is another 
  dress, this one covered in dried blood. A Challenging 
  (+0) Heal or Average (+20) Lore (Medicine) or Track 
  Test will reveal that it’s about a month old. Careful 
  examination of the dress indicates the blood probably 
  flowed from a grievous neck wound. It looks identical to 
  the dress Brunhilde was wearing yesterday.
  Just as they finish searching the room, Dietgar arrives, somewhat 
  dishevelled from bed. He takes a quick look around before 
  departing to inform Hellin. A Character making an Average 
  (+20) Perception Test spots the ‘T’ branded on his right hand. 
  Dietgar notices their regard and hastily tucks his sleeve down 
  over it. The next time they see him, he will be wearing his gloves 
  again. An Easy (+40) Lore (Local) or Very Easy (+60) Lore 
  (Law) Test reveals that such brands are a punishment for theft 
  in some towns throughout the Empire.
  house huntinG
  Hellin arrives and directs the servants to search the house 
  for Brunhilde. She sends Dietgar to instruct the guards and 
  stablehands to search the grounds. Hellin already fears the 
  worst, though she doesn’t suspect foul play. Brunhilde was an 
  old woman, and acting oddly of late.
  Lucius approaches the Characters before they can speak with 
  Hellin, quietly bidding them follow him. He suggests they 
  take it upon themselves to find Brunhilde, hinting they would 
  be handsomely rewarded for their efforts. He advises against 
  ‘bothering’ his mother at this time, until they have something 
  to bring to her.
  Their options mostly come down to searching the attic, talking 
  with the staff, searching the house, and combing the grounds. 
  Lucius also suggests, somewhat reservedly, that one of the 
  Characters keep an eye on Hellin:
  ‘...well, just because. Y’know, there are odd things afoot, and all that. 
  Wouldn’t hurt to keep an eye on the lady of the house, now would it?’
  If pressed, he will admit that he thinks she might have had 
  something to do with Brunhilde’s disappearance, and tell the 
  Characters about her odd behaviour of late. Whether anyone 
  volunteers to watch her or not, he heads back to the great hall. 
  Searching the Attic
  Anyone searching the attic will easily find the shrine. Josef 
  didn’t have time to replace the crates that usually hide the 
  path to the altar. What’s more, he and Brandt knocked over 
  a few boxes the night before, leaving the space in disarray. A 
  Difficult (–10) Track Test finds that two people struggled to 
  move quickly through the attic.
  
  III
  43
  UBERSREIK ADVENTURES II — DOUBLE TROUBLE
  
  III
  WARHAMMER FANTASY ROLEPL AY
  44
  Searching the House
  A Character searching the house (or keeping an eye on Hellin) 
  won’t find any new physical evidence. However, an observant 
  Character might notice some odd behaviour (Characters 
  watching Hellin make their Tests at –10, as they’re focused on 
  her). 
  Josef slips into Brunhilde’s room, where he surreptitiously takes 
  her bonnet. He then makes his way to the West Wing. He ducks 
  into an empty room, where he nicks his thumb with a dagger. 
  He applies some blood to the bonnet, then places it beneath one 
  of the Character’s bed.. A Character in the right place might 
  spot him with a Perception Test opposed by his Stealth.
  A Character making an Intuition or Perception Test notices 
  Dietgar snarling an oath at a footman, before heading out into 
  the grounds. Tell the player that Dietgar left the house a few 
  minutes earlier, on Hellin’s orders, and suggest he must have 
  snuck back in, unnoticed. This is, of course, Brandt, who is 
  growing irate. It has been moving through the house all night, 
  avoiding Josef and the other staff, and shifting from one form 
  to another to avoid being caught. If a Character follows him, 
  ‘Dietgar’ is out of sight by the time they get outside, but a 
  passing stablehand (actually Brandt again) tells them that he 
  saw the butler heading towards the hedge maze.
  Hellin paces back and forth across the great hall, anxiously 
  awaiting news, until she notices Lucius skulking in a corner. 
  She angrily tells him to do something useful, then orders him 
  out onto the grounds to help with the search. Lucius reluctantly 
  departs.
  Searching the grounds
  Dietgar quickly organises the stablehands and the guards into 
  search parties. If a Character offers to help, he directs them to 
  the hedge maze. They may find Etti’s remains, but otherwise 
  will stumble around aimlessly until the final Act.
  Any Character who decides to search elsewhere may find 
  Brandt’s old campsite, or overhear some stablehands muttering, 
  ‘It’s like Rainer all over again.’
  PART 3
  i suppose you’re wonDerinG why i 
  GathereD you here toDay…
  Once the Characters have looked around, a servant summons 
  them back to the great hall. Hellin is waiting for them, along 
  with Josef, Dietgar, Jurgen, and two guards. Hellin asks them 
  to detail anything they’ve found, but does not react to anything 
  they present to her. Instead she turns to Josef, who strides 
  toward the Characters, holding forth a blood-stained bonnet.
  ‘Perhaps you can explain how this came to be in your rooms? One of 
  the maids found it. Now, tell us the truth! What have you done with 
  Brunhilde, and why are you really here?’
  The two guards step menacingly forward, hands at their swords.
  If the Characters were particularly careful about keeping Josef 
  out of their rooms, he lies and says he found the bonnet there 
  himself, even if he never entered the west wing.
  The Characters have to convince Hellin they had nothing to do 
  with Brunhilde’s disappearance, and are being set up. Josef tries 
  to pick holes in their story, and Hellin acts as judge. You can 
  decide the outcome based on your impression of the Characters’ 
  performances, or you can assign points based on the below 
  arguments, then consult the Results box below:
   
  0
  If the Characters searched Brunhilde’s room earlier, 
  they will recognise the bonnet. If they point out that it 
  was there this morning, Dietgar frowns. He admits that 
  he thinks he may have seen it too, but he isn’t sure. A 
  Character making a Charm Test can remind Dietgar 
  exactly where it was and jog his memory. If they are 
  successful, add one point.
  
  III
  45
  UBERSREIK ADVENTURES II — DOUBLE TROUBLE
   
  0
  The shrine in the attic suggests that something untoward 
  was happening in the manor prior to their arrival. Josef 
  implies the shrine in the attic was their creation — that 
  they planted the evidence there when they were ‘searching’ 
  for Brunhilde. Why else would they have volunteered to 
  look in such an unlikely location? Dietgar scoffs when 
  they claim that they heard a disturbance there last night. 
  If the Characters turn to Dietgar for support, he looks 
  surprised, and denies speaking with them the previous 
  night (as of course that was Brandt). A Character who 
  succeeds on an Intuition Test opposed by Josef ’s Cool 
  notes that he seems slightly surprised, but pleased, 
  by Dietgar’s denial. He realised at the last second that 
  Dietgar could corroborate the Characters’ story about 
  hearing noises in the attic, and was sure it would harm his 
  chances of ruining the Characters’ reputations. He doesn’t 
  know why Dietgar is now lying, but uses it against the 
  Characters, accusing them of trying to draw the butler 
  into their nefarious scheme. Deduct one point.
   
  0
  A Character bringing up Dietgar’s brand on his hand 
  in an effort to throw suspicion onto him gets a frosty 
  reception from Hellin, who is quite aware of her butler’s 
  past. Deduct one point.
   
  0
  Characters can point out that Lucius came to them, not 
  the other way around. Jurgen will back them up on this, 
  but Lucius is nowhere to be found. A successful Charm 
  Test goes some way to convincing Hellin of this, but she 
  will need Lucius to confirm it. Add one point.
   
  0
  If they have learned of any of the previous odd incidents 
  in the manor — the deaths, accidents, and disappearances 
  caused by Brandt — they can present them as evidence 
  that something untoward has been afoot long before their 
  arrival. Hellin has been largely unaware of these incidents, 
  but Dietgar and Jurgen can confirm them. A Charm Test 
  convinces her there’s something going on at the manor. 
  Reduce the difficulty of the Charm Test by one level for 
  each additional victim of Brandt’s attacks the Characters 
  have identified. If they are successful, add one point, or 
  two if they succeed by 3 SLs or more.
   
  0
  If the Characters have found the severed arm in the hedge 
  maze, it goes a long way towards convincing her. Add two 
  points.
  Give or deduct points for any other arguments the Characters 
  think of as appropriate. Add another point for good or 
  entertaining roleplaying. If any of the Characters is Gold 
  Status, add another point. If all of the Characters are Brass 
  Status, deduct one point.
  RESULTS
  Less than 0 — Hellin is convinced that the Characters are 
  rogues intent on mischief. She declares that they must surrender 
  their weapons, and will be confined to the west wing until she 
  decides what to do with them.
  0 — Hellin is not sure what to do with them. She orders them 
  to stay in the west wing until Brunhilde’s fate can be ascertained.
  1–2 — Hellin is convinced that something untoward is happening 
  at the manor, but doesn’t trust the Characters. They are free 
  to move about the estate as they wish, but are not to leave the 
  grounds without her permission.
  3 or above — Hellin believes the Characters, and instructs them 
  to root out whatever evil plagues her house.
  If at any point the Characters decide to fight their way out, 
  the guards attack. Josef and Dietgar protect Hellin, but won’t 
  attack the Characters unless they threaten her. Two more guards 
  arrive after the first Round. If the Characters escape, they will 
  need to make their way out of the estate, avoiding or fighting 
  other guards as necessary. They will soon find Ubersreik a very 
  uncomfortable place for them, as wanted posters go up across 
  the city within a day.
  Double vision
  If the Characters end up locked in the west wing (with or 
  without their weapons), Lucius will find them and sneak them 
  out of the house. He has news — he spotted Brunhilde and 
  Dietgar going to the hedge maze, and bids the Characters 
  follow to clear their names (see below). They must be careful, 
  however, as the escaped Characters are quickly reported to the 
  guard if they are spotted.
  If the Characters aren’t locked up, they are free to search 
  for more clues. Josef shadows them (Opposed Stealth vs 
  Perception Test), hoping for another opportunity to discredit 
  them. Dietgar heads back out onto the grounds, to rejoin the 
  search for Brunhilde. Hellin retires to her study, accompanied 
  by two of her guards, who remain outside her door.
  Brandt, meanwhile, has lost all patience, and decides to make its 
  move. Hiding near the entrance to the hedge maze, it waits until 
  it spots Dietgar coming out of the manor. It then reassumes 
  Brunhilde’s form and waves at Dietgar, frantically beckoning 
  him closer. It signals for him to be silent and looks around 
  nervously, mimicking fear and panic, then dashes into the maze.
  
  III
  WARHAMMER FANTASY ROLEPL AY
  46
  If any of the Characters were following Dietgar, they may 
  notice this with an Average (+20) Perception Test. If they 
  fail, they’re at the wrong angle to see ‘Brunhilde’, and just see 
  Dietgar suddenly start in surprise, before sprinting towards the 
  maze. If none of the Characters are in the vicinity, Lucius comes 
  running to them. He was ‘searching for Brunhilde’ (actually just 
  moping about) and saw the whole thing.
  By the time the Characters enter the maze, Brandt has lured 
  Dietgar to the centre and begins its attack. However, the wily 
  old butler proves tougher than expected, and fends off the 
  Doppelgänger’s first strike. The Characters hear grunts and 
  muffled oaths through the overgrown brambles, leading them 
  deeper into the maze.
  Finding Dietgar and Brandt requires 3SLs on an extended 
  Navigation or Track Test. If any of the Characters has been 
  in the maze before (for example, while looking for Brunhilde), 
  these Tests are at Average (+20) difficulty. Decrease the difficulty 
  by one step if any of the Characters has a light source, such as 
  a lantern or a torch (the overgrown hedges block much of the 
  light) or has the Night Vision Talent.
  Offer the players the option to split up to try alternate routes — 
  they can cover more ground that way. This will allow each group 
  to make separate Navigate or Track Tests.
  If the Characters take more than three rounds to reach the heart 
  of the maze, Brandt will kill Dietgar and take his form, then 
  try to slip past the Characters (Opposed Stealth vs Perception 
  Test) and make its way back to the manor. The Characters will 
  find Dietgar’s body, lying before the statue of Shallya.
  If the Characters make it in time, they find Dietgar facing off 
  against… Dietgar. Both immediately call on them for help, 
  claiming to be the real butler and declaring the other to be some 
  kind of monstrosity. None of the Characters know Dietgar well 
  enough to tell them apart. They may try to draw upon a past 
  conversation with Dietgar to identify the real one, but this has 
  drawbacks. If the conversation was with the real Dietgar, Brandt 
  protests, insisting that it must have been the imposter they 
  were talking to. If the conversation was actually with Brandt 
  (for example, their encounter the night before), Dietgar looks 
  confused and protests that it never happened. If the Characters 
  don’t attack him immediately, he realises what happened after 
  a Round and likewise points out they must have been talking 
  to Brandt.
  If a Character saw the brand on Dietgar’s hand, they may think 
  to ask the butlers to remove their gloves. Dietgar holds up his 
  scarred hand. While Brandt has had a good look at Dietgar, it 
  has not observed the butler for any length of time without his 
  gloves and thus has not copied the scar.
  If one of the Characters is holding a lantern or a torch, they can 
  make an Intuition Test (Hard (–20) for a lantern, Challenging 
  (+0) for a torch) after a few minutes of conversation to notice 
  that one of the ‘Dietgars’ seems nervous of the light. His eyes 
  are constantly darting to it, and he flinches away any time it 
  comes a little closer. This is because Brandt has an instinctive 
  fear of fire. Threatening it with the flame will cause it to recoil 
  in terror, its face writhing as it loses control of its shapeshifting 
  for a moment.
  Of course, callous Characters may just kill both of them.
  If they identify the real Dietgar, Brandt curses and leaps for the 
  statue of Shallya. It is a Very Easy (+60) Climb Test to reach the 
  top, and Brandt then leaps over the nearest hedge.
  A Doppelganger’s clothing, in most cases, are simply warped 
  elements of the creature’s flesh. Occasionally they will take the 
  clothing of their victim should undressing be a required part of 
  their impersonation, but as this would make it harder for them 
  to quickly take the form of another, it is generally avoided. 
  Brandt is a particularly skilled and experienced example of its 
  kind, and has perfected the art of selectively shedding some 
  of its ‘skin’ when required. If pressured to remove an item of 
  clothing, such as a glove, Brandt may do so at the cost of 
  one wound. Large items, such as a shirt, would require the 
  loss of two wounds, while a piece of armour would require 
  three. These items retain their shape, but will begin to rot and 
  decompose after just an hour unless preserved in some way. 
  Brandt will only do this when absolutely essential. A Character 
  who makes a successful opposed Perception/Cool Test will 
  notice the creature wince as the item of clothing is gingerly 
  peeled off.
  SHEDDING ITS TAIL
  
  III
  47
  UBERSREIK ADVENTURES II — DOUBLE TROUBLE
  heDGinG your bets
  The Characters can try to chase Brandt down. The starting 
  Distance is 6 (WFRP, page 163). A Character who imitates 
  Brandt’s feat of athletics and goes over the hedge can reduce 
  the Distance by 4 in one Round. Any Character fumbling their 
  pursuit roll takes a wrong turn and gets lost in the maze, and 
  will have to make a Perception or Navigate Test in order to 
  rejoin the chase. Don’t forget to reduce the difficulty of all 
  Stealth Tests in the maze.
  If Brandt scores the highest SL on any Round, it tries to lose the 
  Characters by suddenly changing direction and backtracking. 
  Make an Opposed Stealth vs Perception Test. Any Characters 
  who lose the Test are fooled and take a wrong turn; they will 
  need to make a Perception or Navigate Test to resume the 
  chase. If at any time it increases the Distance to 10, it escapes.
  If the Characters close the Distance to 1 or less, they suddenly 
  come across Lucius, sprawled on the ground. He gasps, and 
  waves them on, declaring, ‘He went that way!’ At this point the 
  Characters will probably assume that this is the Doppelgänger, 
  but it really is Lucius, who plucked up his courage and followed 
  them into the maze. He shrieks in confused terror if attacked, 
  and collapses to the ground, begging to be spared. Unfortunately, 
  he doesn’t have any secret scars or tattoos he could use to prove 
  himself, but if asked, he can recite the Characters’ own stories 
  from the previous day.
  While the Characters are distracted by Lucius, Brandt strikes. 
  If any of the Characters have gotten lost or otherwise separated 
  during the chase, it attacks them first. It strikes from hiding 
  (Opposed Stealth versus Perception Tests), hoping to gain 
  surprise and then fade away (attacking in the Surprise Round, 
  then disengaging the next round and hiding again). It takes 
  the form of residents of the manor — first Brunhilde, then 
  alternating between Hellin, Josef, Dietgar, and any other servants 
  or guards the Characters may have encountered. Eventually it 
  takes on the Characters’ forms, but it hasn’t observed them very 
  long, so its imitations of them are crude and misshapen.
  If Brandt manages to escape the maze, it makes its way to the 
  manor, and to Hellin. Taking Dietgar’s form, it tells her guards 
  that the Characters plan to kill her, before entering her study 
  and locking the door behind it. Brandt then tries to kill her 
  and take her place. The Characters will have to move quickly 
  to stop it.
  Once reduced to 0 Wounds, Brandt reverts to its natural, 
  hideous form. Its skin seems to peel back, revealing muscles, 
  organs and bones. It begs for its life in a high-pitched, squealing 
  voice. If the Characters spare it, it limps off into the night.
  COPY AND PASTE
  Once Brandt is defeated, the Characters can explain what 
  happened to Hellin and the other residents.
  hellin
  The knowledge that a shapeshifting monstrosity infiltrated her 
  home horrifies Hellin, and she is very grateful for the Characters’ 
  efforts. If Dietgar and Lucius survive the confrontation in the 
  maze, she rewards the Characters with 20 GC for their heroism. 
  If either was killed, she only gives them 5 GC. She is impressed 
  with them either way, and may have work for them in the future. 
  The current turmoil in Ubersreik presents both a threat and 
  opportunity for her family, and she may need resourceful (and 
  disposable) agents like the Characters.
  joseF
  The purser apologises for his accusations against the Characters. 
  Clearly the doppelgänger tried to frame them for its crimes! 
  And undoubtedly the shrine in the attic was its doing. He 
  declares that he will see to the disposal of all aspects of the 
  shrine immediately. To that end, he asks the Characters if 
  they took anything from it. His only real interest is the 
  Nameless Blade. If the Characters leave with it, they 
  may encounter Josef again, as he tries to make 
  them his next offering to Khaine...
  Otherwise, Josef is content to leave 
  them be. However, they may hear tell of 
  a mysterious assassin who always takes 
  one thumb from his victims.
  
  III
  WARHAMMER FANTASY ROLEPL AY
  48
  lucius
  Lucius is thrilled. This whole experience has provided him with 
  ample fodder for his art! He pays the Characters the agreed 
  sum, with an additional GC each for good measure. A year 
  from now, the Characters may hear of a popular new play, The 
  Manor House Murders, in which a dashing young poet and his 
  bumbling sidekicks investigate a series of disappearances in an 
  old manor.
  DietGar
  Dietgar thanks the Characters for saving his life. He has little 
  wealth with which to reward them, but should they ever need 
  a favour, he would be happy to do what he can for them. He 
  also tells them, if they’re ever in Bögenhafen, to visit his cousin, 
  Franz, who runs the Crossed Pikes tavern.
  experience points rewarDs
  As well as the usual awards for good roleplaying and bright 
  ideas, XP should be awarded as follows:
   
  0
  50–75 points each for a good time roleplaying
   
  0
  50 points each for defeating Brandt, or...
   
  0
  50 points each for helping Brandt take Hellin’s place
   
  0
  25 points each for saving Dietgar
   
  0
  20 points each for making a good impression on Hellin
   
  0
  15 points each for destroying the shine
   
  0
  10 points each for discovering the remains of Etti
  THE BUTLER DID IT!
  Double Trouble is essentially a whodunit, and like all such 
  stories it is vulnerable to particularly clever or intuitive players 
  fingering the guilty party early on. Should one of your players 
  do this — by making a very public accusation against Brandt 
  while he is impersonating someone, for example — there are 
  a few ways you can handle the situation. If the accusation is 
  completely unfounded, remember that most NPCs will come 
  to the defence of a long trusted member of the household, even 
  if they have been acting strangely of late. Should the Player 
  make a convincing case against Brandt, then simply move up 
  the timetable. Brandt escapes out a window with preternatural 
  agility, and a version of the events from Double Vision play out. 
  Brandt may ultimately end up impersonating another NPC, or 
  perhaps several of them. Feel free to play up the paranoia of this 
  situation, with the estate on lockdown until the Dopplegänger 
  is found. And if all else fails, who is to say that Brandt was 
  working alone?
  THE BIG PICTURE
  The Karstadt-Stampfs are highly influential people in Ubersreik, 
  and not just because of their wealth. The fact that they willingly 
  abandoned their nobility grants the family a degree of prestige 
  in certain quarters, and it is almost certain that they will play a 
  role in the ultimate fate of Ubersreik. If you wish to have your 
  characters wield some influence of their own, a relationship with 
  the Karstadt-Stampfs will be useful indeed. While you do not 
  need to keep any particular member of the family alive, should 
  Hellin and Lucius both perish, the family will undoubtedly be 
  weakened. Though one of her sons is likely to take over the 
  family estate, the reputational loss alone will harm the family’s 
  influence. 
  Should Brandt succeed in his plan to replace and impersonate 
  Hellin Karstadt-Stampf, things will play out very differently 
  indeed. The creature seeks a comfortable life, and wielding 
  the family’s influence to alter Ubersreik’s tenuous political 
  circumstances will be far too much work and risk for the 
  Dopplegänger’s liking. Of course, if the Characters actually 
  assisted Brandt in taking over the family estate, perhaps by 
  silencing Lucius’s concerns early in the adventure, or by 
  striking a deal with the creature, who is to say what favours the 
  Doppelgänger might do for them in the future?
  
  49
  IV
  THE BLESSINGS 
  THAT DREW BLOOD
   
  •
  •
  ADVENTURE SUMMARY
  In this adventure the Characters become aware of a series of 
  murders of holy people. Clues gathered during the investigation 
  lead to an eventual confrontation with Lena Stein, a cittern 
  player who owes a debt to Slaanesh. 
  THE DAEMON WENT  
  DOWN TO ERENGRAD
  Geheimisnacht 2509 IC. Lena Stein, a mediocre cittern player 
  who had just completed an uninspired set, was drowning her 
  sorrows in an Erengrad tavern, The Crossroads. In an alcoholic 
  fug, she struck a deal with an eerie androgynous stranger, who 
  gave her a gift of a beautiful new cittern. Lena remembers little 
  of their conversation, but recalls an odd bargain. The deal was 
  that whilst the cittern would play true for her until the next 
  Geheimisnacht: it would need to be anointed with the blood 
  of six devout followers of the gods if it was to perform the 
  following year.
  Lena found that when she played her new cittern inspiration 
  came to her easily. Soon her confidence grew, and the power 
  of her performances became  compelling, drawing in admirers 
  from far and wide. Her star was on the rise and her coin was on 
  the increase. Both her waist and purse began to expand.
  This happy state lasted until Geheimisnacht 2510 IC, when 
  Lena’s muse deserted her. Bereft at the sudden loss of talent, 
  fame and her bevy of admirers, she went into a total decline 
  and fell into despondency and debt until she recalled the shady 
  deal she had struck. Whilst she suspected that she had dealt 
  with dark powers, especially as the change in her musical ability 
  was instant and transformative. Though she also harboured 
  resentment due to her perception of the sanctimonious 
  hypocrisy of many of the Empire’s holy folk. 
  Bitter, sour and resentful, soon her friends, family and young 
  lovers all deserted her. There’s only so much of hearing, ‘Do you 
  not know who I am?’ ‘I used to fill the Wolfenburg Hall’, anyone 
  can take. Alone and broke, she felt she had no other choice, 
  so in order to regain her fame and fortune, she needed to find 
  ‘six devout followers’ to do away with. So she became a pattern 
  killer, but one who did her best to ensure that her victims were 
  those deserving of death.
  Whilst Slaanesh is not entirely satisfied with Lena’s progress 
  (she does violate the spirit of the deal by introducing a warped 
  sense of justice by doing away with those she feels deserve a 
  comeuppance), the deity is otherwise pleased with both her 
  musical performances and homicidal exploits. Lena is protected 
  by three Daemons-made-mortal. This trio of entities were 
  previously members of Slaanesh’s court, but have been demoted 
  to mortality for their shortcomings. Manifesting as a strange 
  woman and her two pets, they secretly assist Lena, and further 
  entertain the Prince of Chaos. They shadow her closely, and 
  mislead those who investigate her crimes.
  Lena has become celebrated in the Empire. She has come to 
  Ubersreik, enticed by the promise of large crowds, and also the 
  fact that the political instability provides her with cover to find 
  corrupt holy folk and kill them.
  
  50
  WARHAMMER FANTASY ROLEPL AY
  IV
  KILLING TIMES
  This adventure is assumed to commence Marktag 31 Vorgeheim, meaning that Lena has just two more days to find and slay her final 
  victim. If this date does not suit the GM, the other dates mentioned will need to be readjusted to reflect the time between their occurrence 
  and the start of the adventure.
  Date
  Victim
  Location
  Bakertag 16th Sigmarzeit 
  (a few months ago) 
  Patti Durst, Rhyan.
  A coaching inn a day’s travel from Ubersreik
  Bakertag 17th Sommerzeit 
  (6 weeks ago)
  Yan Traum, Ulrican 
  Zealot
  As he slept on the steps of Ubersreik’s chapel of Ulric.
  Festag 29th Sommerzeit 
  (4 weeks ago)
  Werner Klep, devotee 
  of Ranald
  On the docks
  Angestag 27th Vorgeheim 
  (a few days ago)
  Klein Calvin, 
  Sigmarite
  At a Sigmarite sponsored orphanage
  Aubentag 30th Vorgeheim 
  (Last Night)
  Katherine Hartung, 
  Shallyan Priestess
  Either in her chambers at the Temple of Shallya or in a place 
  convenient for discovery by the Characters
  the triuMvirate oF 
  DisappointinG DaeMonhooD
  The Prince of Chaos is a notoriously difficult patron, whilst 
  most of his Daemonic servants enjoy the depraved demands 
  of the deity, there are those who disappoint Slaanesh. Such 
  mediocrities face degrading punishments.
  Three such disappointing daemons are currently in Ubersreik: 
  Beatrice, Ingwer and Blixa. They have been demoted to a 
  condition of demi-mortality. 
  Now tasked with guarding Lena and coaxing her into further 
  depravities, they are all still smarting about their demotion, 
  especially Ingwer, but acknowledge that this demeaning task 
  should be over soon. They can barely tolerate one another, let 
  alone have to work together, but needs must. If they succeed 
  in their task in an entertaining fashion, Slaanesh promises to 
  reinstate them.
  However, Slaanesh also set geasa on the former Daemons in 
  order to make things more interesting. The daemons must 
  behave according to the following six strictures.
  STRICTURES OF SLAANESH
  THAT WOULD BE TOO EASY
  The Triumvirate may not interact with Lena directly, speak to 
  her, or leave her written messages.
  VIOLENCE IS THE RESORT 
  OF THE VULGARIAN
  The Triumvirate may only use physical violence in self-defence.
  SUBTLE TOUCHES SHAPE PLEASING RESULTS
  The Triumvirate must maintain their mortal appearance.
  If they use a supernatural ability, such as a spell, it ought to 
  be done secretly.
  LEAVE MY SERVANTS TO THEIR DEVICES. 
  The Triumvirate are to undertake their task alone, without 
  recruiting help from local cults or fellow Daemons.
  AMUSE ME. 
  The Triumvirate are to show cheerful good sportsmanship, and 
  their antics ought to result in entertaining consequences.
  DEFILE THE RIGHTEOUS. 
  To visit degradation and horror upon the virtuous
  always ought to be prioritised. 
  
  51
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  inGwer
  Previously Ingwer was known as Cacklefaxx Sq’lchsp’sm the 
  Scobberlotcher, a guard of the Circle of Indolency. This area of 
  the Realm of Chaos is (usually) found arrayed about Slaanesh’s 
  Palace of Pleasure. Ingwer succumbed to the soporific aura, and 
  was found dozing on the job.
  Ingwer manifests as an overweight, asthmatic tabby tomcat with 
  pale-green eyes. If he is examined closely, six purple nipples can 
  be found running down the left side of his belly.
  NEW SPELL: UNCONTROLLABLE 
  CORPORAL EXPULSION
  CN: 6  
  Range: Willpower yards  
  Target: 1  
  Duration: Willpower Bonus Rounds 
  The target of this spell suffers a sudden bodily venting. The 
  target receives d10 – WP Bonus Disease Symptoms taken from 
  the following list: Convulsions, Coughs and Sneezes, Fever, 
  Flux, and Nausea. The GM can choose which symptoms to 
  apply and the degree to which their effects cumulate. In the case 
  of the Coughs and Sneezes symptom no contagion is spread, 
  the effect is mess and noise. Once the duration is up the target 
  recovers from any conditions resulting from symptoms, but may 
  need to clean up.
  NEW SPELL: SOPORIFIC LULL
  CN: 6  
  Range: 2 x Willpower yards  
  Target: 1  
  Duration: Willpower Bonus Rounds
  The target of this spell is filled with weariness and desire to 
  sleep. The target receives d10 – WP Bonus Fatigued Conditions. 
  If the number of Fatigued Conditions the Target receives as a 
  result of the spell is greater than their WP Bonus they fall 
  asleep as if affected by the Sleep spell.
  blixa 
  Blixa was once H’xxxii Warrrpl’vish, a ravishing Daemonette 
  whose poise and sycophantic shows of appreciation made her 
  a star courtier at the Palace of Pleasure. That is until the day 
  Slaanesh threw a particularly grotesque masquerade only to 
  catch her yawning loudly and daydreaming.
  Blixa manifests as a large black dog with terrible flatulence, a 
  docked tail and an alert expression. If she is certain that no one 
  is watching her, she occasionally licks herself with a long sticky 
  pink tongue. Anyone who gets close enough to her backs away 
  immediately as her breath is ghastly. 
  INGWER
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  5
  45
   –
  20
  10
  35
  45
   –
  30
  70
  45
  8
  Traits: Bounce, Magical, Night Vision, Size (Small), 
  Spellcaster (Slaanesh), Stride, Tracker, Weapon+5
  Ingwer knows the following spells: Acquiescence and 
  Soporific Lull. As a cat, Ingwer hisses and yowls when 
  casting spells.
  BLIXA 
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  5
  35
   –
  20
  20
  30
  30
   –
  30
  70
  45
  10
  Traits: Magical, Night Vision, Size (Small), Spellcaster 
  (Slaanesh), Stride, Tracker, Weapon+5
  Blixa knows the following spells: Acquiescence and 
  Uncontrollable Corporal Expulsion. As a dog, Blixa 
  growls, whines and barks when casting spells, occasionally 
  releasing wind at the same time.
  
  52
  WARHAMMER FANTASY ROLEPL AY
  IV
  beatrice MittelMäss
  Beatrice was once E’een’n Op’rhll Hiss’ss, a cruel and depraved 
  Daemonic Herald who was feted for her biting mockeries. 
  However, her decision to repeatedly regale the court with tales 
  of transgressions involving a priest, a theatrical agent, and a 
  chicken were deemed boorish. Her fall from favour followed 
  swiftly.
  Beatrice manifests as a middle-aged lady with bohemian airs. 
  She usually wears a faded grey-purple tatty dress and lots of 
  jewellery. Big chunky rings set with round stones are piled onto 
  her fingers and baroque silverware hangs from her ears and 
  neck. These trinkets look showy, but are clearly cheap costume 
  tat. Her greying chestnut hair is piled around her head in a tatty 
  beehive style, arranged so as to conceal the twisted horn that 
  grows from her scalp.
  triuMvirate tactics
  The Triumvirate have been helping Lena by bringing her 
  attention to suitable victims. Their manipulations in this regard 
  were subtle, Lena never directly interacted with a member of the 
  group, but through creative use of spellcraft and the cultivation 
  of a network of influencers they have been able to locate errant 
  holy folk and  direct them towards Lena before she murders 
  them.
  During the investigation, the party will run into members of 
  the Triumvirate from time to time. The Triumvirate’s tactics are 
  to weaken, distract or discredit the Characters with spells. If 
  spotted they attempt to flee. They only fight as a matter of last 
  resort.
  UNDERTAKING  
  THE INVESTIGATION
  This adventure is presented in a sandpit style. Many of the 
  episodes could take place in no particular order and depend 
  either on the Players proactively seeking more clues, or the GM 
  intervening to move the plot along. Whilst the information 
  given in Ubersreik Adventures is not necessarily needed to run 
  the adventure, it does give more information on some of the 
  locations and people mentioned here, as well as helping to flesh 
  out other parts of the city.
  In order to run the adventure, the GM will need to achieve the 
  following things:
   
  0
  Hook the Characters in through a combination of the 
  following:
   
  0
  Reward offered by High Temple of Sigmar.
   
  0
  Onest Ottokar’s pamphlet.
   
  0
  Interview with Ottokar.
   
  0
  Wanda Grimmig seeks the Characters’ protection.
   
  0
  Katherine Hartung’s murder.
  Once the party is  committed to investigating the killings, they 
  have the following routes of inquiry, which can be completed in 
  any particular order.
   
  0
  Interview Jared at the Red Moon about the killing of 
  Patti Durst.
   
  0
  Visit the Sigmarite orphanage where Klein Calvin was 
  murdered.
   
  0
  Investigate the killing of Werner Klep in the docks.
   
  0
  Visit the Chapel of Ulric where Yan Traum’s body was 
  found.
   
  0
  Find out additional information from people at Bridge 
  House Inn.
  If the Characters are vigilant, they should find clues leading 
  them to the Theatre Varieté and Lena. 
  BEATRICE MITTELMÄSS
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  24
  23
  23
  33
  31
  31
  32
  30
  70
  45
  12
  Traits: Magical, Night Vision, Spellcaster (Slaanesh, 
  Witch), Weapon+5
  Beatrice knows the following spells: Acquiescence, 
  Curse of Crippling Pain, Curse of Ill-Fortune, Haunting 
  Horror, the Evil Eye. 
  
  53
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  the investiGation Map
  This map shows all the locations that the party is likely to visit 
  during the investigation. 
  It also shows the route followed by two blood trails, which they 
  may discover. The first is a fresh one they might find outside the 
  Temple of Shallya. 
  The second is weeks old and no longer discernible, but the 
  bartender at the Crooked Hammer made note of it.
  Blixa spends much of the adventure patrolling a particular 
  route. As the Characters move about the city, roll 1d10 every 
  time their paths cross. 
  d10 roll
  Result
  1
  Blixa is just ahead of the Characters, they may perceive her on a Challenging ( –0) Perception Test. They may stalk 
  her route provided they pass a Stealth Test opposed to Blixa’s Perception of 30. After 5 minutes of following a new 
  Stealth Test must be made.
  2–9
  Blixa is elsewhere.
  10
  Blixa arrives just after the party. If she passes a Challenging (–0) Perception Test, she will spot them and follow at a 
  distance. Every five minutes the Characters may make a Challenging ( –0) Perception Test in order to realise that they 
  are being followed.
  BLIXA'S ACTIONS
  If the Characters wish to apprehend Blixa, they will have to chase her down. She will use her spells to try and complicate matters for 
  her pursuers. If cornered — she fights ferociously.
  Sprichstumpf
  Wolf and Hobgoblyn
  High Temple of Sigmar
  Victory Park Orphanage
  Temple of Shallya
  Theatre Variete
  The Crooked Hammer
  Red Moon Inn
  Rugger's Boarding House
  Bridge House Inn
  Chapel of Ulric
  PLACES OF 
  INTEREST TO THE 
  INVESTIGATION
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  Trail of Blood
  Blixa's Patrol Route
  2
  3
  4
  7
  8
  9
  10
  11
  5
  6
  1
  
  54
  WARHAMMER FANTASY ROLEPL AY
  IV
  As an investigative scenario Characters are encouraged to chat to 
  NPCs in order to further the investigation. But many NPCs are 
  cagey, and most are reluctant to divulge certain details. A number 
  of times in this adventure Characters who take a certain line of 
  questioning with certain NPCs calls for a Charm or Gossip Test. 
  Success indicates that the conversation moves in one way, and 
  failure indicates that it moves in another, or comes to an end.
  This could result in a lot of tests being called for, which may be 
  repetitive, or it could be seen as suggesting that other methods of 
  inquiry are not possible.
  If an Impressive Success is rolled early on in a conversation this 
  means that the NPC being interviewed is effectively charmed (or 
  gossiped or intimidated), and continues to answer questions posed 
  by the Character without the need for further tests.
  Intimidate could be used in place of Charm or Gossip. However, 
  the blunt approach is generally less effective in the circumstances 
  of this investigation. The level of difficulty is always one higher 
  than it otherwise would be (so an Average (+10) Charm Test would 
  become a Challenging (+0) Intimidate Test).
  Bribery is another method of getting recalcitrant characters to 
  talk. Many of the NPCsare, for all their faults, upstanding and 
  incorruptible, but they may respond to the offer of a donation to 
  the charitable work of their temple, orphanage or soup kitchen, in 
  the same way as a bribe.
  Characters should also be rewarded for making appropriate use of 
  the Pray skill with NPCs who are religious, or Leadership skill 
  with NPCs who are knights.
  Once two different methods have been tried and failed with a 
  particular NPC they are not willing to talk with that Character 
  any more. Another member of the same party could try to win 
  them over — provided they make it clear they disapprove of their 
  friend’s clumsy attempts at gossip.
  MAKING FRIENDS AND INFLUENCING PEOPLE
  HANDOUTS
  As the adventure begins Characters should be aware that the following fliers have been left in public spaces all over Ubersreik.
  WANTED!
  The High Temple of Sigmar urgently appeals any 
  information that might lead us to the heinous 
  killer of our brother in faith, Klein Calvin.
  On the morning of Festag 28th Vorgeheim Klein was 
  found stabbed at the Victory Park orphanage near 
  Ubersreik’s Marktplatz.  
  60 Gold Crowns are offered to those 
  who bring Klein’s Killer to justice.
  See Jacob Möhren at the High 
  Temple of Sigmar for details.
  
  55
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  ’Onest Ottokar’s Totality 
  Of Truth Trakt
  Word reaches OTTOKAR of a savage warrior of the 
  benighted north whose unholy gift is the very resurrection 
  of the dead! Wheresoever this BLASPHEMY treads the life 
  blooms and even long fallen bodies stir and breathe anew.
  And who should want to find this scion of darkness and 
  bring him to Ubersreik? None other than the lackeys of 
  the Gross Enchanter!
  Seek out OTTOKAR for the latest updates!
  KEEP DREAD DRACHENFELS DEAD!
  WIZARDS. I DON’T LIKE THEM
  I DON’T LIKE THEIR DAEMONIC SORCERIES. 
  I DON’T LIKE THEIR BIG WEIRD 
  UGLY COLLEGE BUILDINGS
  I DON’T LIKE THE WAY THEY DRESS
  AND I DON’T LIKE THEM KILLING PRIESTS!
  That’s right! Several priests have been murdered recently in 
  cities across the Empire and a cabal of wizards are almost 
  certainly to blame. Long have the sorcerers lusted to tear 
  down our prized religious institutions and now — thanks to 
  the error of so-called Pious Magnus — they wreak outrages!
  In 2511 they hit Wurtbad, now they hit US! Over the past 
  weeks Patti, devotee of Rhya, Yan, Ulric’s loyal son, Klein, 
  favoured of the holy Heldenhammer …  all found dead.
   
  DEAD! AND KILLED    
  BY WIZARDS! 
   
  (A thieving Ranaldan has also died.)
  Seek OTTOKAR for NEWS OF A RICH REWARD!!
  YOU CAN’T PAY?
  THEN SHE WON’T PRAY!
  OTTOKAR LEADS A PROTEST of the corrupt 
  TEMPLE OF SHALLYA this GEHEIMISNACHT EVE. 
  Show venal Katherine Hartung you won’t stand for her 
  cynical profiteering! Why Shallya herself hasn’t struck this 
  mercenary down is all the proof we need that she is indeed 
  the tender Goddess of Mercy.
  SHOW NO MERCY YOURSELVES — BE THERE!
  MOONFLOWER – cure for all ills. Think the Elves 
  chow down petals for nothing? IMMORTALITY awaits the 
  discerning MOONFLOWER imbiber! 
  Also alleviates dropsy.
  VON JUNGFREUD CALAMITY! Our noble betters 
  victims of foreign plots! Are Kislevite agents really to 
  blame? Find out in Ottokar’s new pamphlet COMING 
  SOON!
  YOU! Yes, YOU! You NEED to know more. Find OTTOKAR hard at work every single day atop 
  GLORIOUS UBERSREIK’s famous SPRICHSTUMPF. (if not present, check the Wolf and Hobgoblyn.)
  Ottokar uses and endorses Engbart Press, located in the alleyway behind the Bridge House Inn.
  ’Onest Ottokar’s Totality of Truth Trakt is proud to support the THEATRE VARIETÉ: currently hosting 
  daily shows by the hilarious Mootland Minstrels, the thrilling Erengrad Ensemble, and the talented Lena 
  Stein. When purchasing your ticket, present this trakt  for a free drink from the Theatre Bar! 
  Printed but not endorsed by the Engbart Presse of Ubersreik
  Issue XII, Volume IV
  
  56
  WARHAMMER FANTASY ROLEPL AY
  IV
  AT THE WOLF  
  AND HOBGOBLYN
  The Sprichstumpf is found in Ubersreik’s Marktplatz. It is the 
  stump of a great tree used as a grandstand by agitators. But 
  Ottokar is invariably ensconced in the public bar of the Wolf 
  and Hobgoblyn, a soulless neat tavern tucked into the south-
  west corner of the Marktplatz. The interior is bedecked in 
  orderly rows of military crests and portraits. Ottokar is secretly 
  bankrolled by the proprietor, who is happy to host his rowdy 
  gathering, provided participants continue to purchase ale and 
  doses of Moonflower (sold here at 7 GC). 
  ’ONEST OTTOKAR JOHANSON
  RABBLE ROUSER (BRASS 3)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  32
  37
  47
  38
  35
  38
  59
  51
  54
  49
  15
  Skills: Art (Writing) 65, Charm 59, Consume Alcohol 
  44, Cool 68, Endurance 55, Evaluate 65, Gossip 55, 
  Haggle 55, Intuition 45, Leadership 52, Lore (Local) 
  56, Lore (Politics) 59, Perception 46, Stealth (Urban) 46, 
  Trade (Printing) 65.
  Talents: Argumentative, Dealmaker, Doomed (People 
  such as you always manage to hang about longer than you 
  rightly deserve to), Read/Write, Savvy, Strong Back, 
  Tinker, Very Strong.
  ’Onest Ottokar Johanson is a large muscular man who dresses 
  in short-sleeved jerkins to display his physique. A reactionary 
  demagogue, he seems incapable of communicating without 
  shouting, and lives to argue. 
  When the Characters enter the tavern, Ottokar is an obvious 
  presence, loudly lecturing a mixed crowd of sycophants. He 
  is happy to talk about his tract, though he will be unable to 
  prevent himself from aiming insults at Characters he holds 
  prejudices against (Elves, Halflings, Foreigners, Academics, 
  Peasants, Rogues). 
  Can you tell us about this plot to bring Drachenfels back to life? 
  / Kislevites are behind the changes in Ubersreik?
  ‘Hard at work on a pamphlet with all the details. There’s research 
  left to do. Come back here to get it once it’s published.’ So …  
  Moonflower is a cure all?
  ‘Quacks deny it, but regular use of Moonflower alleviates every 
  ache and ague you can mention. Try it! It’s on sale at the bar.’
  Who is Katherine Hartung and why should we care?
  ‘Look, everyone knows that the Temple of Shallya needs 
  money. I don’t begrudge legitimate drives for funds, but when 
  one of their priestesses abandons her duty to the poor in favour 
  of performing miracles for cash that’s wrong. Hartung is such a 
  priestess. I’ve heard complaints from folk who swear she passed 
  them over in favour of ridding a foreign merchant of a bunion. 
  And rumour has it she pockets most of what she earns.’
  What would a Shallyan Priestess need that sort of money for?
  ‘Well, someone may have a weirdroot habit, get wasted, and 
  lose a high stakes game of Find the Empress.’
  So what’s all this about wizards murdering priests?
  ‘Well, that’s the gist of it. There has been a spate of killing holy 
  folk these past few weeks, all in or around Ubersreik. You may 
  say this is a result of general lawlessness, what with the noble 
  von Jungfreuds being forced out of power, but I see a pattern.’
  Tell us more about Patti
  ‘I got this from Jared in the Red Moon. He’d been on the road 
  sourcing brew, and stayed at a coaching inn a few months back. 
  There was this devotee of Rhya banging on about the old ways. 
  Not my thing, but she wasn’t doing any harm. Found dead the 
  following morning. Stabbed.’
  WHAT OTTOKAR 'KNOWS'
  
  57
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  Tell us more about Yan
  ‘This happened six weeks back. Yan was old school Ulrican, 
  usually found outside the chapel on the precinct. He had a 
  reputation for speaking his mind on … controversial matters. 
  But who am I to condemn a man for his opinions? He slept 
  outside, like a wolf. One night someone slit his throat.’
  And Klein?
  ‘Now this one really upsets me. Klein Calvin devoted his whole 
  life to the worship of Sigmar, and tutelage of Ubersreik’s 
  orphans, a job that has become increasingly vital in these dark 
  days. He worked in the Victory Park Orphanage, where he was 
  killed just days ago. Knifed again.’
  And the follower of Ranald?
  ‘Heh! A cosh-wielding scumbag called Klep was offed last 
  month. Body found on the docks near the Crooked Hammer. 
  See me shedding a tear?’
  And how do you know wizards are the perpetrators?
  ‘I don’t have conclusive evidence yet, but the clues are all there. 
  I’d tell you, but I’m about to publish a leaflet giving all the 
  facts.’
  You said something about Wurtbad?
  ‘Last year there was a rash of similar killings in Stirland. I’ve 
  been trying to get hold of details, but by Sigmar they come 
  slow. The hicks are probably still trying to read my letters.’
  And a Reward?
  ‘The High Temple of Sigmar isn’t exactly supportive, but they 
  have offered a 60 crown reward to those who bring Klein 
  Calvin’s murderer  to justice.’
  Ottokar is happy to have others do the main investigation 
  work. He makes the Characters promise to divulge any new 
  information they uncover.
  a Feline Focus
  Since the publication of Ottokar’s pamphlet, Ingwer has 
  watched the tavern from the High Temple of Sigmar. As 
  the  Characters leave the tavern call for a Very Hard ( –30) 
  Perception Test. Provided a Character passes the test read the 
  following:
  ‘You step onto Ubersreik’s bustling Marktplatz. The towering High 
  Temple of Sigmar dominates the square, and the low tolling of its 
  bell begins, summoning the faithful to attend afternoon muster. 
  People begin to crowd up the steps, causing a flock of pigeons to 
  scatter. A fat tabby cat that had been resting in the doorway stands 
  up, stretches, and just about manages to saunter out of the way before 
  it is trampled underfoot.’
  If the Characters enter the High Temple, they find themselves 
  expected to attend High Priest Father Emming’s sermon. 
  Father Emming is  a severe looking 50 year old with sparse 
  locks of silver hair. His sermon starts as a warm expression of 
  the need for cooperation between Sigmar’s people, but soon 
  descends into hectoring the congregation about the need for 
  constant vigilance against dark forces. He repeatedly declares, 
  ‘that ill-fortuned date, the Night of Mysteries, is nearly upon us all!’ 
  If the Characters wish to leave the 20-minute sermon before 
  its conclusion they can, but they draw suspicious glances, and 
  affronted muttering from congregants and suffer –20 to any 
  tests they subsequently make with Jacob Möhren.
  If the Characters express interest in the cat read the following:
  ‘You observe the cat, and for a second it turns its head and meets your 
  gaze with pale-green eyes. It then darts off, scampering around to 
  the north side of the temple.’
  If the Characters announce that they are giving chase to Ingwer, 
  they have to pursue him through the throng on the Marktplatz. 
  Even if they outpace the cat, they are only able to follow him 
  as far as an alleyway leading from Markplatz to the Teubrücke 
  before he throws their tail (he is headed to the Theatre 
  Varieté, but this is too big a clue to give 
  the party  just yet).
  If the Characters want to visit the 
  High Temple anyway, in order to 
  advance their investigation or speak 
  to Jacob Möhren, refer to The Temple 
  of Sigmar on page @@.
  WHAT OTTOKAR 'KNOWS' 
  CONTINUED...
  WHAT USEFUL 
  INFORMATION IS HERE?
   
  0Leads to sites of murders.
   
  0Insight into fact that a pattern is emerging.
   
  0Murderer stabs victims or slices their throats.
   
  0Link to source at Red Moon Tavern.
   
  0Wurtbad connection.
   
  0Katherine Hartung and Jacob Möhren as people of interest.
  
  58
  WARHAMMER FANTASY ROLEPL AY
  IV
  THE PREPSYCOGNITIONS  
  OF WANDA GRIMMIG
  Wanda Grimmig is an attractive young lady with jet-black hair 
  and smooth alabaster skin. A nervous soul, her mood ranges 
  from depressed pout to existential despair. She wears a thick 
  woollen cloak which swathes her body except for her face, 
  hands and forearms. Her hands and wrists are bedecked with 
  silver bangles and rings, and a heavy pendant of Morr’s portal 
  hangs around her neck .
  Wanda is a lay official of the Cult of Morr. Shedelivers supplies 
  to Morr’s Field, the cemetery outside Ubersreik. Recently, she 
  has begun to receive disturbing dreams. Convinced that Morr 
  was communicating to her, she panicked, and loudly beseeched 
  her superiors during funeral rites requiring solemn silence. As a 
  result, Wanda has been indefinitely suspended.
  The GM can use Wanda as an additional adventure hook. If the 
  party struggles to undertake the investigation,  she approaches 
  them in a convenient public space, and asks to speak with them. 
  She explains that she has seen their faces around and would like 
  to know more about them. She says that she works for the cult 
  of Morr, but doesn’t reveal her situation at first.
  Wanda explains that she is a lowly cult official and cannot afford 
  to pay them much, but that she would like to hire the party for 
  10 shillings a day. Their duties will be to act as investigators 
  during the day, and guards at night. If they agree, Wanda says 
  she wants them to look into the murders. She is able to give 
  much of the information that Ottokar provides.
  However, note that Wanda has no particular interest in Jacob 
  Möhren, Katherine Hartung, a Wurtbad connection, or who 
  Ottokar’s sources might be. The Characters will have to talk to 
  Ottokar separately  about such things.
  Wanda may reveal more, only if the Characters dig for 
  information and pass given tests. Openness does not come 
  easily to Wandahe will need to be coaxed along the following 
  lines before explaining herself. If a particular line of inquiry is 
  closed because of a failed test, she refuses to discuss it for 24 
  hours. If a day passes and the subject comes up again, another 
  test may be attempted.
  Only the Character asking the pertinent question may make 
  the related test. Multiple Characters may not make tests during 
  the same session.
  WANDA GRIMMIG – PRIEST OF MORR (SILVER 1)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  30
  31
  32
  36
  42
  38
  31
  53
  40
  45
  13
  Skills: Charm 55, Entertain (Storytelling) 55, Evaluate 
  56, Gossip 50, Lore (Theology) 63, Pray 50
  Talents: Blather, Bless (Morr*), Bookish, Doomed (Thy 
  faith fails thee, my master beckons thee), Invoke (Morr*), 
  Read/Write, Savvy, Suave
  * Whilst Wanda feels alienated from the Cult of Morr she 
  may not use these Talents.
  WHAT USEFUL 
  INFORMATION IS HERE?
   
  0Leads to sites of murders.
   
  0Insight into fact that a pattern is emerging.
   
  0Murderer stabs victims or slices their throats.
   
  0At least some of the victims were noted for being flawed 
  individuals.
   
  0If dreams are to be believed, one more victim is to be 
  found, and another murder to come.
   
  0A black dog may be significant.
  
  59
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  WHAT WANDA
  PROGNOSTICATES
  Why us?
  ‘I’ve seen you around. You seem like helpful folk, and at a 
  loose end.’’
  Is that all? (Difficult (–10) Charm Test)
  Fail: ‘Yes.’
  Pass: ‘Oh, I’m going to sound insane. I received a dream. We 
  take them seriously in the cult. I saw a mausoleum with five 
  occupied alcoves and an empty sixth. I saw the Marktplatz 
  bustling with people, the skies hung with vast storm clouds 
  that had gathered over the temples and shed red rain. The faces 
  of the priests … covered in blood, and the noise, wild music 
  of screeching and yowling. I haven’t seen your faces before … 
  except in dreams.’
  Five, I thought there were four victims?
  ‘Well, no one may know about the fifth, and there’s maybe 
  another to come!’
  Why do you need protection?
  ‘I … worry that I might be next, that’s all.’Is that all? (Hard 
  (–20) Charm Test)
  Fail: ‘Look, priests are being killed, and I’m a member of the 
  cult of Morr. That’s reason enough!’
  Pass: ‘No. I think there might be a pattern. Yan was a sectarian 
  ranter always aiming abuse at Sigmarites. Klein had a reputation 
  for harshness towards the orphans. Klep, well …  how upright 
  can a Ranaldan be? A pattern, don’t you think?’
  Right, but why does that involve you? (Very Hard (–30) Charm 
  Test)
  Fail: ‘Look, we have talked enough, do you want the job?’
  Pass: ‘I have failed to uphold the standards of my cult. I am in a 
  situation of penance for disturbing the sanctity of funerary rites 
  with selfish concerns. I broke the peace of the Field.’
  Anything else on your mind? (Hard (–20) Charm Test)
  Fail: ‘No.’
  Pass: ‘Ugh, I really am going mad. I saw a black dog on the 
  street the other day, and I’m sure it was watching me, and I 
  think I had seen it before too.’
  What? In your dream again?
  ‘Yes.’
  Wanda is staying at Rugger’s Boarding House, see page @@ for 
  more information on the boarding house.
  NO MERCY FOR  
  KATHERINE HARTUNG
  Katherine Hartung was killed during the night before the start 
  of the adventure. Here are three ways the GM can approach 
  this murder.
  The first and best is if the Characters simply have a hunch that 
  Katherine is on the killer’s list — particularly if they buy into 
  Wanda’s notion that flawed priests are targets. If they chase up 
  the Hartung lead promptly they can discover her body.
  If the players are pursuing the investigation, but ignoring the 
  Hartung lead, news of her death can reach them after they have 
  been to a couple of other sites.
  If the party struggles to follow things up, the GM can move the 
  site of her murder to a more convenient location, and have the 
  party  stumble across it.
  enquiries at the teMple oF shallya
  Ubersreik’s Temple of Shallya can be found on the Marktplatz. 
  A tall building built in the classical style with airy open spaces, 
  and private alcoves for the provision of different treatments. 
  Marianne Altenblum is head of the cult in Ubersreik.  are far 
  more likely to encounter white-robed orderlies tending to the 
  sick, or busying themselves cooking and cleaning than they are 
  to encounter Altenblum.
  If the Characters ask after Katherine they will be met with 
  suspicion. Since the publication of Ottokar’s pamphlet a trickle 
  of aggrieved citizens have approached the temple to voice their 
  disapproval. Temple staff try to protect the Priests in general, 
  and Katherine, in particular, from unwanted attention.
  However, if the Characters express concern for her safety, or 
  accuse her of gambling and drug taking, staff eventually take 
  them to meet her. Two particularly formidable orderlies escort 
  the Characters through the temple to a corridor of small cells.
  They stop before a plain wooden door and knock firmly. No 
  answer. They knock again, and then peer inside.
  
  WARHAMMER FANTASY ROLEPL AY
  IV
  the MurDer scene
  Katherine Hartung’s room is a small plain cell. It is furnished 
  with a solid dresser, a wooden chest of drawers, and a bed. 
  Katherine lies on the bed, her throat has been slit and a swatch 
  of red gore stains the white shift she wears.
  The orderly who opened the door recoils from the sight, 
  breathing heavily, hand clutched over his mouth. The other 
  mutters, ‘sweet Shallya!’ and runs off back down the corridor 
  calling for help.
  The Characters have a few minutes to investigate the gruesome 
  scene before more Temple staff arrive and take over.
  The Body. Katherine was a sturdy woman in her mid-30s with 
  red hair and pale, freckled skin. A Character who passes a Hard 
  (–20) Lore (Science) Test will be able to deduce that a blade 
  was pushed into her throat beneath her left ear and then pulled 
  forward, severing both her carotid artery and trachea. If they 
  infer from this that her murder was a clean kill then they are 
  right.
  Dresser. Several spare shifts and some civilian clothes. If the 
  clothes are searched and a Challenging (–0) Perception Test is 
  passed a jerkin is discovered to have an inside pocket containing 
  high value playing cards.
  Drawers. The drawers contain a hair brush, 11 shillings, white 
  slips, some dice, a length of beads attached to a small ceramic 
  dove, and several pamphlets detailing religious and medical 
  practices. If a Characters announces that they are looking for 
  hidden compartments, call for a Challenging (–0) Perception 
  Test. Characters who pass this test locate a false back to one of 
  the drawers, behind which is a pouch containing two doses of 
  weirdroot, and a purse containing 3 GC.
  Under the Bed. A white linen rag, stained with blood. Close 
  examination of the rag reveals that something left a distinctive 
  streak, with ten parallel impressions. This is because Lena used 
  the rag to polish the bloody fretboard of her ten-stringed cittern.
  The Window. The window has been jammed shut, but is 
  not locked. It looks out over a narrow alleyway to a derelict 
  tenement building next door. There are sparse drops of blood in 
  the alleyway. They can be found by an inquisitive Character who 
  passes Challenging (–0) Perception Test. A trail of drops and 
  stains can be followed 50 yards before petering out. Whoever 
  left the trail was moving northwards.
  After a few minutes more orderlies arrive and the Characters are 
  forced to leave the room. If they level accusations at Katherine 
  for being corrupt or an addict, the orderlies suggest they leave. 
  Persistent Characters are asked to speak to the High Priestess 
  in her private office.
  Marianne Altenblum is willing to listen to the party, but her 
  ulterior motive is to assuage their suspicions. She feels guilty as 
  her oft expressed desire for funds to purchase a derelict building 
  next to the temple contributed to Katherine’s problems. She 
  insists that Katherine always assisted needy folk who personally 
  beseeched her, and that her reputation suffered as a result of 
  soliciting wealthy clients to raise funds in her spare time.
  
  61
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  She is shocked to learn about hidden cards, weirdroot, or money, 
  and reacts by saying, 
  ‘Katherine had her troubles, but she worked hard and paid her 
  penances’.
  If the Characters investigate the empty tenement building, they 
  find a few dozing vagrants who beg for food, money and drink, 
  but have no memories of anything unusual happening.
  learninG oF 
  katherine’s MurDer later
  If the Characters do not make quick progress to the Temple 
  of Shallya, word spreads of Katherine’s murder by the late 
  afternoon. If they are investigating other sites, people discuss the 
  death of the priestess, and it provokes Wanda into contacting 
  them again to persuade them to find out more. If they didn’t 
  take her earlier offer, she now offers a daily rate of 20 schillings.
  If the Characters approach the temple an orderly tells them 
  about the killing. They are told that her throat was cut by a 
  practised hand, and are shown the bloody rag. However they 
  will not be allowed to view the scene, and no further clues can 
  be gathered. The trail of blood can still be found in the alleyway, 
  if Characters search there.
  usinG the MurDer 
  as an aDDitional hook
  If the GM is finding it hard to get the Characters hooked into 
  the investigation, Katherine’s body can be located elsewhere 
  and discovered by them as they move through the city on other 
  business. If this is required, Lena intercepted the Priestess during 
  a clandestine midnight trip to a gambling den. Katherine’s body 
  could conceivably be located in a room at a boarding house, in 
  a tavern snug, or just bundled into an alleyway. The Characters 
  will discover her wearing her outdoor clothing, with the beads 
  and dove about her neck, the money and weirdroot stuffed into 
  her purse. The bloody rag lies beside her body, and a trail of 
  blood leads for a short distance along a route that runs toward 
  the Theatre Varieté.
  CONTINUING  
  THE INVESTIGATION
  There are several sites of interest throughout the city, and they 
  can be visited in any particular order. As GM make sure you 
  are familiar enough with each of these locations to deal with 
  them. If you cannot properly prepare all locations at once, it 
  may be best to control the investigations by having people 
  at unprepared locations be too busy to talk to the party, but 
  suggest they return at a later time, more convenient to the GM.
  Generally speaking, by the time three sites have been investigated 
  it will be the end of the working day, and only people at taverns 
  or on guard duty are happy to accommodate the Characters. So 
  by the time the Characters have exhausted their leads, it should 
  be nearing Lena’s Geheimisnacht deadline.
  The High Temple of Sigmar
  Characters asking for Jacob Möhren at the High Temple of 
  Sigmar are taken to Jacob’s office, a small vestibule away from 
  the main hall. The room is furnished with a narrow desk, a 
  simple chair and a tatty, stained wolf skin rug.
  Jacob is a Warrior Priest of Sigmar. He dresses in red robes and 
  wears a golden hammer on a chain. His head is a brutal square 
  slab, razored smooth. His cauliflower ears and chipped teeth 
  indicate that he has encountered  a lot of violence during his 
  life. A network of old and new scars criss-crosses his skin.
  He wears a heavy iron circlet around his brow, studded on all 
  facings. An interested Character who passes a Difficult (–10) 
  Lore (Theology) Test recognises that this is a form of penance 
  common to Sigmarites.
  Möhren is a short-tempered and proudman with a history 
  of rash decision making. Recently he led a group of initiates 
  through gruelling training exercises in the Grey Mountain 
  foothills. Filled with holy inspiration, he insisted they undertake 
  a quest to locate a Goblin lair, and slay all within.
  Möhren’s party became hopelessly lost in the mountains. Many 
  suffered from exposure, starvation, or went missing. The only 
  goblins they encountered kept their distance and shot them 
  with arrows. Eventually Möhren made it back, alone.
  Möhren has the following information to share with those who 
  ask pertinent questions.
  WHAT USEFUL 
  INFORMATION IS HERE?
   
  0Murderer is practised at quick, clean kills.
   
  0Something was wiped with a rag, leaving bloodstains and ten 
  ridged, evenly spaced impressions on that rag.
   
  0After this kill the murderer initially moved northwards.
  
  62
  WARHAMMER FANTASY ROLEPL AY
  IV
  JACOB MÖHREN
  WARRIOR PRIEST OF SIGMAR (SILVER 2)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  48
  33
  37
  39
  29
  33
  33
  30
  38
  40
  12
  Skills: Cool 48, Dodge 48, Endurance 44, Heal 40, Gossip 
  48, Intimidate 42, Language (Battle) 40, Leadership 50, 
  Lore (Theology) 40, Melee (Basic) 58, Pray 50
  Talents: Bless (Sigmar*), Doomed (The ghosts of the 
  lost torment thee and applaud thy final breath), Etiquette 
  (Cultists), Read/Write, Sauve, Warrior Born
  Conditions: Jacob is suffering from a deep depression, 
  and counts as having two Fatigued Conditions. Characters 
  may be able to diagnose his problem with a successful 
  Hard (–20) Heal Skill, however it will take a long period 
  of recuperation before he can recover.
  * Jacob’s shame is such that he may not use this Talent 
  until he feels he has redeemed himself.
  WHAT MÖHREN DECLARES
  We hear you are offering a reward for any information on Klein 
  Calvin’s killer?
  ‘The Cult of Sigmar offers 60 gold crowns, yes. I am employed 
  to ensure that those who seek to claim it are worth taking 
  seriously. Are you?’
  What can you tell us about Klein Calvin?
  ‘Our brother in faith was an elderly catechist who taught 
  doctrine and history to the children of Victory Park. These last 
  few years he spent almost all of time there. He was devoted 
  to his work.’
  How did he die?
  ‘The man was murdered as he slept. His throat was cut from 
  ear to ear.’
  Is it the case that he could be a little harsh? (Very Hard (–30) 
  Charm Test)
  Fail: ‘No. He was a father to those children, the only one they 
  were lucky enough to have.’
  Pass: ‘Harsh? Perhaps. I’m not the best person to judge, but 
  he did draw criticism for a rather … old fashioned approach.’
  Is there a connection between his killing and that of others?
  ‘You’ve been paying that agitator too much attention. I can’t 
  rule it out but it strikes me as a stretch.’
  What about the Ulrican, Yan Traum?
  ‘Now, there is a man I’m not sorry to see gone. A trouble-
  maker, always stirring up ancient history. He had it in for 
  Sigmarites. Oh, they’ll deny it at the chapel, of course, but 
  he’d hold improvised celebrations on the anniversaries of dark 
  age battles. He’d praise Ulrican tyrants who persecuted our 
  folk. He’d get drunk, and abuse any Sigmarite who crossed 
  his path. Next day he’d be a picture of contrition, eager to pay 
  penances, but he’d soon be back at it. I tried to talk sense to 
  the man once. He just smirked through his beard and made 
  nasty insinuations. I think I referred to our nation as “Sigmar’s 
  land”, rightly enough, and he whispered “our land”. Just quietly. 
  Just enough to annoy me, see? Not quite enough to start a 
  row over.’
  Are you a penitent yourself? (Very Hard (–30) Charm Test)
  Fail: ‘We all have dues to pay, now if there’s nothing else to be 
  said, please be on your way.’
  Pass: ‘That I am. I overreached myself, and others paid the 
  price.’ Möhren recounts the story of his expedition if the 
  Characters gently encourage him to talk more.
  WHAT USEFUL 
  INFORMATION IS HERE?
   
  0Klein Calvin was killed in the same way as Katherine Hartung.
   
  0Klein Calvin and Yan Traum both had significant character 
  flaws.
  
  63
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  THE VICTORY PARK  
  ORPHANAGE
  Not far from the High Temple of Sigmar is a large walled 
  compound. The Victory Park is a memorial garden dedicated to 
  those who fell protecting Ubersreik from Greenskin invasions 
  that threatened the city over the centuries. A number of 
  monoliths dot the grounds, topped with thick Orc skulls, and 
  engraved with the names of those who fell to them.
  Sisters Wilhemina Keller and Astrid Krause currently run 
  Orphanage. Both these women bear a slight resemblance, 
  as they are both in their late 50s, round-bodied, with serious 
  manners, and have the status of veteran, if lowly, members of 
  their order. In their voluminous habits of rough-spun white 
  and blue cloth, it is very hard to distinguish one from another, 
  though Wilhemina’s apple-shaped face is set with dark-green 
  eyes, whilst Astrid’s has intense light-blue eyes, and a smattering 
  of freckles.
  Hans Ershopf, an elderly veteran of the Order of the Knights 
  Griffon guards the gates of the orphanage. In his prime he 
  was renowned, but on receipt of crippling injuries after a bad 
  fall, Hans was made guard of Victory Park. His small brick 
  guardhouse stands just inside the front gate. He is willing 
  to admit the Characters provided they inform him they are 
  investigating Klein Calvin’s  death and leave their weapons with 
  him (knives and staffs excepted).
  Inside the park is a pretty open space dotted with deciduous 
  trees. If he has not been eliminated in another location, Ingwer is 
  hiding in a tree. He will only be spotted if Characters announce 
  that they are examining the garden for anything suspicious and 
  pass a Hard (–20) Perception Test.
  The orphanage building is within the grounds. It is a large brick 
  house with two long wings separated by a tall central tower.
  There are nine children in the orphanage. On this day the sisters 
  are enjoying the late summer weather by holding classes outside. 
  They sit on the lawn with the children arrayed around them 
  in a loose semi-circle. As the Characters are being let through 
  the gate, Hans clangs a small bell. Sister Keller responds by 
  approaching the Characters and asking what she can do for 
  them, whilst Sister Krause lectures the children about the plays 
  of Tarradasch.
  Ingwer waits until the Characters have asked Sister Keller a 
  couple of questions. He then tries to complicate matters for 
  them by causing them to feel suddenly very tired (Soporific 
  Lull) or to involuntarily and rudely bemoan the futility of life 
  (Acquiescence). The sisters will no doubt be suspicious of any 
  Characters who succumb to Ingwer’s magic, and the Characters 
  will have to do some fast talking to explain themselves, if they 
  are to continue their investigation here.
  Every time Ingwer casts magic, he must hiss and yowl an 
  incantation. Characters might be able to hear the cat over 
  the other noises in the garden by passing an Average (+10) 
  Perception Test. As soon as Ingwer is spotted he attempts to 
  make a getaway. 
  In the main, Sister Keller has the same opinions as Jacob 
  Möhren. She has had similar experiences of Yan Traum, and 
  regards Klein Calvin as a disciplinarian whose methods were 
  old fashioned but effective. If suitably prompted, she has more 
  to say about the priest’s murder.
  WHAT THE SISTER SAYS
  What can you tell us about the day of the murder?
  ‘Oh, I can remember the day quite well, it was the day of the 
  party. The Bridge House Inn sponsored a day of entertainments 
  for us. There was an obstacle race, music, arts and crafts, hot 
  sausages. It was a lovely day. They’re such nice people.’
  Who organised this party?
  ‘Well, I suppose ultimately it was Gunther Abend who owns the 
  Bridge House. Mind you he wasn’t here himself. He just sent 
  a few of his staff and people who sometimes work for him. I 
  think he’d called in a few favours around town.’
  What’s in it for Gunther?
  ‘He’s just a very nice man who is keen to use some of his 
  wealth to help those less fortunate than himself.’
  So who staffed the event?
  ‘I don’t know the details I’m afraid, they were all very nice. 
  I think they were probably staff from Bridge House, except 
  for the musicians. There was a lady playing the cittern, very 
  talented, and two young Halflings playing comic tunes with 
  Averhorn and fiddle. It was great fun!’
  Where are they now?
  ‘I have no idea.’
  Do you know their names?
  ‘Um … one of the Halflings was called Rudi … I’m sorry, we 
  get a lot of visitors here. We can’t keep track of them all.’
  What did they look like?
  ‘The cittern player was a young lady, I’d say she was about 25. 
  She had long reddish hair, very unkempt. She wore a beautifully 
  made dress, highly embroidered. The Halflings, they look as 
  you’d expect them to do, dressed like bootless Stirlanders in 
  yellow and green. I remember one of them was missing many 
  of his teeth, and the other was mostly bald. What hair they did 
  have was jet black.’
  Was that cat at the party?
  ‘I think it may well have been. I see it most days.’
  
  64
  WARHAMMER FANTASY ROLEPL AY
  IV
  Provided the Characters manage this conversation with Sister 
  Keller without too much embarrassment, she will be happy 
  to allow them to talk with the children, or to see inside the 
  orphanage.
  If she is asked to show the Characters the murder site, Sister 
  Keller takes them to a common room on the ground floor. She 
  says that Klein Calvin had been asleep in this chair when he 
  was killed. The chair is near a wide window. Sister Keller can 
  confirm that this was open when the body was found, so it may 
  have been used by his killer.
  No clues are to be found in the room. If she is asked if there was 
  anything strange about the situation, Sister Keller states:
  ‘Well, I never knew him to fall asleep outside his room before. He was 
  fairly rigid in his routines.’
  On the night in question Ingwer had magically induced Klein 
  Calvin to fall asleep in a position that left him vulnerable to a 
  prowling Lena. If they ask to be shown Klein Calvin’s room, 
  the Characters find it to be a small plain cell, much the same 
  as Katherine Hartung’s room in the Temple of Shallya. The 
  wardrobe here contains some spare red and white robes, outdoor 
  clothes, a number of canes and a riding crop.
  If the Characters insist on talking to the children about events 
  at the orphanage, they will need to make a very good case for 
  themselves and pass a (Very Hard (–30) Charm Test) in order 
  to convince the Sisters to allow them to do so.
  The Sisters will only consent to allow the Characters to discuss 
  matters with the children, if one of them is present. The children 
  are rather reticent to discuss matters with the Characters In 
  order to  encourage the children to talk, the questioning 
  Character them must make a Difficult (–10) Charm Test. 
  Any such tests that fail result in the children giving clipped or 
  vague replies, being more interested in sucking their fingers and 
  looking for distractions rather than talking.
  If the tests are passed, the children will give similar opinions to 
  those expressed by Sister Keller, with a few exceptions.
  WHAT USEFUL 
  INFORMATION IS HERE?
   
  0Klein Calvin was killed in the same way as Katherine Hartung.
   
  0Klein Calvin and Yan Traum both had significant character 
  flaws.
   
  0There was a party at the orphanage shortly before the murder.
   
  0Among other performers was a lady playing a cittern.
   
  0This lady is broadly described.
  THE CHILDREN'S CHATTER
  Did Klein Calvin treat you well? (Very Hard (–30) Charm Test)
  Fail: ‘Yes, he was a good man.’
  Pass: ‘He was good but when we were naughty he could be 
  strict. Once Alexandra took seconds without asking at dinner. 
  Father Klein locked her in the tower room for three days. 
  And then that time he struck Rudolf for mixing up the goblin 
  invasion of 2302 with 2420. Then Jochen said that actually the 
  right answer was the 2420 invasion. Father Klein saw that it 
  was, and he said sorry for his mistake, but then struck Jochen 
  too, for talking back to him!’
  The two Sisters will be very embarrassed by these anecdotes, 
  and try to smooth matters by suggesting that such things need 
  to be understood within a pedagogical context, and to encourage 
  respect for one’s elders.
  What do you recall of the party?
  ‘It was a great day. I beat all the others in the obstacle race. 
  The Halflings were funny. When Father Klein clipped Rudolf’s 
  ear for not paying attention to the music, the Halfling with no 
  teeth bonked him with a balloon!’
  
  65
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  DEATH ON THE DOCKS
   
  Reasons that the Characters might wish to extend their 
  investigation to the Teubrücke district include gathering 
  information on Werner Klep’s killing and talking to Ottokar’s 
  source at the Red Moon Inn.
  The docks are Ubersreik’s rookery, a place where criminals rub 
  shoulders with the poor working class, and those involved in 
  trading on the Empire’s waterways.
  Reputations are made and destroyed quickly here, as the 
  residents are practised in looking out for opportunities and 
  threats. The Characters’ conduct at any location in the docks is 
  likely to have speedy repercussions. If they are friendly, discrete, 
  and adopt a general air of toughness moderated with a little 
  humility, they will likely earn the respect of the locals. If they are 
  snobbish, abusive, or accusatory, they will receive a pronounced 
  cold shoulder.
  werner klep runs out oF luck
  Werner Klep was not a well-liked man in Ubersreik. As a youth 
  he had been the archetypal Ranaldan, a charming rogue with 
  a side-line in swashbuckling swagger who was a scourge to 
  grasping misers, bullying bailiffs, and the complacent rich. An 
  anointed priest of Ranald, he made creative use of blessings in a 
  series of audacious cons and heists.
  But then one day his powers deserted him. Word had it that 
  Werner had found it easier to kill a witness than abide by the 
  Ranaldan code. Whilst no accusation ever stuck to Werner, his 
  reputation as a dashing scallywag was eclipsed by the perception 
  of him as a grimy, murderous footpad.
  askinG about werner
  If the Characters ask around about Werner, they will generally 
  be met with suspicion. Typical responses to queries about the 
  man include, ‘who wants to know?’, ‘never heard of him’, and ‘don’t 
  ask me, I ain’t got nothing to do with that sort’.
  If the Characters persist in their enquiries after this initial 
  rebuff, they will have to pass a Difficult (–10) Gossip Test. 
  This test becomes Easy (+40) for a character that uses Thieves’ 
  Tongue. In this case an interviewee will say:
  ‘Look, people round here want to forget about Klep, but he used to 
  gamble at the Crooked Hammer. They might tell you more there.’
  If the Characters continue to ask about Werner and pass an 
  additional Difficult (–10) Charm Test (again, Easy (+40) for 
  a character that uses Thieves’ Tongue), their interviewee tells 
  them a brief account of Werner’s journey from charming rogue 
  to footpad.
  THE CROOKED HAMMER
  The Crooked Hammer is typical of many of the rough taverns 
  that can be found in the Teubrücke district. Rogues and rakes 
  know that the tavern acts as a front for a thriving gambling 
  den. A broadly acceptable face of the Ranaldan cult, the Crosses 
  run a gambling den in the Crooked Hammer, and fund a soup 
  kitchen with the proceeds. Yet the place still has an air of the 
  clandestine. Small groups of people gather round tables in the 
  bar, and expect to be able to discuss their business without 
  interference.
  Gert Hunder is the bartender. is a scarred and intimidating man, 
  whose chief concern is the Crosses’ security , and the continued 
  success of their operation. 
  
  66
  WARHAMMER FANTASY ROLEPL AY
  IV
  klep’s crew
  A group of ne’er do wells is sat at one of the tables near the bar, 
  the surviving members of Werner’s gang. They are keeping a low 
  profile after the death of their leader. Whilst they aren’t quite 
  welcome in the Crooked Hammer it would be unwise of Gert to 
  ban them. They could compromise his own operation, and he 
  needs to show respect for criminal codes — even in the case of 
  those who ignore Ranald’s strictures against violence.
  Footpad
  Klep’s old gang are two men (Brun and Heiro) and two women 
  (Kat and Hilde). They have led tough lives filled with violence 
  and fuelled by drink. They peer out of hard faces with beady 
  dark eyes, and are quick to spit and sneer. They wear well-worn 
  practical leather gear in dark colours. 
  Unless the Characters are very discrete in their questions 
  regarding Werner, the crew assumes that they risk being 
  incriminated. They follow the Characters, and waylay them in a 
  dark corner of the Teubrücke. They growl threats such as, ‘what 
  do you think you are doing, are you bringing heat down on us?’ If 
  they don’t receive very satisfactory answers they try to bludgeon 
  the Characters to death.
  spellbounD at the  
  crookeD haMMer
  The Crooked Hammer is a busy place with many strange people 
  coming and going. At some point during their discussions with 
  Gert, Beatrice enters the tavern, orders a pint of ale, and makes 
  her way to a private booth at the side of the room.  
  Beatrice will use spells such as Acquiescence, Haunting Horror 
  and Curse of Crippling Pain to sow confusion in the tavern and 
  provoke fights. She also casts Evil Eye or Curse of Ill Fortune 
  to compromise the Characters.
  There is a fair amount of noise in the tavern. Beatrice can 
  murmur incantations without being heard over the clattering 
  tankards and conversation. However a Character passing a Very 
  Hard (–30) Perception Test will notice that the woman in the 
  booth seems to be talking to herself before a spell is cast.
  talkinG to Gert
  Gert is very suspicious of strangers coming into his tavern and 
  asking questions. If the Characters talk to him about Klep, he 
  first insists they keep their voices down. Make a Perception Test 
  on behalf of a member of Klep’s Crew every time the Characters 
  mention Klep’s name (whether they use Thieves’ Tongue or 
  not). These tests are Challenging (–0) if the Characters talk 
  normally, Hard (–20) if they whisper, and automatically passed 
  if they raise their voices.
  KELP'S CREWMEMBERS
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  40
  30
  30
  30
  40
  40
  30
  30
  30
  30
  12
  Traits: Armour+1, Hatred (snitches), Language (Thieves’ 
  Tongue), Prejudice (snobs, snoops), Weapon+7
  
  67
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  If the Characters accommodate Gert, he moves to one of the 
  private snugs, and invites them to join him. He does not know 
  anything about the other holy people killed in Ubersreik, but is 
  able to tell them about Werner’s past, and answer some further 
  questions they might have.
  How was Werner killed?
  ‘He was stabbed. I reckon the killer approached him from 
  behind and slit his throat.’
  When / Where was he killed?
  ‘Just outside. Not ten feet from my front door. I was among 
  the first on the scene. It was about two in the morning, and he 
  can’t have been dead long at that point. He’d been in here, very 
  much alive, as late as midnight.’
  Did he have any enemies? 
  ‘Ha! Did he have any friends? No, sorry, bad joke, but the 
  man was not liked.’
  Do you think anyone in particular might have killed him? (Very 
  Hard (–30) Charm Test)
  Fail: ‘Are you trying to get me a reputation as a snitch? This 
  conversation is over, please finish your drinks and leave.’
  Pass: ‘No. It could have been one of hundreds.’
  Who are those four people sat at the bar? (Very Hard (–30) 
  Charm Test)
  Fail: ‘Just keep your noses out of others’ business.’
  Pass: ‘Old associates of Werner. I wouldn’t have anything to do 
  with them if I were you.’
  Who is the woman in the private snug? (Very Hard (–30) Charm 
  Test)
  Fail: ‘People call Gert a lot of things, but they can’t say he’s a 
  tattletale. Mind your business.’
  Pass: ‘Beatrice. She’s been coming in here a few times the last 
  couple of months. I don’t know her well, and I don’t think 
  she’s from town.’
  Was she here the night of the murder? (Very Hard (–30) Charm 
  Test)
  Fail: ‘Do you think I’m a snitch? Get out of here.’
  Pass: ‘No.’
  GERT'S BEST GUESSES
  Gert is careful to guard his reputation as a man who doesn’t tell 
  tales. If the Characters ask too many probing questions without 
  exercising extreme diplomacy, he ends the conversation, and 
  sees them thrown from the tavern.
  Was there anyone strange here that night? (Very Hard (–30) 
  Charm Test)
  Fail: ‘Look, I’m not a snitch. It’s time for you to go.’
  Pass: ‘No.’
  Was there a black dog about that night?
  ‘Actually … yes, there was. It was standing not far from Werner’s 
  corpse. I remember thinking it was weird, like it was paying 
  attention. I was just going to remark on that when it trotted 
  off.’
  Was anything found at the scene?
  ‘Clues, you mean? Not really, nothing was dropped or left, as 
  far as I could tell. There was a lot of blood.’
  Any sort of trail?
  ‘There were drops of blood left on the ground. You could 
  follow it along the waterfront towards the bridge for a short 
  while, then a little smeared in an alleyway on the right, but it 
  couldn’t be found further along.’ 
  Towards anywhere in particular?
  ‘Ach, not really. Marktplatz is in that direction, but you’d have 
  to take that route to get to the bridge. Someone wanting to go 
  to the south, north, or east of the city might take that route.’
  WHAT USEFUL 
  INFORMATION IS HERE?
   
  0Beatrice may be identified, but wasn’t seen on the night.
   
  0Beatrice’s time in town may correspond to the period of 
  the murders.
   
  0Blixa was seen.
   
  0Werner’s murder followed the same pattern as other 
  victims.
   
  0A trail of blood led towards Marktplatz for a short 
  distance.
  
  68
  WARHAMMER FANTASY ROLEPL AY
  IV
  THE RED MOON
  The Red Moon is also on Ubersreik’s waterfront. The first floor 
  of the inn is constructed from solid blocks of stone, and a 
  larger half-timbered first floor overhangs the street. Inside the 
  barroom smells of fish, smoke, and stale ale. It is a dark place 
  barely illuminated by a scattering of candles and lamps. 
  jareD’s wilD niGht
  The locals piped up and said they paid dues to Rhya harvest and 
  Mitterfruhl, but she laughed and said they would need to plough 
  the fields with the blood of their eldest and youngest if they were 
  to weather the scarcity to come. The hicks said she was confusing 
  parables with actual advice but she insisted not. Then she claimed 
  that she’d raised the knife herself in blood rites in Stirland. The 
  landlord decided to call time and send us to bed. I don’t blame him. 
  Then during the night somebody crept into her room and cut her from 
  ear to ear.’
  If the Characters ask Jared more, he tends to hold the same 
  opinions as Ottokar, but he can give pertinent information to 
  certain queries.
  When was this?
  ‘Bakertag 16th Sigmarzeit.’
  Who else was in the bar that night?
  ‘I don’t know, a fair few of us were on the road. There was a 
  miserable Dwarf with a big black beard. An odd looking woman 
  in purple, who just went straight to her room. I spent most of 
  my time trying to attract the attention of this girl, so I wasn’t 
  really noticing much until the wild woman started raving.’
  Who was the girl?
  ‘I forget her name now, this was a few months ago. She was 
  pretty, very well dressed. Rather messy copper hair. We got the 
  coach to Ubersreik together the next day. Loads of luggage 
  she had.’
  Where was she from?
  ‘I don’t know, I was doing all the talking. I think she’d been 
  all over by the sound of her. She did say she’d got the Coach 
  from Wurtbad.’
  Where was she going?
  ‘I don’t know. We got off at the Bridge House Inn and I never 
  saw her again, more’s the pity.’
  Jared is a trader who runs cargos of ale throughout the area. He 
  is a skinny rat of a man with curly dark hair and three days of 
  dense stubble. He is a devotee of Ottokar, and even dresses like 
  his hero. Jared is not found at the bar, but he is currently staying 
  at the tavern. If the Characters ask after him he is quickly 
  summoned from his room. 
  On first meeting them Jared is rude and dismissive towards 
  the Characters, complaining about having been woken, and 
  unwilling to talk. Two things will make him amenable, bribing 
  him or mentioning Ottokar’s name, whereupon he becomes 
  unctuous and eager to please. If he is asked about the death of 
  Patti Durst, he gives the following account:
  ‘I was staying the night at the coaching inn in Geissbach, a day 
  north of Ubersreik. I‘d been riding the Cannon Ball Express from 
  Stromdorf with three barrels of Thunderwater. It was getting late 
  when this wild looking woman starts raving, coming out with really 
  mad notions. She warned that the Reikland would face a serious 
  famine unless people learned to respect sacrifices again. 
  JARED JABBERS
  WHAT USEFUL 
  INFORMATION IS HERE?
   
  0Patti’s murder followed the same pattern as other victims.
   
  0Lena was at the inn that night and got the coach to Ubersreik 
  the following day.
  
  69
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  THE CHAPEL OF ULRIC
  The Chapel of Ulric can be found in the Precinct district to the 
  north of Ubersreik. The chapel looks more like a small fortress 
  than a religious building, and features a large statue of Ulric 
  overlooking an eternally burning flame.
  aGeinG kniGht oF the white wolF
  When the Characters visit the chapel is being guarded by a 
  grizzled pair of Knights of the White Wolf called Arnulf Sosna 
  and Gunther Meifert. Both men wear hard looks, and thick 
  greying beards. Arnulf is shorter, missing his left eye, and has 
  fewer teeth.
  The guards spend their days wearing decorative plate armour 
  with thick wolf pelt cloaks. Under normal circumstances they 
  would not suffer fools gladly, the current situation in Ubersreik 
  is a cause of additional tension and in the late summer sun their 
  tempers are under strain.
  Blixa will attempt to complicate matters by casting her 
  Uncontrollable Corporal Expulsion spell on the Character 
  who is doing most of the talking to the guards. Any guard 
  besmirched as a result of the spell will violently lose their 
  temper, and the two men will forcibly remove the Characters 
  —  unless quick and abject apologies are made. A Character 
  becomes aware of Blixa whining and growling the spell on a 
  Hard (–20) Perception Test. Blixa attempts to escape, if the 
  Characters direct too much attention towards her, or move in 
  her direction. They will have to give chase. If they catch her — 
  she will fight with sudden ferocity.
  Blixa’s mischief aside, the conversation with the guards flows 
  easily. They are dimly aware of the Klein Calvin’s murder,  but 
  have no particular thoughts about a pattern killer, unless the 
  Characters spell it out to them.
  WHAT USEFUL 
  INFORMATION IS HERE?
   
  0Yan’s murder followed the same pattern as other victims.
   
  0A woman was at the scene rubbing something with a cloth.
  ARNULF AND GUNTHER
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  45
  30
  45
  40
  25
  20
  25
  30
  45
  30
  16
  Traits: Armour+3, Prejudice (time wasters, uppity 
  youngsters, overly partisan Sigmarites), Weapon+8
  Skills: Athletics 40, Animal Care 50, Bribery 35, Charm 
  40, Consume Alcohol 55, Cool 55, Dodge 30, Endurance 
  55, Gamble 45, Gossip 35, Intimidate 55, Language 
  (Battle) 45, Leadership 50, Lore (Heraldry) 45, Melee 
  (Basic 65, Cavalry 55, Fencing 55, Parry 50), Ride 
  (Horse) 40.
  Talents: Briber, Carouser, Etiquette (Nobles, Soldiers), 
  Luck, Marksman, Noble Blood, Read/Write, Shieldsman, 
  Strong Back 2, Warrior Born.
  the wolF at the Door
  The guards will ask the Characters their business as soon as 
  they set foot on the chapel steps. Summer is a quiet time for 
  them, and they are somewhat suspicious of strange faces. If the 
  Characters state that they are investigating Yan Traum’s murder 
  , they  become more convivial. Arnulf states that it was he who 
  was first on the scene, and that he even caught a glimpse of the 
  killer.
  However, during any ensuing conversation with the guards, Blixa 
  arrives and tries to make life more difficult for the Characters. If 
  Characters are keeping watch for anything strange, they will see 
  the dog arrive on a successful Average (+20) Perception Test. 
  If they do not pay particular attention to such things this test 
  is Hard (–20).
  THE KNIGHTS KNOW
  Asked about Yan’s attitude to Sigmarites, they will become 
  defensive. They point out that he was never a senior member of 
  the Ulrican cult, being more of a hermit monk than an anointed 
  priest. If the Characters press the point about his sectarian 
  behaviour, they sigh and respond with, ‘well, maybe he could 
  voice the odd insult from time to time, but what about Father 
  Emming’s refusal to attend our midwinter festivities despite our 
  repeated invitations? What about the fool, Möhren, who wipes 
  his filthy shoes upon a proud wolf skin?’ 
  On the night of Yan’s murder, Arnulf has the following to say:
  ‘Every night Yan would bed down by the corner of the temple. 
  I was doing my rounds, when I suddenly grew very tired and 
  stopped to rest on the other side of the chapel. I soon recovered 
  and came round here again to see Yan sprawled at the foot of 
  the steps, blood spilling from his slit throat. There was a figure 
  next to him, a woman I think. She was wearing a dark cloak, 
  and had her back to me. She was working with her hands, I 
  think, rubbing an object with a cloth. I moved to apprehend 
  her, but then I felt faint again, and had to sit down and shut 
  my eyes. It was only for a moment. When I recovered she was 
  gone.’ 
  
  70
  WARHAMMER FANTASY ROLEPL AY
  IV
  RUGGER’S BOARDING HOUSE
  Rugger’s Boarding House is the cheapest inn in Ubersreik, a filthy 
  dive managed by elderly Gram’ma Rugger. Gram’ma is married 
  to Karsten, the head of Ubersreik’s Boatman’s Guild. As a result 
  of this relationship anyone causing trouble for Gram’ma is likely 
  to find themselves the object of unwanted attention from a gang 
  of toughs.
  BRIDGE HOUSE INN
  Bridge House is a large and well-appointed inn situated in the 
  centre of Ubersreik near the north end of the bridge. The Inn 
  caters mainly to wealthy visitors, and it acts as a station for 
  coaches from all over the Empire.
  The Characters may well wish to speak to staff at the Bridge 
  House for one of two reasons: to see if anyone can tell them 
  more about passengers arriving on board Cannon Ball Express 
  coaches, or to inquire about the party at the orphanage.
  If Characters arrive at the inn asking about coaches they will 
  be put in touch with the postmaster, Gustav Schtupp. A quiet 
  and bookish man, he has comprehensive knowledge about the 
  comings and goings of traffic in Ubersreik. If he is asked about a 
  well-dressed lady with lots of luggage who arrived in Ubersreik 
  on 17th Sigmarzeit, he will consult several bulging ledgers 
  before concluding, ‘I think you are referring to Frauline Stein, the 
  cittern virtuoso. Our porter helped her take her luggage from here to 
  the Theatre Varieté.’
  If asking about the party at the orphanage, the Characters are 
  introduced to a tow-headed Nordlander called Gertie Gudrun, 
  who helps manage Bridge House. She is able to provide the 
  Characters with the names of the people at the party. Each of 
  these people have varying degrees of alibi. Exactly how much 
  digging is needed to find out about any alibis is left up to the 
  GM, and could be as complicated as having to track each NPC 
  down for an interview. It may be best to have Gertie able to 
  eliminate suspects.
  Wanda Grimmig is lodging at the boarding house during her 
  period of suspension from the Cult of Morr. She dosses on a 
  straw mattress in the common room. If she has paid for the 
  Characters to provide her with a bodyguard then one of them 
  will be expected to stand outside the Boarding House during 
  the hours of darkness in order to warrant their pay. If a pair of 
  Characters want to double up this duty they may do so, however 
  if more than two Characters decide to stand guard, Gram’ma 
  will notice and berate them for loitering and putting off custom. 
  If the Characters refuse to disperse, Gram’ma will stalk off into 
  the night and return with a gang of violent boatmen.
  One way for the party to stay together and remain of Gram’ma’s 
  good side, is for them to purchase lodging. Gram’ma will let a 
  Character stay in the common room for 3d a night, or book one 
  of the double private rooms for 6s a night. All the rooms are 
  filthy, and being bitten by bugs and lice is inevitable.
  Beatrice Mittelmäss is also staying at Rugger’s Boarding House. 
  She has hired one of the private rooms on the top floor. Every 
  couple of hours Beatrice descends the stairs, and goes to the rear 
  of the building under the pretence of emptying her chamber 
  pot. In fact, she is catching up with Blixa, who always starts and 
  ends her patrols of the city from the boarding house.
  
  71
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  SUSPICIOUS FINDS
  CONCLUDING  
  THE INVESTIGATION
  At some point in the investigation the Characters may feel 
  they have enough information to level a charge against Lena 
  Stein. This realisation leads to the final act of the adventure. 
  How this act takes place depends on how professionally the 
  Characters have undertaken their investigation, and whether 
  they anticipate the identity of Lena’s final victim.
  the theatre varieté
  The Theatre Varieté can be found in the Marktplatz District. The 
  large stone building has been put to use as a venue for various 
  entertainments for nearly ten years. A chalked sign decorates 
  the front of the theatre.
  The theatre is entered through a narrow gate next to the 
  box office, which is guarded by Sabrina Ghurst, a towering 
  glowering woman whose bohemian airs do little to disguise the 
  fact that she is a practised bouncer with an appetite for violence 
  and zero tolerance for guff.
   
  SABRINA GHURST, HUMAN BODYGUARD
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  49
  36
  48
  45
  38
  40
  35
  39
  40
  22
  15
  Traits: Armour 2, Prejudice (drunkards, hecklers), 
  Weapon+8
  Skills: Cool 55, Dodge 55, Intimidate 63, Intuition 48, 
  Leadership 25, Melee (Basic) 69, Perception 48, Ranged 
  (Bow) 46
  Talents: Doomed (One little Goblin cuts your hamstring, 
  the next little Goblin breaks your thigh, one little Goblin bites 
  your ear off, the last little Goblin stabs your eye), Reversal, 
  Strike to Stun, Tenacious, Very Resilient, Very Strong
  TODAY’S PERFORMANCES
  Matinee, 2:00 p.m. 
  The Mootland Minstrels! Skits 
  and songs for all the family.
  Main performance, 6:00 p.m.
  The Erengrad Ensemble 
  present Cragg’s classic 
  Ystareth, Doom of Zaragoz. 
  Soiree, 11:00 p.m.
  Lena Stein, virtuoso 
  on the Cittern. 
  SOLD OUT!
  TICKETS SELLING FAST!
  Name
  Role
  Alibi
  Katerina Proll
  Cook at Bridge House
  At Bridge House the nights of all murders in Ubersreik
  Kurdt Weiss
  Scullion at Bridge House
  Does not fit profile
  Hans
  Spit Boy at Bridge House
  At Bridge House the nights of all murders in Ubersreik
  Trudi Weiss
  Maid at Bridge House
  Working the nights of Yan and Werner’s murder
  Theo Dimpledumple
  Halfling entertainer from Theatre Varieté
  Arrived in Ubersreik from Nuln two weeks ago
  Rudi Rudi Rudi
  Halfling entertainer from Theatre Varieté
  Arrived in Ubersreik from Nuln two weeks ago
  Lena Stein
  Cittern Player from Theatre Varieté
  Fits profile
  
  72
  WARHAMMER FANTASY ROLEPL AY
  IV
  LENA HAS LEARNED
  If the Characters ask Sabrina pertinent questions about Lena 
  she is able to confirm the following information.
  Lena is a woman in her 20s.
  She does have rather unkempt red hair.
  She goes out a lot at night.
  She arrived in Ubersreik on 17th Sigmarzeit.
  She had mentioned touring in Stirland last year.
  If the Characters ask to see Lena, Sabrina will not allow it. 
  ‘She has performances to prepare for, and they take a lot out 
  of her. Enjoy her music if you like, most folk do, but leave her 
  be.’’In order to make progress with Sabrina the Characters must 
  accuse Lena of being a pattern killer. Sabrina initially finds the 
  notion absurd. ‘That little slip of a thing? She couldn’t hurt a 
  fly if she tried!’ 
  Characters must then outline the evidence they have so far. 
  Sabrina is sceptical, but at some point even she will have to 
  admit that Lena is a possible suspect. If the Characters mention 
  at least five things from the following list she says, ‘Frankly, I 
  think you’re a bunch of crackpots, but let’s see what she has to 
  say for herself!’ and leads them to Lena’s dressing room.
  A blood trail at the Temple of Shallya runs in this direction.
  A blood trail left at the Crooked Hammer runs in this direction.
  Someone fitting Lena’s description was seen at the site of Yan’s 
  murder.
  Lena was at the Halfway House the night Patti was murdered.
  Can she be accounted for at the time of a murder? Check your 
  books because we think not! 
  Has a black dog been here a lot? It has! It’s a part of this.
  A rag used to polish an object such as a ten-stringed cittern was 
  found at a murder site.
  Lena was with Klein Calvin shortly before he was killed.
  Similar murders took place in Stirland when Lena was there.
  If the Characters come up with some other excuse to see Lena, 
  Sabrina may be susceptible to Bluffing or Bribery, though she 
  is no pushover, and fights the Characters if she thinks they are 
  just out for trouble.
  However the Characters get there, by the time they reach Lena’s 
  dressing room the cittern player has departed. The small room 
  contains a number of cases bulging with fine dresses, everything 
  else of value has been removed.
  when the haMMer Falls
  Lena is on the prowl for her final victim. Characters may 
  assume Lena is out to get Wanda Grimmig, but she plans to kill 
  Jacob Möhren. She waits outside the High Temple of Sigmar. 
  Unless she is stopped, she follows Jacob as he leaves the temple 
  at 8:00 p.m. In a quiet back street of the Marktplatz, she slices 
  his throat. She wanders the streets of the city until dawn when 
  she collects her valuables from a locker at Bridge House, and 
  boards the first coach out of town.
  Whilst Lena is a practised assassin, she was unwittingly reliant 
  on help from the triumvirate in order to carry out her work. 
  The success of Lena’s final murder depends on how many of the 
  triumvirate survived the adventure.
  Surviving 
  Triumvirate
  Effect
  3
  Lena kills Möhren and heads to 
  the inn.
  2
  Möhren is killed, but Lena takes 
  two critical injuries during the fight.
  1
  Möhren is killed, but Lena is 
  injured and then apprehended by 
  the watch.
  0
  Lena is killed by Möhren.
  It is therefore possible for the Characters to foil Lena even if 
  they never confront her themselves. 
  However, Characters may guess that Lena has Möhren in her 
  sights, and so stake out the High Temple. If so Lena is easily 
  spotted, a young woman wearing a fine dress and carrying a 
  cittern is distinctive even if she is wearing a cloak.
  If Lena is approached, she will fight fiercely, she is a desperate 
  murder with nothing to lose. Lena is an accurate striker with 
  her dagger, but no true warrior. Any surviving triumvirate does 
  what it can to save her. If they think she is going to die — they 
  break their code in regard to non-violence and not interacting 
  with Lena.
  
  73
  IV
  UBERSREIK ADVENTURES II — BLESSINGS THAT DREW BLOOD
  LENA STEIN – TROUBADOUR (SILVER 3)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  41
  40
  44
  34
  57
  42
  54
  32
  41
  32
  17
  Traits: Prejudice (pamphlet review writers, people who 
  talk during recitals, priests), Weapon+8
  Skills: Athletics 62, Charm 42, Entertain (Sing) 42, 
  Gossip 35, Haggle 37, Melee (Basic) 61, Outdoor 
  Survival 42, Perception 77, Perform (Dancing) 57, Play 
  (Lute 64), Ranged (Throwing) 55, Sleight of Hand 64
  Talents: Attractive, Blather, Doomed (Thoust should not 
  wadest so deeply within the water, no matter how inviting 
  it so seem), Etiquette (Nobles), Hardy, Jump Up, Public 
  Speaking, Rover
  Trappings: Dagger, three throwing knives, purse 
  containing coins to a value of 3 Gold Crowns, Slaanesh’s 
  Own Cittern
  Slaanesh’s Own Cittern: Provided Slaanesh’s Own 
  Cittern has been anointed with the blood of six devoted 
  religious people since the Geheimnisnacht before last any 
  Play (Lute) Tests made with the instrument benefit from 
  +3 SL. Possession of Slaanesh’s Own Cittern counts as a 
  minor source of Corruption.
  A final twist in the tale could derive from the party’s decision to 
  warn Möhren ahead of his leaving the High Temple, and seeing 
  to it that he is clearly protected from an assassin. This is actually 
  the worst possible outcome. If Lena is prevented from getting 
  near Möhren — she will become truly desperate — and changes 
  her target to any convenient and vulnerable holy person, such as 
  an orderly from the nearby Temple of Shallya.
  Such a course of action would strip the last veneer of protection 
  from Lena’s accursed state, and she becomes a worshipper of 
  Slaanesh in spirit as well as deed. The Characters may have 
  inadvertently instigated the rise of a potent new Champion of 
  Chaos.
  
  74
  V
  THE GREY MOUNTAIN GOLD
   •
  •
  The Harataken Hold Job is a short adventure suitable for 
  Characters with some experience under their belt, and who are 
  perhaps on their second career. The scenario is set in Ubersreik, 
  and will take the Characters to a number of locations in the 
  town. If you are setting the adventure elsewhere, change the 
  place and Character names as appropriate.
  GETTING STARTED
  Before playing this adventure, read it through from start to 
  finish at least once. It may also prove useful to read through A 
  Guide to Ubersreik from the WFRP Starter Set as it provides 
  additional information about the town where the action takes 
  place. In particular, you may want to read up on the Harataken 
  Hold in Dawihafen, as the Harataki Clan and their history 
  feature heavily in this adventure.
  ADVENTURE SUMMARY
  Friedrich Müller asks the Characters to join him on an 
  expedition to the lost Hold of Karak Branar. Friedrich is 
  guildmaster Marta Müller’s trust-worthy nephew. The 21 year 
  old is popular in the town, and known for his enthusiasm and 
  his naivety. He has dreams of becoming an entrepreneur — but 
  has not had much luck so far. 
  When he hears that a pair of adventurers, Dieter Werner and 
  Begrin Belbaksson, recently returned from a failed expedition 
  to the Hold, Friedrich is intrigued. The adventurers  are looking 
  for partners to fund a better-equipped team with an aim of 
  returning to Grey Mountains quickly. Begrin, a Dwarf miner, 
  has a map showing a route through the mountains, and how to 
  open the hidden entrance to a treasure vault. Dieter is a Human 
  physician with exceptional stories of their adventure. 
  In truth, Dieter and Begrin are con-artists, and Friedrich is 
  their mark. They’re not happy about Friedrich bringing in the 
  Characters, but decide to go ahead with their plan anyway. 
  Unfortunately for them (and for the Characters), Clan Harataki 
  soon learns about this map to their lost Hold. They are none too 
  happy about it falling into the hands of outsiders — some of 
  them are so incensed that they form a mob and go looking for 
  the Characters. 
  The Characters will have to dodge angry Dwarfs, while dealing 
  with the con-artists’ unfolding scheme. If they’re smart, they’ll 
  end up winning Clan Harataki’s gratitude for preserving their 
  honour, and Marta Müller’s thanks for saving her nephew from 
  an embarrassing and costly scam. If they’re not smart, they 
  may be short some coin, and find their names entered into the 
  Harataki Book of Grudges.
  THE GRIFTERS
  Dieter Werner, Begrin Belbaksson and Johanna Bartoli have 
  been working together successfully for a few years now. They’ve 
  found that they work well together, as their skills complement 
  each other: Hartmut is the front man, Johanna provides the 
  muscle, and Begrin is adept at getting in and out of places he 
  isn’t supposed to be. For this con, however, Begrin is working 
  as Dieter’s shill, helping him to trick the mark, while Johana 
  is working behind the scenes providing an intimidating force 
  when it’s needed.
  Able-bodied folk of Adventurous Spirit!
  report to Friedrich Müller at 
  T H E  E X P L O D I N G  P I G 
  for a once in a lifetime opportunity 
  G O L D !  F A M E !  G O L D ! 
  Don’t delay!!!
  
  75
  V
  UBERSREIK ADVENTURES II — GREY MOUNTAIN GOLD
  Begrin Belbaksson of Clan Haratak
  Begrin’s long, black beard is flecked with grey. His face is in a 
  perpetual frown, and he doesn’t talk much, letting Dieter speak 
  for him. Attempts to engage him in conversation mostly just 
  garner a few muttered curses in Khazalid. Dieter may divulge 
  that Begrin was a miner who worked in the Grey Mountains 
  most of his life. He might also let slip that Begrin spent years 
  paying off his father’s gambling debts.
  None of which is true, of course. Begrin grew up on the 
  streets of Nuln. Ubersreik is the closest he’s ever come to the 
  Grey Mountains. Nor is he a member of Clan Harataki. He’s 
  actually fairly sociable (for a Dwarf), but knows he’s better off 
  leaving the talking to Dieter. Before he met Dieter, Begrin was 
  desperately trying to scrounge a living as an unsuccessful thief. 
  He’s therefore far more loyal to Dieter than Dieter deserves. 
  Dieter hasn’t realised, however, just how averse to violence 
  Begrin is. While he will fight in self-defence, he has never killed 
  anyone, and is highly unlikely to ever attack someone with the 
  intent of harming them.
  BEGRIN BELBAKSSON OF CLAN HARATAKI – THIEF
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  3
  45
  30
  30
  40
  40
  30
  30
  30
  55
  25
  16
  Traits: Ranged +9 (60), Weapon +7
  Skills: Athletics 40, Climb 40, Dodge 40,  
  Stealth (Urban) 40
  JOHANNA BARTOLI – RACKETEER
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  45
  30
  40
  40
  30
  30
  30
  30
  30
  30
  19
  Traits: Armour (1), Weapon +9
  Skills: Intimidate 50, Language (Tilean) 35,  
  Melee (Basic 60, Brawling 55), Stealth (Urban) 40
  Johanna Bartoli
  A strong, short, stocky woman in her early 30s, anyone with a 
  bit of sense can tell instantly that Johanna is not to be messed 
  with. She keeps her blonde hair cropped short above a scarred 
  face with an oft-broken nose. 
  Johanna was born in Altdorf, but her father was a Tilean sailor. 
  Johanna was raised by her mother, and her early life was hard. 
  She learned that you have to make your own way in the world, 
  especially after her mother kicked her out to fend for herself 
  when she just turned ten. After travelling the length and 
  breadth of the Empire, only staying in cities and towns, and 
  working as a street thug. (Open spaces give her palpitations.) 
  She started working with Dieter and Begrin two years ago — 
  after she overheard one of their scams and tried to blackmail 
  them. When Dieter offered to give her a cut, she knew she was 
  onto something. She knows that they aren’t trustworthy people, 
  but so far the arrangement has paid off, and is far less dangerous 
  than life as a street-thug.
  The con is a pretty simple one. The grifters researched their mark 
  well — Friedrich is greedy and foolish, and convinced the world 
  owes him a fortune. They plan to first have him spend some coin 
  on expedition supplies, to get him invested. Then, a mysterious 
  gang of Tileans (actually just Johanna) will shadow them. Just 
  as they are preparing to depart, the ‘Tileans’ will steal the map, 
  but then offer to ransom it back. The ransom will be a fraction 
  of the gold waiting in the vault, of course… If everything goes 
  according to plan, Friedrich will be left with a worthless map, 
  while the grifters will be halfway to Altdorf before he realises 
  he has been swindled.
  
  V
  WARHAMMER FANTASY ROLEPL AY
  76
  DIETER WERNER – CON-ARTIST
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  25
  25
  30
  30
  40
  30
  35
  35
  35
  45
  12
  Traits: Weapon +5
  Skills: Charm 60, Dodge 40, Entertain (Acting) 55,  
  Heal 37, Sleight of Hand 45
  Talents: Cat-tongued, Dealmaker, Read/Write
  Trappings: 2 sets of Poor Quality Clothing, 
  Disguise Kit, Lock Picks, Deck of Cards, 
  Purse containing 23 Schillings
  Dieter Werner
  The mastermind of the con is Dieter Werner, a practised 
  charlatan whose livelihood depends on the success of his grifts. 
  He designs and directs the con jobs the grifters undertake, but 
  whilst he is a clever criminal he is down on his luck. Now the 
  group need to pull off an operation or face penury. 
  Dieter’s tangled mess of white wispy  hair, thin frame and 
  pronounced beer-belly could belong to a prematurely aged 
  40-year-old or a still-spry man of 60. He has a weak chin, 
  stooped gait and sad eyes, but is quick to smile and will try to 
  get along with everyone, acting as a peacemaker when Begrin 
  rubs people the wrong way. Should anyone ask him about his 
  past, he’ll mutter something about once being a physician in 
  Middenheim, and complain about not being able to set up a 
  practice in Ubersreik because of the intransigence of the local 
  Physicians’ Guild.
  When not playing the role of a doddering doctor, Dieter is 
  a tall, thin, bald man in his late 40s. The beer-belly and hair 
  disappear back into his Disguise Kit when not in use, and his 
  gait and posture change completely. He has found the identity 
  of the down-at-heel physician to be a useful one over the years, 
  and it is a role he is very comfortable in. He even paid a barber 
  surgeon to teach him some medical skills (mostly just stitching 
  wounds) to help him maintain the act.
  Dieter considers himself better than the fools who fall for 
  his schemes, but ironically he is victim to the same stubborn 
  perseverance and overconfidence that he looks for in his targets. 
  Rather than pull out when Friedrich hired the adventurers, 
  Dieter insisted on going ahead with the plan, with only minor 
  adjustments. He has invested too much time and effort into this 
  scam to give up now.
  Dieter wears false teeth to help alter his appearance. When 
  portraying Dieter the GM should speak as if their mouth is too 
  full, and have a slightly nasal whine to their voice.
  
  V
  77
  UBERSREIK ADVENTURES II — GREY MOUNTAIN GOLD
  THE MARK
  Friedrich Müller is a young man who believes fervently in the 
  promise of get-rich-quick schemes. In Friedrich’s mind, work 
  is for common people, those lacking the imagination, ambition 
  and courage needed to get ahead. He just knows the right 
  opportunity is out there, waiting for him to take it. So far all 
  his ventures have failed, costing him most of the small fortune 
  he inherited from his father. He has turned his nose up at a 
  number of sensible, low-risk investments that would have give 
  him a steady return, but he is starting to get a little worried. He 
  was on the verge of giving up and turning to his aunt Marta for 
  advice, when he was approached by two adventurers looking for 
  someone to help fund an expedition to the Grey Mountains 
  — exactly the kind of high-risk, high-return investment that 
  Friedrich lives for.
  With the last of his funds at stake, however, Friedrich has 
  decided to exercise a little more caution than usual. Rather than 
  leave everything to his new business partners, he decided to take 
  a direct hand in preparing the expedition. His first step has been 
  to bring in some hired hands — enter the Characters.
  Friedrich may have heard of the Characters from a number of 
  sources. If the Characters have made any friends or contacts 
  in Ubersreik, they may recommend them to Friedrich. If they 
  have done anything particularly noteworthy in the town, he 
  may simply know them by reputation. If the Characters are new 
  to Ubersreik, they can find one of the notices Friedrich stuck 
  up around town: ‘Able-bodied folk of an adventurous spirit, report 
  to Friedrich Müller at The Exploding Pig for a once in a lifetime 
  opportunity! Gold! Fame! Gold! Don’t delay!!!’ (Friedrich has been 
  disappointed in the lack of response to his advertisements to 
  date, but he didn’t account for the lack of literacy amongst most 
  of the townsfolk. Also, Johanna rips down the notices wherever 
  she finds them.)
  FRIEDRICH MÜLLER – ENTREPRENEUR 
  EXTRAORDINAIRE
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  25
  25
  30
  30
  38
  30
  30
  25
  30
  40
  12
  Traits: Afraid (Hard Work)
  Skills: Charm 50
  Friedrich Mülle
  Friedrich approaches everything in life with enthusiasm, no 
  matter how unwarranted, including the Characters. He is a tall, 
  gangly young man with a lot of energy. He looks a little old for 
  his years because of his receding hairline and a chin that looks 
  too big for his face. His father was a successful, if unambitious, 
  dairy merchant, who let his sister Marta deal with the business 
  side of things, while he dealt with the day-to-day work. Such 
  work bores Friedrich to tears, and he is adamant that it’s not 
  the life for him. Marta is a hardworking guildmaster, with no 
  family of her own. She is aware of Friedrich’s wastrel ways, and 
  is becoming tired of fronting him more money.
  Friedrich outlines the job as he understands it. He and two 
  associates are organising a trip into the Grey Mountains to 
  recover a cache of treasure from a lost Dwarf Hold. He’s hiring 
  people to help prepare the expedition and travel with them to 
  the vault. Initial pay won’t be much (one shilling a day until they 
  leave, five more when they depart), but if the Characters agree to 
  join him and comport themselves usefully he offers them a 40% 
  share in the profits of the expedition.
  The Exploding Pig (see A Guide to Ubersreik, page 35) is a 
  large tavern located in the Markplatz District. It is popular 
  with merchants and traders. Unless the Characters are suitably 
  attired, they attract a few curious glances as they enter. If they 
  ask for Friedrich at the bar, a servant is sent to fetch him from 
  the small room he is renting down the street. Friedrich arrives 
  a few minutes later, breathlessly greeting the adventurers, and 
  directing them to a booth at the back of the tavern.
  
  V
  WARHAMMER FANTASY ROLEPL AY
  78
  If the Characters press him for more details, he admits he doesn’t 
  have them — they’ll need to meet with Dieter and Begrin. He 
  offers to introduce the Characters to them this evening, at the 
  Red Moon Inn.
  As the Characters leave the Exploding Pig, they may notice 
  another patron who stands out amongst the tavern’s respectable 
  clientele. Johanna has been shadowing Friedrich, and is 
  watching their meeting from the bar. Have the Characters 
  make Perception Tests against Johanna’s Stealth (Urban). If 
  they succeed, they notice her watching Friedrich.
  If the Characters press her, she babbles at them in broken 
  Reikspiel mixed with some Tilean, and pretends to 
  misunderstand anything they say. If one of the Characters 
  speaks Tilean, she frowns, spits on the ground and leaves. 
  Whether she is spotted or not, she reports back to her partners 
  before they meet with Friedrich. 
  the reD Moon inn
  That evening Friedrich takes the Characters to the Red Moon 
  Inn, a rough and tumble establishment down by the docks (see 
  A Guide to Ubersreik, page 28). Dieter and Begrin are waiting 
  in the drinking hall. As Friedrich introduces the Characters, 
  Dieter feigns surprise at their presence and Begrin scowls 
  angrily, before grunting and leading the party to a booth at the 
  rear of the hall.
  Once the introductions are out of the way, Dieter gently 
  chastises Friedrich for hiring the Characters without discussing 
  it first. Begrin grinds his teeth in the corner, but remains silent. 
  Friedrich looks embarrassed, at which Dieter consoles him and 
  states that they needed to hire qualified assistance anyway, so 
  no harm, no foul. He then explains the background and goal of 
  the expedition.
  Begrin’s father, Belbak Bornisson, gave him a map to the Lost 
  Hold of Branar, said to date from a previous effort to retake 
  the Hold 100 years ago. Belbak was the only survivor. He fled 
  through a secret tunnel, one that led to a cache of treasure 
  and then out into the Grey Mountains. He always planned 
  on returning for the rest, and drew up the map with that in 
  mind, but tragically never got the chance to do so (if asked why 
  not, Dieter remarks that ‘circumstances did not permit it’ while 
  making a less than subtle ‘drinking’ motion with one hand, 
  while Begrin looks crestfallen).
  Begrin organised a previous expedition a year ago, for which 
  Dieter was the Physician. Unfortunately they underestimated 
  the difficulty, in particular the amount of supplies needed. Two 
  of their party were killed by Goblins, and they were forced to 
  turn back. For their next effort, they intend taking more blades 
  (hence the Characters) and better supplies.
  If the Characters ask to see the map, Begrin reluctantly produces 
  it (he keeps it tucked under his tunic, next to his chest, at all 
  times). He unrolls it slightly, letting them see a glimpse of the 
  mountains and Khazalid runes, but refuses to let them examine 
  it thoroughly. (‘What kind of wazzock do you take me for? It’s MY 
  map! One good look and you lot will be up the mountains taking all 
  the gold for yourselves!’.)
  Before the Characters can ask any more questions, however, 
  they are suddenly interrupted as an enraged Dwarf slams into 
  the table, screaming obscenities at Begrin in Khazalid. Begrin is 
  genuinely shocked, and can do nothing but gape for a moment. 
  Dieter is equally surprised, but stays in-character, throwing his 
  hands up in terror, and shouting for help.
  The intruder is Gragni Gelrikssnev, of Clan Harataki. Gragni 
  just happened to be drinking in the next booth with some 
  co-workers (two Human boatmen, Wilhelm and Bram). He 
  overheard Dieter telling them about the map and the hoard, and 
  is now livid. Clan Harataki have been struggling for centuries 
  to retake their lost Hold, funding one failed expedition after 
  another. As a result they tend to be rather prickly about their 
  pride and honour, and Gragni is no exception.
  
  V
  79
  UBERSREIK ADVENTURES II — GREY MOUNTAIN GOLD
  SHOPPING EXPEDITION
  Nordwander and Son’s Expeditionary Supplies offers everything 
  one could possibly need for a mountain expedition. It is run 
  by Gudrum Nordwander. Friedrich and Dieter meet the 
  Characters there in the morning. Dieter explains that Begrin 
  decided to remain behind, given the events of the previous 
  evening (completely true — a trip to Dawihafen struck him as 
  very foolish, under the circumstances). Dieter has prepared a list 
  of everything they’ll need for the expedition, which Friedrich 
  has agreed to pay for.
  This part of the con is supposed to get Friedrich invested in 
  the expedition, so that he’ll be less inclined to give up on it 
  later. Dieter’s research revealed that Friedrich has a history of 
  throwing good money after bad.
  GRAGNI GELRIKSSNEV – BOATMAN
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  3
  40
  30
  40
  50
  35
  25
  30
  30
  50
  20
  19
  Traits: Weapon (+4, Undamaging)
  Gragni Gelrikssnev – Boatman
  Tall for a Dwarf, with skin tanned from working on-deck, and 
  hair just beginning to go grey. Gragni reluctantly took a job as 
  a boat-hand two decades ago, but has grown to love travelling 
  the Empire’s rivers. 
  Generally a quiet Dwarf, Gragni becomes quite talkative once 
  he gets a few drinks into him. His favourite subject is his family’s 
  lost Hold, and the many ill-fated efforts to retake it. Part of him 
  knows that Karak Branar will never be retaken, yet he still sends 
  a few coins to Queen Vilda every time he docks in Ubersreik.
  Gragni takes a few swings at the nearest adventurer, but his 
  coworkers restrain him after two rounds. Gragni continues to 
  fling insults at Begrin as he is dragged from the inn.
  Begrin retreats to his room, clearly shaken. Dieter stays to 
  secure a deal with Friedrich. He uses Gragni’s interruption to 
  his advantage, as he realises it adds a sense of legitimacy to their 
  story. He explains that Clan Harataki won’t be happy about 
  them going after the family gold, so they should acquire supplies, 
  and leave Ubersreik as soon as possible. If the Characters are 
  amenable, he arranges to meet them the following morning, at 
  Nordwander and Son’s, in Dawihafen.
  Nordwander’s is built to a Dwarfen scale, so tall Characters 
  have to stoop. The wide aisles are filled with shelves of camping 
  and mountaineering gear. Dieter asks the Characters to have a 
  look to see if there’s anything else they think they should buy, 
  while he and Friedrich haggle with Gudrum.
  If the Characters are paying attention to Friedrich and Dieter, 
  they notice that the negotiations with Gudrum have grown 
  surprisingly heated. Gudrum seems to be trying to convince 
  them to buy more goods, which is trying Dieter’s patience. 
  Friedrich looks on nervously, but eventually agrees to buy 
  everything Gudrum offers him.
  An Average (+20) Intuition Test reveals that Gudrum isn’t 
  just trying to upsell them. He’s genuinely trying to ensure 
  that they have the equipment they’ll need in the mountains, 
  and is frustrated by the vagueness of their list (‘“Climin Stuff?” 
  Whaddya mean, “Climin Stuff?” Pitons, crampons, belay-locks and 
  rock picks? You got the right boots? And mountain-grade clothes? 
  You want knife-pitons, bongers or hooks? What about ice-screws?’) 
  Gudrum has no patience for fools, and it is apparent that neither 
  Friedrich nor Dieter knows anything about mountaineering.
  Any Character with the Outdoor Survival Skill can intervene 
  to mollify Gudrum. Alternatively a Charm Test will calm 
  him down. Regardless, Gudrum eventually agrees to sell them 
  everything they ask for and more.
  Friedrich purchases a set of warm weather clothing for everyone 
  on the expedition (treat as Practical and Durable clothing). He 
  also orders a fairly random selection of climbing tools, lanterns 
  and other bits and pieces. If the Characters manage to get on 
  Gudrum’s good side, they can select up to 10 shillings worth 
  of additional camping gear to add to the order, all of which 
  Friedrich will pay for. Gudrum notes everything down, and 
  agrees to have it delivered to Friedrich’s apartment that evening.
  Tents
  Rope + Grapples
  Lanterns
  Oil
  Climin Stuff
  Blankets
  Food
  
  V
  WARHAMMER FANTASY ROLEPL AY
  80
  pitchForks anD pickaxes
  With their order made, Dieter suggests that they return to the 
  Red  Moon Inn to update Begrin. If anyone asks him about the 
  discussion with Gudrum, Dieter admits that he doesn’t really 
  know anything about mountaineering — Begrin was the one 
  who took care of that kind of thing.
  As they pass through Dawihafen, Dieter adopts a troubled 
  demeanour, frowning a lot and looking around worriedly. If 
  none of the Characters ask him about it, he eventually pulls one 
  of them aside to have a quiet word.
  ‘Look, this is probably nothing, nothing at all, just my imagination, 
  you know, but, well, I could have sworn I was being followed this 
  morning. It was on my way to Nordwander and Son’s, there were 
  two men, and, well, as I said, I think they may have been trailing 
  me. Just to be on the safe side, I employed my admittedly lackluster 
  stealth skills and slipped out of sight. Probably my imagination, of 
  course, but it has me rather concerned…’
  Dieter describes the men as two tall, swarthy fellows with 
  greasy looking moustaches — ‘Southern types, y’know, Estalians, 
  perhaps, or Tileans.’ If the Characters encountered Johanna 
  previously, they may conclude that she is connected (which is 
  exactly what Dieter is hoping for).
  Before they can discuss it further, however, they are interrupted 
  yet again.
  After their encounter the previous evening, Gragni Gelrikssnev 
  went straight to the Harataken Hold (a block of apartments in 
  Dawihafen belonging to the Harataki Clan) and demanded an 
  audience with Queen Vilda, the Clan matriarch. While she had 
  never heard of ‘Begrin Belbaksson,’ she assumed that he must 
  be from some long-lost branch of the family. He could not be 
  allowed to sully the Clan’s honour by helping outsiders steal 
  Clan gold. Messengers were dispatched to round up as many 
  Harataki as could be found, and they’re now on their way to 
  ‘have a word’ with Begrin and his associates. Read or paraphrase 
  the following:
  As you leave Dawihafen, you find yourselves walking alongside a 
  group of over two dozen Dwarfs, who take up most of the street. 
  Wielding various large tools — pickaxes, hammers, the odd boat-
  hook — you take the stern-visaged ensemble to be a work-gang of 
  some kind, until you see the Dwarf leading them. It’s the Dwarf 
  who attacked you last night! Just as you spot him, he glances in your 
  direction, before doing a double-take. He stops, raises one trembling 
  hand to point in your direction, and screeches, ‘That’s them!’
  You should make it clear to the Players that they are heavily 
  outnumbered (and that killing a bunch of Dwarfs, even in self-
  defence, is likely to upset the local authorities). Dieter, Friedrich, 
  and the Characters are trapped against the side of the street, but 
  thankfully there is an alley nearby that they can flee down.
  For the purposes of this pursuit, treat the mob as a single entity, 
  with the exception of Gragni. 
  
  V
  81
  UBERSREIK ADVENTURES II — GREY MOUNTAIN GOLD
  Dwarf Mob
  A roiling mass of facial hair, sharp implements and innumerable 
  grievances.
  While dangerous, the mob are poorly led, and aren’t entirely 
  sure what to do, so they’re mostly looking to engage in a bit 
  of casual violence. If they catch their quarry, they’ll beat them 
  senseless, but won’t (intentionally) kill them. Characters who 
  are knocked prone are left where they lie, as the mob moves on.
  DWARF MOB
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  3
  50
  30
  40
  45
  25
  20
  30
  30
  50
  20
  80
  Traits: Swarm, Weapon (Improvised Weapons) +6 
  (Undamaging)
  Gragni, familiar with this part of town, knows that there is only 
  one exit from the alley, and moves to cut off their escape.
  Use the Pursuit rules (see WFRP, page 166). The starting 
  Distance is 1. If on any Round Dieter rolls the least SLs of the 
  group, he ‘accidentally’ barrels into the nearest Character, almost 
  causing them to fall. Dieter gains 1SL and the Character loses 
  1.
  The alley continues for 10 yd, before ending at a 2-yd-high 
  fence. On the left side of the alleyway a staircase climbs the side 
  of the building, leading to a door (the entrance to an apartment 
  above the butcher’s shop below). Ask each of the Players if they 
  are running for the fence or climbing the stairs. Dieter and 
  Friedrich both head for the fence.
  Climbing the fence is an Easy (+40) Athletics Test. Failing 
  to clear the fence will give the mob a free round to close the 
  distance.
  Those taking the stairs find that the door is locked. However, the 
  top of the stairs overlooks the yard beyond the fence, allowing 
  Characters to leap past it. It’s a 4-yd drop, however. Damage 
  is 1D10 + 12, reduced by 3 for every SL on an Average (+20) 
  Athletics Test (see Falling, WFRP, page 166).
  While some of the Dwarfs go up the stairs, they won’t jump 
  down into the yard. The rest of the mob hits the fence at speed. 
  Rather than try to climb it, they go through it — the fence 
  shudders as they begin hacking at it with their tools. It holds 
  for one round, giving the Characters a round to increase the 
  distance or take another action.
  The yard contains pens for pigs, goats and sheep. The Characters 
  are greeted with a cacophony of snorting and bleating from the 
  startled animals. For their next Pursuit roll, Characters can 
  either make their way around the pens (roll Athletics) or try 
  to cut through them (Average (+20) Animal Training, Charm 
  Animal or Intimidate Test to clear the beasts out of the way). 
  A quick-witted Character may try to hide (jump in some straw, 
  under a water trough, behind a particularly large and docile 
  pig). If so the mob passes the hiding Character by provided 
  they pass an Average (+20) Stealth Test.
  There are two exits from the yard. The first is a door leading 
  back into the butcher’s. The proprietor, a large, beefy-looking 
  man named Ernst Blutmann, comes to the door to see what 
  is causing all the commotion, meat cleaver in hand. While he 
  looks imposing, Ernst has no interest in a fight, and steps aside 
  if any Characters head for the door (but don’t tell the Players 
  that!). Some of the Dwarfs try to follow them, but Ernst steps 
  in again, angrily demanding that someone pay for the destroyed 
  fence (allowing the Characters to escape through his shop).
  The other exit is through the gate at the far end. It is latched, but 
  not locked. Beyond is another alley, which turns immediately 
  to the right. As the Characters approach the end of the alley, 
  Gragni appears to block their path. He charges the lead 
  Character and tries to Grapple them. If successful, he focuses 
  on holding them (adding Entangled Conditions) until the mob 
  arrives.
  Any Characters who make it out of the alley find themselves 
  on a main street. Two watchmen stare at them suspiciously for 
  a second, but upon spotting the Dwarf mob, they turn and run. 
  With the open road in front of them, the Characters quickly 
  put some distance between themselves and the Dwarfs before 
  reaching the Red Moon Inn.
  back at the inn
  Anyone reaching the inn is safe. At the first mention of ‘angry 
  Dwarf mob,’ the staff and patrons help barricade the doors. The 
  mob mills around outside for a while, shouting curses, but the 
  Watch eventually arrives to chase them off. Everyone breathes a 
  sigh of relief and goes back to their ale.
  Once things calm down, Dieter goes in search of Begrin, while 
  Friedrich heads for the inn’s outhouse. 
  Franz Lohner, the owner of the inn,  beckons the Characters over. 
  A balding, slightly overweight man with a thick moustache and 
  mutton-chop sideburns, Franz hides a cunning and observant 
  mind behind the image of a humdrum innkeeper.
  
  V
  WARHAMMER FANTASY ROLEPL AY
  82
  ‘Does this ’av anything to do with the girl who came round earlier? 
  Strange one, that ’un. She was asking about your pals, Dieter and 
  the Dwarf, and young Friedrich. Kept asking about that map o’ 
  theirs. The thing is, she was putting on this ridiculous Tilean accent 
  the whole time. Might fool some folk, but I’ve met enough Tileans ’n 
  my time to spot a fake one when I hear it.
  Look, I know it’s none of my business who you lot hang around with, 
  but mark my words, there’s something not quite right with those 
  two. I can’t put my finger on it, but there’s more to them than meets 
  the eye.’
  Johanna’s questions were supposed to arouse Franz’s suspicions, 
  so that he would warn Dieter (and more importantly, Friedrich). 
  But Dieter underestimated Franz, who is suspicious of his 
  doddering physician facade. If the Characters press him, Franz 
  will give them his honest assessment of the two grifters.
  ‘That Dieter rubs me the wrong way. He may act like a bit of a 
  bumbling barber-surgeon with delusions of competence, but mark my 
  words, he’s nobody’s fool. That Dwarf friend of his makes out like 
  he’s a gruff bastard, but I think it’s just an act. But you didn’t hear 
  it from me, eh?’
  Before the Characters can ask him anything more, Dieter and 
  Begrin come barrelling down the stairs. Franz welcomes them, 
  all smiles, and tells them about Johanna’s visit. If the Characters 
  bring up his feelings about Dieter and Begrin, he glares at them 
  and clams up. Dieter looks hurt whilst Begrin rolls his eyes and 
  grumbles under his breath about paranoid innkeepers.
  Begrin declares that the Red Moon Inn is clearly no longer safe, 
  so they’ve decided to find alternative lodgings. They’ve already 
  packed their meagre belongings. They arrange to meet Friedrich 
  the next day at the Exploding Pig in order to discuss their next 
  plan of action.
  If the Characters insist on accompanying them, they won’t 
  object. They cross the river and take up rooms in Rugger’s 
  Boarding House (see  A Guide to Ubersreik, page 29). If 
  anyone offers to stay with them, they will insist that there is 
  no need, but again won’t object if someone takes another room 
  at the Boarding House. (Begrin refuses to allow anyone else to 
  share a room with them, accusing them of wanting to steal his 
  map as he sleeps!).
  Dieter and Begrin will be extremely cautious at this time. 
  Begrin remains in his room for the rest of the day, but Dieter 
  makes a few excursions to scout the area. If the Characters are 
  openly watching them (either because they are worried about 
  attacks by angry Dwarfs or mysterious Tileans, or because they 
  have begun to smell a rat), Dieter thanks them, whilst noting 
  their movements. If anyone is surreptitiously observing them, 
  Dieter may spot them on his rounds, though he will try to hide 
  the fact that he’s noticed them.
  an auDience with the queen
  That evening, the Characters receive an urgent summons from 
  Friedrich, asking them to meet him at the Exploding Pig. Once 
  they arrive, they find him standing outside the inn, clearly 
  agitated.
  ‘I’ve received a “summons” from someone calling herself “Queen 
  Vilda of Karak Branar!” She says we need to talk to her about our 
  plans to steal her gold! What do you think we should do?’
  Queen Vilda has decided to try to use diplomacy where violence 
  has failed. She has summoned Friedrich and the Characters 
  for an audience, to be held in the Axe and Hammer tavern. She 
  chose the Axe and Hammer as a neutral location (and because 
  she didn’t want the Characters to see the dilapidated condition 
  of Harataken Hold). She has sworn an oath of safe passage, 
  which any Dwarf Character knows should be enough to 
  guarantee their safety.
  If the Characters decide not to go, Friedrich reluctantly heads 
  off on his own, and will relay Vilda’s message to them later.
  The Axe and Hammer is a low, Dwarf-built stone building (see  
  A Guide to Ubersreik, page 22). It mostly caters to Dwarfs, but 
  Humans and Halflings are usually welcome. Today, however, 
  the Characters receive a frosty reception. The tavern’s patrons 
  glare at them as they make their way to the meeting room 
  at the back of the tavern. Word has spread, and now most of 
  Dawihafen knows that they are ‘going to rob the lost treasure 
  of the Harataki’.
  
  V
  83
  UBERSREIK ADVENTURES II — GREY MOUNTAIN GOLD
  Vilda sits behind the low stone table that takes up most of 
  the meeting room. Her ‘honour guard’, two older Dwarfs in 
  rusty suits of chainmail called Brokk and Buzt, stand behind 
  her. Human and Elf Characters are obliged to either sit on 
  uncomfortably low Dwarfen benches, or remain standing. One 
  of the Dwarfs introduces Queen Vilda, who then gets straight 
  to business. Read or paraphrase the following:
  ‘It has come to our attention that one of your party, one of my 
  clansmen, is in possession of a map to Karak Branar. It is our 
  understanding that you plan to use that map to travel to Karak 
  Branar, and to take for yourselves the treasures you find there.’ The 
  Dwarfs standing with Vilda tense up, and you’re fairly sure you can 
  hear them gnashing their teeth behind their beards, but the Queen’s 
  placid expression never changes. ‘We are sure, of course, that you 
  are unaware of the provenance of the hoard you seek. It is ours, our 
  family’s, our birthright. For generations we have sought to reclaim 
  our Hold, ever since it was taken from us by the foul Grobi, the 
  Greenskins. Were someone else to steal what is rightfully ours, they 
  would forever be our enemies. Their names would be entered into 
  the Harataki Book of Grudges, and would not be struck out until 
  they — or their descendants — had paid for their theft, with their 
  life’s blood should it come to it. But, as we said, we are sure this is all 
  just a misunderstanding, and that you never knowingly intended to 
  make yourselves our enemies.’
  Vilda hopes to convince Friedrich to hand over the map, but 
  isn’t in as strong a position as might immediately be apparent. 
  Clan Harataki is on its last legs. She refuses to pay for ‘what 
  is ours by right’ (because she can’t spare the coin). For all her 
  threats of grudges, the Harataki are too busy just trying to get 
  by to do more than occasionally hassle Characters.
  Vilda grows angry if someone mentions Begrin.
  ‘We have never heard of this “Begrin Belbaksson”. Perhaps he is from 
  some lost branch of our Clan. So much has been lost, so many of our 
  kin scattered across these lands. But he is dead to us now. Unless he 
  hands over the map, he will be a Harataki no more.’
  Vilda allows the Characters to leave, to consider their options. 
  Friedrich chats with them as they return to the Exploding Pig. 
  He feels sorry for Clan Harataki, of course, but has already 
  invested a lot of time and coin in the expedition. He is reluctant 
  to hand over the map without some compensation, but may be 
  swayed by the Characters.
  When they get back to the inn, there’s a message waiting for 
  them from Dieter. Begrin has been attacked, and the map has 
  been stolen!
  
  V
  WARHAMMER FANTASY ROLEPL AY
  84
  darker and darker, and a cold wind begins to blow off the river. 
  There is a threat of rain in the air. Just as Friedrich begins to 
  suggest giving up and returning to the inn, someone lights a 
  lantern in a nearby alley.
  The reason for the delay was to give Dieter and Begrin enough 
  time to loot Friedrich’s apartment (of what little he has left, at 
  this stage) and make their way to Todburgstrasse. Dieter joined 
  Johanna, while Begrin climbs to the roof of a house across the 
  street from the mouth of the alley, armed with a crossbow. 
  Johanna is waiting down the alley, between two warehouses. A 
  rickety wooden fence is at her back, with a small gate standing 
  ajar behind her. A flickering oil lantern hangs from the top 
  of the fence. She holds a sword at the ready, and beckons the 
  Characters closer. As they approach, they notice that the gate 
  behind her moves slightly, as if another figure is standing there 
  trying to get a better look at them (this is Dieter, who wants 
  them to think the rest of the Tilean gang is ready to rush out 
  at them).
  Johanna is nervous, but is trying to hide her fear with a 
  menacing demeanour. An Intuition Test opposed by Johanna’s 
  Intimidate reveals her nervousness. Winning the opposed test 
  by 2 SLs will reveal that the Characters’ numbers worry her. She 
  tries to establish control of the situation with a threat — once 
  again putting on a fake Tilean accent.
  ‘Now, let us get straight to business, si? My boys have you surrounded. 
  You try anything, you’ll be sleeping with the river eels, si? One 
  wrong move, and you’ll be pincushions.’ She pauses for a second, as if 
  waiting for something, then rolls her eyes and shouts, “I SAID ONE 
  WRONG MOVE, AND YOU’LL BE PINCUSHIONS.’ A bolt 
  flashes past you from above and behind, slamming into the ground 
  before you. She grins. ‘A warning, si?’
  What happens next is up to the Characters. If they ask to see the 
  map, Johanna backs up to the gate and receives it from Dieter. 
  She insists on seeing the coin first, but trades the map without 
  any funny business, then slips back through the gate, locking 
  it behind her. All three grifters then head for the river, where 
  they have a rowboat waiting (with the loot from Friedrich’s 
  apartment stashed inside — including all of the equipment 
  purchased from Gudrum).
  If the Characters try anything, Johanna’s in trouble. She screams 
  for help (dropping the accent) and backs up. Begrin fires from 
  the rooftop, but intentionally misses (roll for his attacks secretly). 
  Dieter slams the gate closed, locks it, and flees. If Johanna goes 
  down, Begrin tries to escape too, but by the time he reaches the 
  river, the rowboat is gone, with Dieter halfway across the Teufel. 
  Begrin slips away into the slums, hoping to avoid capture.
  THE RANSOM
  Begrin’s face is bruised, and a blood-stained bandage is wrapped 
  around his head. Dieter has tended his wounds, and reacts with 
  affront if another healer asks to look at him. (Begrin also chips 
  in, insisting that he is fine, and that his only concern is the 
  retrieval of the map).
  Dieter explains what happened. Begrin went to the market to 
  buy food. On his way back, he was accosted by a gang of six 
  Humans, five men and a woman. They beat him up, took his 
  coin, but more importantly, they took the map. Before leaving, 
  the woman — Begrin said she had a Tilean accent — told him 
  that if he wanted it back, he’d have to pay for it.
  What actually happened is that Begrin snuck out of the 
  Boarding House (with Dieter distracting anyone keeping 
  watch) and met up with Johanna. His bruises are real — he let 
  Johanna punch him in the face a few times — but the blood is 
  fake, and none of his injuries are serious. A Character making a 
  passive examination of his wounds can try a Challenging (+0) 
  Heal Test; success reveals that he’s clearly taken a beating, but 
  his injuries aren’t that bad. If they brush past Dieter and Begrin’s 
  objections and examine him more thoroughly, an Easy (+40) 
  Heal Test will reveal that the bloody head wound is mostly 
  made up, and that he’s taken no more than a light pummelling.
  Assuming the Characters accept Begrin’s story, Dieter goes over 
  the ‘Tileans’’ terms. They want Friedrich to deliver 100 Silver 
  Shillings to Todburgstrasse that night. They want Friedrich to 
  deliver the coin by himself, though Dieter agrees that’s obviously 
  out of the question. He suggests the Characters accompany 
  Friedrich for the exchange, while he remains behind to tend to 
  Begrin. (He wants them out of the way so that he and Begrin 
  can strip Friedrich’s apartment of valuables).
  Friedrich reluctantly agrees to pay the ransom — he’s invested 
  too much into this endeavour to give up now. He departs to 
  gather the money, tapping the last of his reserves and even 
  begging for loans from a few friends. However, he has a 
  problem — he only manages to scrounge together 82 Shillings. 
  Dieter frowns (he didn’t realise Friedrich was so short of funds), 
  and offers to contribute another three Shillings from Begrin 
  and himself. He then looks expectantly at the Characters. Even 
  if they don’t manage to gather the ransom amount, Dieter 
  suggests making the offer anyway. Hopefully, the ruffians will 
  be reasonable...
  Todburgstrasse is near the slums of the south-side docks, just 
  north of the Merchants’ Quarter. It runs north towards the river, 
  with tall warehouses on the west side and poorly built houses 
  along the east. As night approaches, the streets grow quiet, and 
  the Characters find themselves alone with Friedrich. It gets 
  
  V
  UBERSREIK ADVENTURES II — GREY MOUNTAIN GOLD
  RESOLUTION
  If the Characters hand over the ransom, they return to 
  Friedrich’s, only to find it ransacked and their business partners 
  gone. A look at the map finds it fairly convincing, with a number 
  of landmarks noted in Dwarfen script, but someone with 
  a good knowledge of the Grey Mountains (such as Gudrum 
  Nordwander or Queen Vilda) immediately realises that it’s a 
  fake. Some of the landmarks are real places, but are nowhere 
  near each other, while others are entirely fictional. 
  If any of the grifters are captured, the Characters must decide 
  what to do with them. If they are taken to the authorities, they 
  are thrown in a cell and promptly forgotten, as the Altdorfers 
  running Ubersreik have more important things to worry about. 
  If they give them to Queen Vilda, Dieter and Johanna are never 
  seen again. Begrin, however, is seen a few days later, sporting 
  a new hairstyle. He took the Slayer’s Oath to avoid a death 
  sentence, but is in no hurry to fulfil it.
  If the ransom is still in Friedrich’s hands at the end of the 
  adventure, he is extremely grateful. He pays the Characters 5 
  Shillings each for their trouble. His near-ruin at the grifters’ 
  hands convinces him to change his ways, and he goes to his aunt 
  Marta and asks for a job. He tells her about what happened, 
  mentioning the very capable band of adventurers who helped 
  him. She sends them a note expressing her gratitude, along with 
  an additional reward of 10 Shillings. She might have some work 
  for them in future.
  rewarDs
  Award the following experience points at the end of the 
  adventure:
   
  Y
  100-150 for completing the adventure and good 
  roleplaying 
   
  Y
  50 if the grifters didn’t escape with the ransom
   
  Y
  25 for each captured grifter
   
  Y
  15 for avoiding the Dwarf mob
   
  Y
  10 for sensitive dealing with Queen Vilda
  
  86
  AI
  A GUIDE TO BLACK ROCK
   •
  •
  A guide to the Duchy of Black Rock, with observations on the humbling of House Jungfreud
  WELCOME TO BLACK ROCK
  ‘Black Rock? You only need to know four things about Black Rock. It’s 
  why the von Jungfreuds are so rich. The duke’s bad mood is hanging 
  over the whole place. The hills are crawling with troops. And nobody 
  wants to buy fine quality cooking ware.’ 
  — Gertrude Walter, tinker
  West of Ubersreik lies the Duchy of Black Rock, ancestral 
  home of the von Jungfreuds. Graf Sigismund has retreated here 
  to brood in Castle Neufaljung, furious at Karl-Franz for seizing 
  his birthright, the town of Ubersreik. Now Sigismund plots and 
  prepares his regiments and mercenaries for action, surrounded 
  by his discordant family and countless loyalist refugees. 
  Black Rock, the highland fastness of the von Jungfreuds, 
  a source of untold wealth, and home to the magnificent 
  and impenetrable Neufaljung Castle. Emperor Karl-Franz and 
  his lackeys in Ubersreik look on in frustration while Graf 
  Sigismund and his loyal armies gather their strength to regain 
  his rightful dominion. For millennia, this country has bred 
  hardy, loyal folk with Sigmar in their hearts and determination 
  in their blood. Today, the Grey Mountains thrive with industry 
  as yet more mines bring forth their bounty of coal and iron. 
  Greenskins and the beasts of the Dark Powers tremble in fear 
  at the highly professional mercenary forces of Duke Zenechar 
  Trott and the countless regiments marching under the stag 
  banner of the Jungfreuds.
  
  87
  AI
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  Black Rock is the source of his strength, from the Black Rock 
  Mines which churn out iron ore and coal to the impregnable 
  walls of Neufaljung itself. 
  But the duchy faces threats from without and within. From 
  the mountains to the south, there are rumours of restless 
  Greenskins. By the River Teufel, the locals are on constant alert 
  for signs of aggression from Altdorf and attempts to plunder 
  the mineral wealth carried by barge to the trading centres of 
  the Reikland. More covert dangers also threaten the security of 
  the duchy. General von Dabernick has sent spies and saboteurs 
  from Ubersreik to gather intelligence and undermine the Graf ’s 
  power. There are even schemes within Neufaljung to humble 
  Duke Sigismund once and for all.
  HISTORY
  Before there was an Empire, this land was Kol Grimaz (‘land 
  of blackstone’) a hinterland of the Karak Azgaraz territories. 
  It was never particularly prized by the Dwarfs, who found 
  limited deposits of iron and thousands of Greenskins. A few 
  minor clans established themselves by clearing out the larger 
  tribes of Orcs, culminating in the Battle of Kol Grimaz, which 
  was notable for breaking Greenskin power in the region. But 
  the dominant Twainbeard clan was disgraced, and the land 
  remained sparsely populated.
  Around the time of Sigmar, the Jung Frewida clan came to 
  prominence, emerging from their primitive roundhouses in 
  the Vongal Knolls to ally with other Unberogens. They built 
  a timber fort where Castle Neufaljung stands today, which 
  enabled their ascendance over the local tribes. After the 
  establishment of Sigmar’s Empire, records in Altdorf refer to 
  a chieftain called Heorod. A local folktale tells that he pursued 
  a mighty Preyton over several days before slaying it with his 
  axe near the banks of the Teufel. The Preyton — a corrupted 
  beast resembling a winged stag — became the symbol of the 
  Jung Frewida, although in subsequent centuries the depiction 
  evolved into that of a natural stag.
  Over the centuries, the ambitious Jungfreuds moved towards 
  the Reikland’s centres of power. Black Rock would have become 
  a forgotten backwater if it wasn’t for the rich seams of iron ore 
  and coal found in the Grey Mountains. When mining began in 
  earnest during the 10th century IC, the family began to guard 
  their holdings jealously as the Black Rock Mine established an 
  important trading relationship with the Reikland and western 
  Wissenland. When the manufacture of blackpowder weapons 
  came to prominence in Nuln, the supply of coal became a source 
  of considerable wealth.
  Poor agricultural land kept Neufaljung and Black Rock Mine 
  the dominant settlements, and few villages sprung up across 
  the centuries. Oberteufel and Alteberg grew at crossing points 
  where road or river travellers could stop and store or exchange 
  their goods. The Abbey of Lengsrath became a significant 
  religious centre for several centuries, but it ended in fire and 
  ruin when the cult of Sigmar uncovered the abbots’ heretical 
  practices.
  Neufaljung Castle grew from a simple wooden fort to a stone 
  castle as the Jungfreud’s increased their wealth and power. Over 
  the next 1,500 years, the stronghold began to sprawl around and 
  into the gorge that forms its foundation, sending forth great 
  stone wings, sprouting towers, and emplacements as successive 
  dukes invested in their own security. For many decades, the 
  Jungfreuds came and went from Black Rock, dwelling there 
  only when their fortunes in Ubersreik waned or Reikland was 
  invaded or beset by war. During the Vampire Wars, Haleth’s 
  Wing of the castle was completed just as Vampire Lord Vlad 
  von Carstein attacked Ubersreik and took Duchess Ilona von 
  Jungfreud. The family and their retainers retreated, but they 
  were cut off by the undead, and the Jungfreuds vowed to fight to 
  the death — some fought beyond death, albeit on the opposing 
  side. When they fought clear, the Graf swore that there must 
  always be a Jungfreud at Neufaljung to ensure the line is 
  unbroken — an oath upheld to this day.
  The highland defences of Black Rock have kept the lands 
  protected from major invasions, although during the 24th 
  century there were recurring incursions by the Cragstompa 
  Savage Orcs who descended from the mountains in screaming 
  mobs. The attacks stopped mysteriously with a final invasion in 
  2412, and the tribe have not been seen since.  
  More recently, recurring wars with Parravon have seen Black 
  Rock on the front line. During the Fifth Parravon War, 
  Bretonnians rampaged unopposed across the duchy for several 
  months, with only Neufaljung undefeated. The Parravon troops 
  finally retreated amid rumours that they were being torn apart 
  in their beds by a dark lady who swept from the shadows. 
  The duke’s wife, Lady Gotlinde, is said to have met with the 
  enigmatic figure. Only a handful know that the duchess swore 
  on her son’s life not to reveal that Duchess Ilona had returned 
  more than 460 years since she was taken.
  
  TIMELINE OF THE DUCHY OF BLACK ROCK
  A summary of the major events in the history of the Duchy of Black Rock.
  C. –650 IC
  The Battle of Kol Grimaz. A huge force of 
  Orcs swarms across the land known to the 
  Dwarfs as Kol Grimaz. During a climactic 
  battle in the Ruhig Valley, the Runepriest 
  Brak Cragmane strikes an almighty rune 
  of destruction, slaughtering thousands at 
  once. The Karak Azgaraz Book of Grudges 
  records that the Greenskin corpses lay 10 
  feet deep on the valley floor. The Dwarfs 
  set the dead alight and leave them as an 
  example to their kin.
  C. −234 IC
  The Grey Dwarfs reconcile with their 
  brethren in the Worlds Edge Mountains. 
  The Twainbeards of Kol Grimaz refuse. 
  They are disgraced, exiled, struck from the 
  records, and their halls left to ruin.
  C. 0 IC
  Unberogens are living in the Vongal Knolls 
  in simple wattle and daub huts. A clan 
  known as the Jung Frewida have a wooden 
  fort on the River Ruhig from whence they 
  offer tribute to the ascendant Sigmar 
  Heldenhammer of Reikdorf. 
  197 IC
  Odalrich founds House Jungfreud and takes 
  Ubersreik. He entrusts his territories in 
  Black Rock to his wife Eadlyn, who leads 
  an unsuccessful raid to the north to take 
  Ettlindal. For the next few centuries, the 
  Jungfreuds neglect their ancestral seat in 
  favour of Ubersreik and attempt to expand 
  within the Reikland.
  560 IC
  The Dragon Ogre Shaggoth Skarnarek 
  awakes from his slumber in the Grey 
  Mountains and rampages through the 
  region, destroying settlements and razing 
  the Jungfreud fort. He is beaten back by 
  a combined force of Dwarfs and Humans 
  from Ubersreik. The beast returns to 
  slumber in the mountains, and the locals set 
  about rebuilding. 
  C. 990 IC
  Iron ore and coal are first mined in Black 
  Rock, causing friction with the Dwarfs 
  of Karak Azgaraz — partly because they 
  consider this disputed territory and partly 
  because they find primitive open-cast mining 
  offensive. With wealth from the mines, the 
  Jungfreuds set about building the stone keep 
  at Neufaljung.
  1111-1115 IC
  The Black Plague. When the plague 
  comes to Ubersreik, the Jungfreuds flee 
  to Neufaljung and cut off traffic into the 
  duchy. When the town is razed by Skaven in 
  1121, the Jungfreuds are safe in their castle. 
  This puts them in disgrace with the other 
  noble families of Ubersreik who ally with 
  Mandred ‘Skavenslayer’ in his battle to 
  liberate the town. In 2512, the current duke 
  occasionally refers to the Altdorf troops as 
  ‘the second plague’. 
  1681 IC
  The Night of the Restless Dead. The Orc 
  dead from the Battle of Kol Grimaz pull 
  themselves from the ground and rampage 
  across the duchy. Many fight amongst 
  themselves in eerie silence, but the remainder 
  pour through the land and devastate 
  Alteberg, Veloren, and many farms. For 
  one night, the skeletons besiege Neufaljung 
  Castle. At daybreak, the undead collapse 
  into great heaps of bones once more. 
  1940 IC
  When Drachenfels poisons the ruling 
  Bruners of Ubersreik, Graf Gulden von 
  Jungfreud marches his army into the city. 
  He points out that his family supplied the 
  stone for Castle Black Rock, so he’s only 
  reclaiming what was already his.
  2003 IC
  Lengsrath Abbey is founded to provide a 
  home for an order of monks whose sudden 
  loud and public displays of religious fervor 
  had been deemed somewhat irritating by 
  local nobility. Gräfina Ursula von Jungfreud 
  remarks, ‘I’m all for piety in its proper 
  place. For the Order of Devout Sacrifice 
  that place is several miles away in the 
  middle of the moors’.
  2280 IC
  Priestess Sabine Heistlenburger uncovers 
  the unholy coven at Lengsrath Abbey. The 
  Abbess is executed and the village and abbey 
  destroyed.
  2398 IC
  Graf Conrad von Jungfreud funds an 
  expedition to Lustria by Captain Ingo 
  Bedauer-Schmidt. Many sailors are recruited 
  from the duchy. When a few survivors 
  return in 2415, they bring back tall tales, 
  a great deal of loot, and a captive Skink. 
  The preserved corpse of the Skink can still 
  be seen behind the bar in the Helmsman’s 
  Arms in Flussberg. 
  2474 IC
  The Fifth Parravon War. When the Duc of 
  Parravon attacks the province of Ubersreik, 
  his forces devastate Black Rock. Bands of 
  men-at-arms roam the country defiling farms 
  and villages, killing their inhabitants. 
  2495 IC
  Graf Sigismund inherits the title from his 
  father and moves his court to Ubersreik. 
  He had never liked Neufaljung and is glad 
  to see the back of the ancestral seat.
  2512 IC
  The Jungfreuds and their retainers flee 
  before Karl-Franz’s army. They are smuggled 
  into Black Rock on a coal barge. The duke 
  orders that anyone who witnessed this 
  indignity could choose to be blinded or sent 
  to Ostland with a small stipend.
  
  AI
  89
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  BLACK ROCK TODAY
  For many centuries, the Duchy of Black Rock was a source 
  of wealth and a refuge where the Jungfreuds could retreat in 
  times of strife. While they ruled in splendour from Black Rock 
  Castle in Ubersreik, their ancestral seat of Neufaljung has been 
  maintained by Lady Gotlinde, the castellan and duke’s mother, 
  and her meagre staff. 
  After their humiliation in Ubersreik, Graf Sigismund retreated 
  to Neufaljung with his household. What had been a place of last 
  resort for many centuries was now a haven from the political 
  chaos of the Reikland. The duke secured an alliance with the 
  Trotts of Tahme — a military force relatively independent 
  from Reikland politics. In recent months, he married his son 
  Sigismund to Lady Greta Trott in the Chapel of Sigmar at 
  Neufaljung.
  Today, the duchy is a hive of activity. The mines have stepped 
  up production and barges sail down the Elster laden with ore 
  and coal. The duchy is crawling with mercenaries (including 
  the notorious Trott’s Marauders) and the household regiments 
  are on permanent manoeuvres. Labourers toil in the valleys, 
  fortifying the approaches to the castle. The threat of war is in 
  the air.
  At the heart of the tumult is Graf Sigismund himself, as 
  controlling as ever. But his mind is starting to unravel…
  PROVINCIAL RULERS
  House Jungfreud has absolute power in Black Rock. They 
  dominate the duchy from their seat in Neufaljung and little 
  happens without their explicit permission. Graf Sigismund 
  is the primary authority; village headmen and women are 
  expected to follow Sigismund’s orders and report to him on 
  request. His sister Hild is War Marshall, with responsibility 
  for the state troops under the family’s  command. The region 
  resounds to the drums and warhorns of three state regiments, 
  drawn from across the county and exiles from Ubersreik. The 
  Jungfreud coffers have been opened to equip them with new 
  armour, weapons, and artillery.
  The exception to the duke’s rule is Alteberg, where Captain 
  Absolem Trott has taken advantage of the alliance between 
  his family and the Jungfreuds to run the local area as his own 
  private kingdom. This is enforced by his mercenary army, which 
  is encamped in the south-east of the duchy. 
  The cult of Sigmar is largely subservient to the Jungfreuds 
  in Black Rock, who show the appropriate respect to the cult 
  rather than any particular devotion. The temples in Alteberg, 
  Veloren, Oberteufel, Flussberg, and Black Rock Mine are 
  well maintained thanks to ducal stipends. The priests are loyal 
  to the Jungfreud cause, finding theological justifications for 
  standing against the Emperor. The exception is Father Rostein 
  in Oberteufel, a young priest who resents the domineering duke 
  for allowing the witch hunter Klaus Laufft to effectively run the 
  village. For now, Rostein is keeping his disloyalty quiet.
  The cult of Ulric has little political power in Black Rock. The 
  Grey Wolf Temple in the mountains attracts traffic through 
  the region, but otherwise there are only a handful of shrines 
  dotted around the landscape where wolves are found. There are 
  rumours that Graf Sigismund has been in discussion with an 
  anti-Sigmarite Ulrican priest, but this may be a lie put about to 
  discredit the duke.
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  90
  RUMOURS
  GMs can use these rumours on the road or in the taverns and 
  inns throughout southern Reikland.
   
  0 ‘Watch yourself if you’re going to Alteberg. Jungfreud’s hired Trott’s 
  mercenaries and they’re already acting like they own the place.’
   
  0 ‘The hermit on Zerzaust Moor knows how to get into Aldun’s Cavern 
  but he’s not talking because he wants all the gold to himself.’
   
  0 ‘The graf’s building towers down the valleys to keep Karl-Franz out. 
  The Emperor might have made some odd decisions lately, but he’d 
  be an idiot to invade Black Rock.’
   
  0 ‘A bunch of starving goblins hid under a bridge on the Coal Road 
  the other week and attacked a couple of pedlars. They were just about 
  to tuck in when the duke’s halberds turned up and skewered the lot. 
  Still… I’d rather face a couple of mangy Greenskins than be asked 
  for ‘a donation’ by another bunch of bully boys in silver and blue.’
   
  0 ‘Half the ore barges on the Elster are empty decoys. The other half 
  are full of soldiers. It’s the third half that have the coal and ore and 
  stuff in them.’
   
  0 ‘Some mountain men came down to the mines the other day and they 
  reckon the orcs are massing again. Gobbos and trolls with ‘em too.’
   
  0 ‘Zenechar Trott’s got his eye on Black Rock. He’s going to get Graf 
  Sigismund bumped off then he’ll get his daughter to take over. Not 
  his son, he’s a maniac.’
   
  0 There’s spies all about Black Rock you know. Lady Nacht of 
  Ubersreik has sent ‘em, disgused as all sorts of folk. Come to think 
  of it, you lot have been asking a lot of questions, haven’t you?
  GOING TO BLACK ROCK
  A party of adventurers might travel to the Duchy of Black Rock 
  for several reasons:
  The Imperial authorities in Ubersreik and Altdorf want to know 
  what Graf von Jungfreud is planning. Lady Nacht and other 
  agents of Karl-Franz are looking for adventurers to be spies 
  and saboteurs. Likewise, powerful vested interests in Ubersreik 
  such as the Merchants’ Guild want to prevent the duke from 
  returning to power.
  Likewise, some wish to see Graf Sigismund returned to power 
  in Ubersreik. Even his rivals among the nobility are aghast at 
  the precedent that may be set should the Emperor be allowed to 
  so freely revoke the rights and priviliges of a noble house. They 
  may well send agents to the Graf as a means of lending him 
  clandestine assistance towards re-establishing his rule.
  Graf Sigismund has agents across the Reikland, looking for 
  resourceful ne’er-do-wells to help with his various schemes. The 
  pay is good if you’re discreet, and his relative desperation may 
  see him turn to the sort of people that the powers in Ubersreik 
  might balk at dealing with. Rikard Fischer is the duke’s roaming 
  agent, but he has many contacts.
  Mercenaries, Miners, Artisans, Wizards, Engineers, Boatmen, 
  and Rangers are in great demand and the duke has the coffers 
  to hire them. Almost any other Career could be a factor in one 
  of his many plots or schemes (see page 113.)
  Powerful people in the Western Empire have their eyes on 
  what’s happening around Ubersreik. Many a curious patron 
  wants to know what’s going on in Castle Neufaljung and 
  its  surroundings — nobles who fear for their own estates, 
  guildsmen worried about trade, or Dwarf thanes troubled by 
  instability so close to the Grey Mountains.
  WHICH ROCK, EXACTLY?
  In a tradition mirrored across the Empire and beyond, there 
  is more than one Black Rock. To prevent any confusion, the 
  reader should be aware of the following.
  ‘Black Rock’ refers to the fortified district of Ubersreik that 
  contains a complex of assorted walls, towers, and administrative 
  and civic buildings.
  ‘Castle Black Rock’ lies at the heart of this district. Built with 
  stones quarried from the Grey Mountains, the castle is the 
  administrative heart of the town and is currently occupied by 
  General von Dabernick.
  The ‘Duchy of Black Rock’ lies to the West of Ubersreik, and 
  is the ancestral holding of the Jungfreuds. Despite the changes 
  in Ubersreik, the Duchy of Black Rock remains under their 
  control, though no one is sure if this situation will last.
  Not to be confused with Castle Black Rock is Castle Neufaljung, 
  a much more ancient fortification and the ancestral home of the 
  Jungfreud family. It is to here that Graf Sigismund retreated, 
  both to lick his wounds from the battle over Ubersreik, and to 
  plan his next steps.
  
  AI
  91
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  BLACK ROCK: A VISITOR’S GUIDE
  The Duchy of Black Rock is a hard land, where the Grey 
  Mountains slope down to moors broken by jagged crags and 
  exposed blackstone, the unyielding dark granite that gives the 
  region its name. The fast-flowing rivers carve ravines through 
  the foothills, carrying the wealth of coal and mineral ores that 
  have kept Jungfreud influence alive, even when the winds of 
  politics have blown against them. 
  The people of Black Rock have made their homes in the valleys, 
  with roads, canals, and farms criss-crossing the land. The duchy 
  covers a roughly circular area about 20 miles across. To the south, 
  the duke’s territory climbs into the Grey Mountains, where the 
  River Elster cascades from the heights and Black Rock Mine 
  pours out it’s bounty. The eastern reaches are bordered by the 
  River Teufel and the fertile hinterland of Ubersreik. In the 
  north and west, a plateau falls away to the border with Ettlindal, 
  overlooked by the apparently impregnable Castle Neufaljung, 
  ancestral home of the Jungfreud dynasty. 
  ‘We came to a rising ground. Below us was a hollow, not unlike a 
  huge cauldron, hollowed out of the earth; and at the bottom of it a 
  valley. The rock-strewn ground was divided by a small rivulet that 
  ran in serpentine windings, its banks embedded with boulders. My 
  Dwarf compatriot fell into a poetic rapture as he pointed out to me 
  the abundance of iron ore found hereabouts, while our noble friend 
  became impatient at our conversation and complained greatly until 
  he was interrupted by a Beastman’s javelin that embedded itself in 
  his face.’
  — Master Halver Dreiklang, Imperial Geographic Society
  ‘If you’re looking for work and know the pointy end of a sword from 
  the blunt end, get yourselves to Black Rock.’
   — Captain Adelhard Benz, Mercenary Captain
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  92
  THE LIE OF THE LAND
  The landscape is one of highlands, from the Grey Mountains in 
  the south-west to the rolling foothills of the north-east border 
  with Karstadt. The valleys have thin forests with outcroppings 
  of black granite and fast-flowing rivers wending their way to the 
  Vorbergland many miles below. The flatter country is dominated 
  by uncultivated moors and peat bogs where wind-blasted trees 
  cling to the sparse earth.
  Zerzaust Moor is a bleak plateau at the centre of the Duchy, 
  scarred by rocky escarpments and dotted with dark, peaty pools. 
  At the western reach stands the haunted Black Cairn and the 
  ruins of Lengrath.
  the rivers
  Countless streams trickle through the gorges and valleys of the 
  duchy, but there are two significant rivers: the Elster and the 
  Ruhig.  
  River Elster
  The River Elster runs from Black Rock Mine along the Elster 
  Valley to Flussberg, where it joins the Teufel. The banks on 
  the upper reaches are streaked with soot and runoff from spoil 
  heaps that blight the hillsides around the mine. The Elster 
  connects industry with the wider Reikland, with barges sailing 
  down the fast-flowing waters with their cargo of iron and coal. 
  After Alteberg, the Elster cascades down 40 feet of steep rapids 
  at the Wichtel Falls, but boats take the Felber Canal through 
  the hills. The canal has steep embankments, several locks, and 
  a short stretch of tunnel. Punting through the darkness is 
  disconcerting, and boatmen habitually throw a brass penny into 
  the river as an offering to Murtull, an obscure local spirit who 
  presides over subterranean waters.
  Even during times of peace, the duke’s troops were charged 
  with protecting the Elster’s cargoes. Now the river has become 
  so vital that Jungfreud ensures constant patrols on the valley’s 
  roads. The stretch below Alteberg has been entrusted to 
  Absolem Trott’s care (see page 97).
   
  0
  Many people are interested in the coal and ore shipping down the 
  Elster — and how much grain and weaponry is being carried into 
  Black Rock. Spies from Ubersreik watch the river traffic carefully, 
  which has not escaped the duke’s attention. He wants a party of 
  resourceful Characters to engineer a deception to throw General 
  von Dabernick’s agents off the scent.
   
  0
  Last week, a boat entered the Werber Canal tunnel in broad 
  daylight carrying a small party of entertainers returning from 
  Black Rock Mine. The boat never came out of the other end. The 
  Characters are contacted by a worried boat owner in Flussberg 
  who wants to know what happened. Is it coincidence that one 
  of the troupe was a conjuror? Is it linked to the eerie children’s 
  singing that boatmen claim to hear in the tunnel?
   
  0
  Someone has done the maths, and realised there is a small fortune 
  in brass coins on the river bed of the tunnel section of the River 
  Elster. Albi Fusswasser is looking for a team of brave sorts to 
  help her recover them by night, when the tunnel is rarely travelled. 
  She’s willing to pay a Gold Crown a night, and tripple that if they 
  can provide their own barge. As for the risk, well who outside of 
  Black Rock has even heard Murtull anyway?
  COAL AND 
  CONJURATIONS
  THE LEGEND OF ALDUN’S CAVERN
  Many centuries ago, there lived a shepherd named Aldun. While 
  seeking a lost ram, he chanced upon a rocky hollow in Zerzaust 
  Moor, almost hidden by the heather. He heard bleating and 
  climbed down, only to find a narrow fissure in the rock; a 
  gentle wind blew. Aldun clambered into a short passage, which 
  opened out into a colossal cavern. Far below, a broad river 
  flowed through a subterranean valley. The vast deeps were lit by 
  a strange glowing rock, revealing houses, temples, and statues 
  along the riverbank. 
  As Aldun scrambled down, he explored the buildings. No beings 
  dwelled there, but the rooms were full of gold and silver, and 
  the tables were set with warm food, as if the inhabitants had just 
  departed. He ate well and slept in a richly-appointed mansion 
  before returning to the surface with plans to tell his family and 
  return for the gold. But when he returned to Veloren, his mother 
  and father said he was making excuses for losing his flock. Aldun 
  vowed to return with proof, but he was never seen again.
  Today, the legend of Aldun’s Cavern is a tale for credulous 
  travellers, but many believers have tried and failed to find the 
  entrance.
  The Vongal Knolls are north of the Ruhig Valley and Neufaljung 
  Castle, uplands covered by small hillocks and mounds. The 
  name comes from the Khazalid word for Human raiders, 
  referring to the early tribes that lived there. Now the knolls 
  are home to bandits hiding from the duke’s patrols in the maze 
  of shallow valleys. A solitary inn stands alone amongst the 
  hillocks. The Amber Child rarely has patrons — the innkeeper 
  is monosyllabic, and the atmosphere is eerie — but for some 
  reason it stays in business.
  
  AI
  93
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  River Ruhig
  The River Ruhig pours from springs on the plateau south of 
  Neufaljung Castle, rushing past Veloren, and into the Barony 
  of Ettlindal. Huge boulders fill the river in several places, and 
  countless natural weirs make it impassable by boat. The banks 
  are wooded with stunted, windswept oak and beech trees, their 
  roots clinging to the exposed stone outcroppings. Where it 
  meets the plains, the Ruhig broadens and slows. This stretch 
  of the river flows through the only true farmland in the duchy, 
  where it nourishes the hardy crops. Ruhig water is exceptionally 
  refreshing and it is said drinking it brings good luck. For 
  thousands of years, it has been the source of freshwater for the 
  von Jungfreuds in the castle, although recent events in Ubersreik 
  suggest any fortune-granting powers it had are exhausted.
  In the past six months, the duke has undertaken extensive works 
  in the Ruhig Valley, building up a line of defences concentrated 
  on the river crossing at Veloren. A series of towers and 
  emplacements are partly complete — work parties of labourers 
  are a common sight.
  A LETTER
  OF MARK
  THE APPLE
  OF MY SPY
   
  0
  Downstream of Veloren is a natural orchard, the sole source of 
  Ruhig apples. Eaten fresh, they’re bland and powdery, but they 
  make excellent cider. Lady Gotlinde has heard that a gang of 
  Halflings are meticulously planning a daring scrumping raid. Can 
  she find someone to stop them?
   
  0
  The farmers of the lower Ruhig Valley are feeling vulnerable. 
  Although they’re overlooked by the towers of Castle Neufaljung, 
  they’re petitioning the duke for additional protection — an infantry 
  company at least, and hopefully a watchtower to keep them safe 
  from Altdorf’s attentions. The miller Bryn Windig wants to hire 
  someone to fake a series of Altdorfer attacks on the outlying farms 
  so that the duke takes them seriously.
  Ettlin Reach
  Ettlin Reach flows fast from the mountains, delineating the 
  western border of the duchy before crossing into the Barony of 
  Ettlindal where it becomes navigable by boat. The river has cut 
  a deep gorge through the hills and its steep banks are pocked 
  with caves and overhangs. A forgotten tunnel descends from 
  the ruins of Lengrath down to the river, the entrance partly 
  flooded and concealed by hanging ivy.
   
  0
  The Sturzen Bridge carries the Coal Road high over the Ettlin 
  Reach. On the western side is a fortified inn, the Miner’s Drop. 
  Graf Sigismund pays the innkeeper Gabriella Halte to maintain a 
  small unit of soldiers in permanent residence, who keep the bridge 
  open. Last night, some of the patrons saw a massing of hooded 
  figures at the bottom of the valley. They were short and swarmed 
  like vermin, but they were gone in the morning. Now the soldiers 
  are in a state of high alert and paranoid that they are about to be 
  attacked by Goblins or worse.
   
  0
  The Ettlin Reach marks the border between the Duchy of Black 
  Rock and the Duchy of Hopfberg. Baroness Alanna von Hopfberg 
  has always envied the wealth of her neighbouring duchy and has 
  a slavish admiration for the decisive action of Karl-Franz. She is 
  willing to sponsor banditry in Black Rock to steal ore and coal 
  from the mines and frustrate Sigismund’s plans to take back 
  Ubersreik. Her agents are looking for resourceful individuals who 
  can work on her behalf and organise the bandits in the Vongal 
  Knolls into a more coordinated force.
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  94
  the roaDs
  The Duchy of Black Rock consists of harsh and unforgiving 
  terrain, and its carefully maintained network of roads is essential 
  to getting around in any degree of comfort or safety. The Graf ’s 
  road wardens are meticulous in collecting tariffs, though the 
  actual fees charged are considered reasonable for the region. In 
  an example of civic responsibility somewhat rare elsewhere in 
  the Empire, the monies collected are strictly reserved for the 
  maintenance and security of the roads. A cynic might point out 
  that this is likely done to ensure that the Graf ’s many mines are 
  able to get their bounty to market, but Graf Sigismund would 
  quickly hang anyone indiscreet enough to claim as much in his 
  presence.
  At the moment, the roads are frequently patrolled by 
  mercenaries loyal to Sigismund, and most travellers can expect 
  to be interrogated about their comings and goings. Still, the Graf 
  has left orders for trade to continue with as little interference as 
  possible, so those carrying goods or in possession of a desirable 
  skill or trade will be allowed to go on their way after a brief 
  perfunctory interview.
  Grey Lady Road
  The Grey Lady Road passes along the northern bank of the 
  Teufel. It is a busy, well-maintained thoroughfare with traffic 
  to and from Bretonnia, the mountain Dwarf Holds, and the 
  free territory of Frugelhorn. Originally a Dwarf route, there are 
  several stretches where the road rises above the banks of the 
  River Teufel on stout stone pillars, leaving dark, hollow spaces 
  beneath.
   
  0
  Two miles before the Coal Road reaches Black Rock Mine from 
  the east, there is a well. The water is clean, but it’s teeming 
  with hundreds of large frogs. Nobody knows who started eating 
  them, but they are absolutely delicious. Most frog-eaters prefer 
  to keep their habit secret because they don’t want others to 
  exhaust their supply. The problem started when Pieter the road 
  warden tried eating the tadpoles. Now he won’t wake up and he’s 
  covered in some sort of clear jelly. His desperate partner Dudlen 
  surreptitiously asks the Characters to help.
   
  0
  Halfway along the Coal Road is a simple lodge where Coal 
  Guard patrols bunk down at night.  Originally a Dwarf ruin, it 
  offers little more than basic comfort — just a central hearth and 
  dozens of straw pallets. When the Characters are passing by, a 
  bloodied, dying man dressed in the regimental uniform stumbles 
  out of the doorway. He presses a crude map of the mountains 
  into their hand before dying. Marked on the map are three arrows 
  indicating mountain passes. There are two words: ‘Crag Stomper’. 
  What could it mean?
   
  0
  The Characters pass a large cart carrying something lumpy covered 
  with a tarpaulin. It’s driven by a group of anxious roustabouts led 
  by Giuseppe da Ezzalio, a charismatic showman (and petty magic 
  user) who can’t contain his excitement. They’re carting a subdued 
  Troll to Ubersreik for the pit fight to end all pit fights. Providing 
  da Ezzalio remembers to administer the right Sleep spell at the 
  exact right time, they’ll be perfectly fine. But just to be safe, 
  he’d like to hire a few extra hands to replace those he lost to an 
  unfortunate Troll vomit incident.
   
  0
  On a stormy night, a nameless barge is washed under the Grey 
  Lady Road and sticks fast between the supporting Dwarf pillars. 
  News travels fast and next day several parties race to reach the 
  boat to ‘help’. The Boatsman’s Guild of Ubersreik, the Halfling 
  Lowhaven clan, and a small contingent of castle guards from 
  Schluesselschloss are especially keen to get there first. Is it bad 
  or good luck that the Characters are on the scene before any of 
  them?
  THE TROLL
  TOLL
  THE TADDLE
  TALE
  Coal Road
  The road running from Black Rock Mine to the waystation at 
  Flussberg is known as the Coal Road. Travellers can expect to 
  be questioned by passing military patrols about their business 
  in the Elster Valley. The ‘Coal Guard’ regiment is specifically 
  charged with patrolling from Black Rock Mine to the 
  waystation alongside coal and ore barges. It’s a dull, miserable 
  task, and Captain Agatha Blutz is troubled by desertion and the 
  unwanted attentions of Absolem Trott’s mercenaries, who roam 
  the valley trying to stir up trouble.
  
  AI
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  DEAD MEN TELL 
  SOME TALES
  Neufaljungweg
  The ascent from Flussberg to Neufaljung Castle is marked by 
  a steep road known as Neufaljungweg, descending towards the 
  Teufel through a deep gorge. It is paved with stone blocks, 
  making it excellent going in fine weather but treacherous in 
  snow or rain. Halfway between the castle and the river is a 
  gibbet, where the duke hangs anyone suspected of spying for 
  Altdorf.
   
  0
  Last night, the hanged man on the gibbet spoke. As a small party 
  of travellers hurried toward Veloren, he asked them in a cultured 
  Altdorfer’s voice whether they could spare a drop of water and in 
  return he’d tell them a secret. The travellers fled and told anyone 
  who would listen, including the Characters. Perhaps they’d like 
  to investigate?
   
  0
  Neufaljungweg is a critical route from the Jungfreuds’ castle 
  to the rest of the Reikland, but it is vulnerable to landslides 
  and rockfalls. Agents from Ubersreik are planning to detonate 
  blackpowder above the road to cut off supplies from the east. The 
  Characters overhear the saboteurs conspiring in the White Ship 
  tavern in Veloren. Should they report to Neufaljung, try to stop 
  the plot, or offer to lend a hand?
  travel in black rock
  The rivers, canals, and roads criss-crossing the duchy make travel 
  fairly easy. The rivers are partly navigable by boat and the roads 
  well travelled, although they deteriorate towards the east and 
  south. The moors and hills between the major thoroughfares 
  are inhospitable with a few rough, unmarked tracks. Travellers 
  caught in bad weather on the moors will struggle to find shelter.
  Although Black Rock is amply scouted by the duke’s men, there 
  are still dangers to the unwary traveller. Cave bears live in the 
  blackstone ridges and giant eagles sometimes swoop from the 
  mountains to prey on the unwary. In the heights of the south-
  west, Stone Trolls and small bands of Goblins make their home, 
  occasionally competing for territory with Beastmen that can 
  scale even the steepest slopes.
  Given the military presence, Human bandits are rare, with just 
  one band hidden in the Vongal Knolls. A greater danger is 
  the soldiers and mercenaries themselves — even those 
  wearing the silver and blue livery of the duke feel 
  emboldened to harass travellers for invented tolls. 
  The ill-disciplined behaviour of Trott’s patrols 
  is already notorious. A small party is at 
  risk from attack by a band of soldiers 
  of fortune who will likely accuse 
  them of being ‘enemies of the 
  Graf ’ as a pretext to rob them 
  blind.
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  96
  SIGNIFICANT LOCATIONS
  Captain Absolem Trott 
  Trott thinks he is a mighty warrior from earlier, simpler times. 
  He believes that might makes right, and he’s usually the 
  mightiest person in the room. Politics and the subtle arts of 
  diplomacy are simply the tools of the weak.  
  Absolem was not always this way. He was always violent and 
  slow-witted, but he respected his family’s authority and acumen. 
  When he was disinherited in favour of his sister Shalgrid, he 
  went berserk, slaughtered many of his soldiers and retainers and 
  tried to rebel against his father. He ended up imprisoned in the 
  war dogs’ pens for two years. 
  He snapped. He fought his way to be pack leader of the dogs, 
  and when released he recognised Shalgrid as his owner. Now 
  he’s loyal to the family, but only because he knows they can be 
  more brutal than him.
  Absolem is a giant of a man, fully 7 feet tall and heavily muscled. 
  His face and bald scalp are scarred from dog bites and fights 
  he’s won over the years. He rarely removes his armour, carries a 
  spiked warhammer, and keeps three semi-tame warhounds with 
  him as he walks around the village. He boasts that they are part 
  Hobhound and he ripped out their father’s throat with his own 
  teeth.
  If the Characters meet Absolem, he tries to recruit the good 
  fighters, bully the rest, and destroy any possible threats. 
  Absolem is only restrained by orders from Lady Shalgrid sent 
  via Greta or the subtle intervention of his second-in-command 
  Vidar Skarost.
  ALTEBERG
  When Humans first came to the hill that became Alteberg, 
  they found three colossal statues toppled amongst the bracken, 
  overgrown with moss and lichen. They were recognisably 
  Dwarfen, with heavy angular lines and complex knotwork carved 
  into the stone. They provided shelter from the wind, so over the 
  years, the villagers built their hovels against the fallen ancestor 
  figures. Now Alteberg is a substantial hilltop village overlooking 
  the River Elster, where supplies for the Black Rock Mine are 
  shipped and stored. The buildings are clustered around and 
  on top of the statues, confusing but not quite hiding their 
  silhouettes.
  The village is surrounded by a 20-foot wooden stockade 
  incorporating one of the statues as part of the defences. The 
  barracks is built around this statue’s head and chest, with two 
  towers ascending from its pauldron and helmet. The other 
  statues form the boundaries of the village square, with a Temple 
  of Sigmar constructed against one and the village hall the other. 
  Visitors are often surprised that Dwarfs do not take offence 
  at Humans using their ancestors as props for their ramshackle 
  buildings, but locals accept it as a peculiarity of the mountain 
  folk.
  Alteberg is now the domain of Captain Absolem Trott and his 
  mercenaries. When the Jungfreuds enlisted Duke Zenechar 
  Trott’s Marauders, the duke’s daughter-in-law Greta advised 
  that Absolem should be posted here to protect the route from 
  the mines to the Teufel. The locals had no choice but to accept.
  Absolem rules Alteberg as a tyrant, confident that the locals 
  are too weak to challenge him and knowing that the duke and 
  his family will not intervene. He metes out justice on a whim, 
  demands tribute in the form of food and other pleasures, and 
  sets his warhounds on anyone who annoys him.
  One mile east of Alteberg is a camp where Absolem has posted 
  some of his less-civilised mercenaries. This is some small relief 
  for the villagers, as Absolem uses them to dispose of ‘criminals’ 
  who upset him. At least three villagers have been sent to ‘meet 
  the Ogres’.
  The villagers are despairing, but none have taken action since 
  the butcher Ilar Schermacher was whipped to death for refusing 
  to give Absolem his wife. They’ve tried petitioning the duke, 
  but he’s taken no action. The Temple of Sigmar has become 
  an unofficial meeting place for the villagers, overseen by Father 
  Eisenheld, who wonders why Sigmar has sent this test of faith.
  
  AI
  97
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  CAPTAIN ABSOLEM TROTT — HUMAN MERCENARY 
  CAPTAIN (GOLD 1)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  54
  35
  51
  51
  28
  32
  35
  28
  41
  29
  18
  Traits: Armour (Mail Coat and Chausses) 2, Weapon 
  (Warhammer) +11, Knuckledusters +7
  Skills: Animal Training (Dog) 38, Athletics 42, 
  Charm Animal 46, Climb 56, Cool 51, Dodge 42,  
  Endurance 66, Intimidate 63, Language (Battle) 33, 
  Leadership 39, Melee (Basic 59, Brawling 62, Two-
  Handed 67), Outdoor Survival 40, Perception 35
  Talents: Berserk Charge, Combat Aware, Combat 
  Master, Drilled, Etiquette (Mercenaries), Read/Write, 
  Strong Back 2,
  Trappings: Spiked Warhammer, Suit of Mail,  
  a Slavering Warhound
  VIDAR SKAROST, THANE OF HORVENGHAAST  
  HUMAN MERCENARY CHIEF (SILVER 5)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  48
  31
  42
  47
  37
  41
  35
  31
  36
  40
  15
  Traits: Armour (Breastplate) 3, Weapon (Axes) +8
  Skills: Athletics 51, Consume Alcohol 60, Cool 41,  
  Dodge 46, Endurance 52, Gamble 41, Haggle 50, 
  Intimidate 47, Intuition 42, Language (Reikspiel) 46,  
  Lore (Norsca 41, Theology 36), Melee (Basic 57, 
  Brawling 53), Perception 44, Perform (Fight) 51
  Talents: Ambidextrous, Combat Reflexes, Dirty Fighting, 
  Dual Wielder, In-fighter, Iron Jaw, Menacing, Reversal
  Trappings: Breastplate, Pair of Bearded Axes, Nors
  Vidar Skarost, Thane of Horvenghaast 
  Captain Trott’s chief lieutenant is Vidar Skarost, a Norscan 
  mercenary who leads the Undefeated Band, a particularly 
  vicious crew of former pit fighters from Horvenghaast. A 
  stocky redhead, Skarost takes pride in the fear he strikes into 
  the soft men of the South and greatly enjoys the effect his 
  hairy, unkempt regiment has on the cowed people of Alteberg. 
  Although Absolem is in charge, Vidar’s cunning keeps him out 
  of trouble. The Norscan is often found sparring ostentatiously 
  and vigorously with Absolem in the village square, and is using 
  combat to slowly introduce him to the ferocious gods of the 
  frozen north.
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  98
  Trott’s Marauders
  Absolem commands the Trott mercenaries in Black Rock. The 
  Characters could encounter any of the following in or around 
  the southern part of the duchy — they tend to stay away from 
  Neufaljung. Feel free to invent more regiments as you see fit.
  Ulfug’s Maneaters: A band of Ogre veterans, currently camped 
  outside the village near the canal.
  Fullagar’s Companions: A unit of mercenary knights drawn 
  from across the Old World. They have a running competition 
  for who has killed the most Elves.
  The Sabres of Glory: A light cavalry regiment of dissolute 
  pistoliers with a reputation for drinking and riding.
  Blackhand’s Border Spears: A ramshackle but effective 
  regiment of spearmen from the Border Princes. Dolf Blackhand 
  has worked for Zenechar Trott for over 25 years.
  TWAINBEARD’S 
  SILVER
   
  0
  In the distant past, the Twainbeard clan of Kol Grimaz refused 
  to reconcile with the Dwarfs of the Worlds Edge Mountains. 
  Loremaster Orm Twainbeard named ancient grudges against Karak 
  Kadrin, but in truth, the clan had been corrupted by Drachenfels. 
  When Karak Azgaraz discovered this, the Twainbeards were 
  banished and their ancestor statues toppled over the clan’s hall. In 
  the last year, a young Dwarf woman with an insatiable desire for 
  plunder found reference to the Twainbeard’s legendary hoard of 
  silver. Now Modra Gromsdottir is heading out from Ubersreik, 
  looking for a group of patsies to help her surreptitiously dig 
  under Alteberg.
   
  0
  The villagers of Alteberg have finally had enough of Absolem and 
  Vidar. Two nervous brothers, Marek and Johan, are planning to 
  steal explosives bound for the mines, but they need help. They also 
  need to smuggle them into Absolem’s presence…
   
  0
  The Maneaters’ boss is Ulfug Blacktooth and he’s not happy, 
  even when his belly is full. Ogres are proud of their status, and 
  he is insulted to answer to Absolem Trott, a ragged morsel with 
  no more meat than a Gnoblar. If Ulfug hears anything upsetting 
  about Absolem, he’ll challenge him to a fight. Quite a few people 
  would like that to happen, and cunning Characters might play 
  them against one another for a big payday. 
  The Nuvala Company: A Tilean pike regiment, who are 
  starting to feel uneasy about Absolem’s sanity.
  Agbeiten Armbrustschützen: A regiment of Wissenland 
  crossbowmen who deserted the state army en masse — thieves 
  to a man.
  The Dreaded Killers of Men: A small bunch of Halflings who 
  are largely responsible for feeding the Ogres and guarding the 
  baggage. They have killed precisely zero men to date.
  The Hellfire Twins: Two galloper guns lovingly tended by 
  artillerist Elsina Stoll, who reports directly to Duke Zenechar 
  and keeps as far away from Absolem and Vidar as possible. 
  
  AI
  99
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  BLACK ROCK MINE
   
  Where the limestone and sandstone crags of the Grey Mountains 
  give way to the hard granite of Black Rock, rich seams of coal 
  and iron provide the boundless wealth of the Jungfreuds. These 
  lands have been mined for centuries, with simple open-cast 
  mining eventually giving way to the industrial complex of deep 
  shafts, blast furnaces, and hydraulic pumps that bring forth the 
  mineral bounty from the earth today.
  A FUNGAL
  FIND
   
  0
  Several centuries ago, the Sliced Gizzard tribe of Night Goblins 
  were entombed when the entrance to their caverns collapsed. As 
  the Greenskins panicked and turned to cannibalism (which took 
  about 20 minutes — most Goblins are just looking for an excuse), 
  they soon suffocated to death. As they lay in the dark, a strange 
  species of phosphorescent fungus released spores into the stale air. 
  These embedded themselves in the Goblins’ skin and infected their 
  bodies. In time, they erupted with pale, glowing spurs that jutted 
  from their eye sockets and burst through their skin. The fungus 
  animated the corpses, which now stumble senselessly through the 
  dark chambers.
  Miners in the newest shaft of Furbach Mine have accidentally 
  penetrated through to these caverns. Some report seeing faint 
  moving lights through cracks in the coalface. The coughing 
  sickness is caused by spores from the fungus. The greatest threat 
  comes when the miners break through into the Goblin caverns and 
  the glowing corpses stumble into the mine…
   
  0
  Luther Reimann is the overman of Morr’s Armpit. He recently 
  lost his wife and son to a cave in, and he’s looking for revenge 
  against the duke. Reimann considered sabotage in Black Rock 
  Mine, but he’s just been conscripted to the Neufaljung Castle 
  Guard — a perfect opportunity. A drunken encounter with the 
  Characters in a tavern at Pithead and he pours out his anger. Will 
  they help him or turn him in?
  This is a self-sufficient community — there are smallholdings 
  for foods, a regular market, and taverns where miners and their 
  families gather to collect the allowance of beer and mutton 
  provided by the duke in exchange for their labour. A small triple 
  shrine stands at the intersection of five roads, dedicated to Taal, 
  Sigmar, and Grungni — even Humans pay regard to the Dwarf 
  god of mining here. 
  The Overseer of Black Rock Mines is Artur Leipmann, a hairy 
  pugilist who talks tough but is, in reality, a complete lickspittle 
  to his social betters. The overmen of the mines mock him behind 
  his back, but they let him get on with his job as it’s a thankless 
  task and he’s fairly harmless.
  There are two separate ironstone mines in the area, four working 
  coal mines, and two no longer working. The coal mines are 
  deep and prone to flooding, so each has a wheel at the pithead 
  operated by ponies or low-paid labourers to pump water and bad 
  air from the depths. The oldest shaft in Silberger Mine has been 
  worked for many centuries, but still produces a high volume of 
  quality coal. It penetrates horizontally into the mountainside, 
  but a bewildering labyrinth of chambers and vertical shafts lead 
  off into the earth. 
  A shaft in Furbach Mine is nicknamed ‘Morr’s Armpit’. It is 
  especially deep and has been prone to collapse in recent years, 
  killing many miners. The newest shaft was sunk over the past 
  three years under the supervision of Dwarf engineers, although 
  in recent months there have been cases of miners contracting 
  some sort of coughing sickness.
  After mining, ironstone is smelted on site. The ore is carried up 
  to the surface by children in baskets. It is then smashed up with 
  steam-powered hammers before being packed into great blast 
  furnace towers. The ore is submitted to ferocious heat, stoked up 
  by bellows which are driven by water wheels. The iron runs out 
  of the bottom of the tower and the slag is discarded. The iron is 
  shipped in ingots downriver.
  The canal that transports coal barges to the Elster is filled with 
  jet-black water and nothing alive — so far as anyone knows. 
  The mines are overlooked by five squat towers that mark the 
  strategic importance of the mines. Lookouts are posted at all 
  times to watch for potential threats.
  Alongside the mines is a considerable town known as 
  ‘Pithead’ that has grown up to house the pit workers. It grew 
  haphazardly and the streets are without obvious logic, but the 
  wooden buildings are carefully crafted and maintained. Many 
  generations have worked here; the people are insular but not 
  unfriendly. The workers have a longstanding tradition of choral 
  singing which arose underground as work songs. Visitors soon 
  grow to appreciate the rich singing voices belting out lyrics 
  about dying by cave-in, suffocation, or black lung.
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  100
  GETTING THE BOOT
  Klaus’s single minded devotion to the purity of Obertefel is 
  driven by a terrible secret — Klaus is a mutant. Despite having 
  spent much of his adult life putting witches and mutants to the 
  torch, he found himself unable to submit himself for likewise 
  treatment when his feet spontaneously grew into a pair of 
  silver scaled flippers. Klaus wears an oversized pair of boots to 
  hide this affliction, and considers the pain this brings him to 
  be sufficient penance. However, a local woman named Hilda 
  Borgenfeur uncovered his secret after noticing the former witch 
  hunter soaking his unnatural appendages in a pool one fine 
  evening. Aware that making the accusation alone will surely end 
  badly for her, and otherwise eager to put an end to what she sees 
  as excessive religiosity, Hilda wishes to use the Characters to 
  unmask the mutant. Will they help her? And if successful, what 
  will they do when it is revealed that most of the townspeople 
  already knew?
  ONE WAY
  TRIP
   
  0
  The Galehoofs worship the Dragon Ogre, Skarnarek, who sleeps 
  five miles away in a defile on a mountain peak. The Galehoof 
  shaman G’farr Twisthorn has had visions from the Realm of 
  Chaos itself that tell her that she can wake their god with a brew 
  made from the right magic ingredients. Unfortunately, she doesn’t 
  know how to get them — most are plants that grow in Zerzaust 
  Moor or in the Reik Valley. Perhaps if the tribe can find the right 
  intermediaries they can trick weaklings into helping?
   
  0
  The Characters happen across an injured man at the bottom of 
  Nagel Ridge, nursing his wounds in the river. His name is Wurmat 
  Kohn and he is an agent of the Trotts. Kohn needs help getting up 
  to the caves, and tells the Characters it’s to contact some of the 
  duke’s scouts. He shows that he can pay well, but that shouldn’t 
  be a problem as he won’t expect the party to come back down 
  once he’s made the deal.
  MINING SLANG
  The people of Black Rock Mine have their own slang, mostly 
  concerned with mining practises. Some terms are recognisably 
  borrowed from Khazalid. A few examples include:
  adit — a tunnel to the outside world.
  banksman — works at the top of the shaft to coordinate the 
  workforce and despatch ore and coal.
  blackdamp — gas that kills, and the lung complaint common 
  to Black Rock miners.
  brog — food for eating underground, usually bread in a tin.
  brynman — holds the lanterns, keeps it light enough to work.
  chock — wooden support; a pit prop.
  drin — the road from the minehead to the settlement.
  face — the coalface that’s currently being worked.
  girt — the main shaft or a broad tunnel.
  goff — sudden violent movement underground.
  grobs — Goblins or any other underground threat.
  hewer — the person who digs out new tunnels.
  hurrier — person who carries ore or coal in baskets.
  keef-face — an abandoned or exhausted face of ore or coal.
  overman — a supervisor.
  pinch — a narrow passage.
  schauk — a ghost or the feeling of being visited in the dark 
  by spirits.
  schimmel — potentially deadly mould on a tunnel wall.
  sinker — the person who digs new shafts.
  spoil — waste stone and earth dumped outside the shaft or 
  tipped into a valley; a lazy worker.
  stral — the slight sheen of iron ore.
  uzkul — small shrine to a dead miner, normally placed where 
  they worked before they died.
  wulth — a miner’s pay
  wulthman — the person who pays you at the end of the day.
  NAGEL RIDGE
  Soaring high above the Elster Valley is a 5-mile-high cliff known 
  as Nagel Ridge, broken by ravines and gullies. Stands of pine 
  trees grow almost vertically from sloping terraces overlooking 
  the river far below. This is the territory of the Galehoof tribe, a 
  clan of Beastmen who dwell in caves high above the river. They 
  mount raids on traffic travelling along the Elster and anyone 
  who strays off the path. These beasts are surprisingly agile, 
  capable of scrabbling from rock to rock at a frenzied pace when 
  they sight their prey.
  The duke has sent several expeditions to the Nagel Ridge to deal 
  with the Galehoof tribe, but even experienced mountaineers 
  struggle to ascend high enough in sufficient numbers to fight 
  the forty or so Beastmen that make up the tribe. More recently, 
  Duke Zenechar Trott has suggested that his son Absolem 
  makes overtures to the Beastmen as deniable mercenaries who 
  can be easily paid with booze and mayhem.
  OBERTEUFEL
  Oberteufel is a village on the Teufel, where boatmen can refresh 
  themselves at the Otter’s Breeches inn and trust that their boats 
  are secure in the wharf. The Oberteufel watchmen are famed for 
  their vigilance and incorruptibility.
  All the inhabitants of Oberteufel live a life of discipline and 
  rectitude. This is due to the headman, a retired witch hunter 
  called Klaus Laufft, who has remade the population in his own 
  image. The buildings and waterfront are scrubbed clean every 
  week and each morning the villagers stream to the Chapel of 
  Sigmar for prayer.  
  
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  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  FLUSSBERG
  When the Jungfreuds ruled Ubersreik, the waystation near 
  Flussberg was where produce and goods flowed in and out of 
  Ubersreik between Bretonnia, the Grey Mountains, and Black 
  Rock. The Jungfreuds invested a lot of gold in a river wall, 
  defensive stockade, secure warehouses and two sturdy cranes. 
  The waystation is still a busy port at the confluence of the Elster 
  and Teufel, as the duke’s arrangement with Lady von Böhrn 
  means that coal and iron still pass through — but rather than 
  flowing into Ubersreik they now pass up the Hägercryb canal. 
  Few people live at the waystation, other than the harbourmaster 
  and a few dozen stevedores in a filthy dormitory. There is an 
  unusual shrine to Manann — a two storey tower shaped like an 
  upended longboat.
  REVIVING THE 
  OLD WAYS
   
  0
  In the old days, Karsten Rugger had a successful smuggling 
  operation via Alteberg, where contraband from Bretonnia was 
  hidden amongst coal and moved into Ubersreik. But with 
  Absolem Trott in charge and the keen eyes of Altdorf on the 
  guild, the old routes aren’t as viable as they once were. Perhaps if 
  he found a morally-flexible party of adventurers he could get the 
  old route up and running again?
   
  0
  Down a back alley in Flussberg is a dusty antiquarian shop marked 
  by the sign of a quill. Inside the dimly-lit interior is a treasure 
  trove of strange items and mouldering works of art. Eustacia 
  Meyrink is the owner, a stick-thin old woman who eyes visitors 
  with deep suspicion. Unbeknownst to the locals, ‘Eustacia’ was 
  once Agata Prinz, a member of the College of the Order of 
  Light in Altdorf. She fled the college when the wizard Egrimm 
  van Horstmann was revealed as a follower of Tzeentch. She was 
  innocent of heresy, but a rival wizard gave her name to the witch 
  hunters, so she was forced to escape Altdorf and take up a new 
  identity. Last week she was visited by the duke’s agent Rikard 
  Fischer, who has somehow discovered who she once was.
  ruins oF lenGsrath  
  anD the black cairn
  The ruins of an abandoned village called Lensgrath rest on a 
  rocky natural terrace chocked with windswept brambles. No 
  building stands intact, but the corners of stone cottages jut 
  like broken teeth from the landscape. Wild goats roam in the 
  collapsed hall where once the villagers danced to celebrate 
  Mitterfruhl. The village is overshadowed by the imposing 
  arches of Lengsrath Abbey. This blackstone ruin stands tall on 
  the hill above, magnificent in its hollow broken state. The roof 
  collapsed many centuries ago, leaving the soaring walls open to 
  the elements. Travellers can still walk into the great chapel and 
  see a broken statue of Sigmar, explore the moss-grown transepts 
  and explore the crumbling remains of the cloisters that have 
  partly sunk into the peat.
  There is a dark tale told about the fate of the abbey and village 
  of Lengsrath, which speaks of the corruption that can take hold 
  in remote places.
  The Abbey of Lengsrath was founded in 2003 IC with a 
  generous donation from the Jungfreuds. A small monastic 
  community had become a pious nuisance in Ubersreik, and 
  the ruling family were keen to send them elsewhere. Over the 
  centuries, the abbey became wealthy, and a small village grew 
  up on its lands. The abbey was a convenient place to put the 
  troublesome relatives of prominent Reikland families — as long 
  as the nobles made a substantial donation, the abbess would 
  happily keep them out of the way.
  By the late 23rd century, the last abbess had become a powerful 
  figure in the duchy and beyond, said to have a hold over senior 
  figures in the Sigmarite hierarchy and nobility in Reikland. 
  Abbess Mathild was a towering woman who went everywhere 
  accompanied by a cohort of anchorites made to proclaim her 
  arrival with dolorous chanting. It was only when the Sigmarite 
  warrior priest Sabine Heistlenburger stayed at the abbey in 
  2280 that the truth behind her power emerged. Heistlenburger 
  uncovered a coven of witches, led by Mathild, who wore a 
  blackened ram’s skull over her face for their dark rituals. 
  After fighting her way from the coven’s clutches, Heistlenburger 
  gathered a mob and returned with Graf Rucken von Jungfreud. 
  They put the village, monks, and nuns to the torch and captured 
  Abbess Mathild. She was taken out onto the moor and crushed 
  beneath a pile of heavy black rocks.
  The rocks that squeezed the life from Abbess Mathild are now 
  known as the Black Cairn. The wailing spirit of the dead witch 
  still haunts any unwary traveller who ventures near Lengrath. 
  Flussberg is a bustling riverside village with busy taverns 
  and a transient population. The Ubersreik Boatsman’s Guild 
  operate from the Helmsman’s Arms, which they partly own. 
  Guildmaster Karsten Rugger was once a common sight on the 
  waterfront, but with the current political situation it can be 
  awkward for people from Ubersreik to be seen spending too 
  much time in Flussberg.
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  102
  ABBESS MATHILD — TOMB BANSHEE
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  6
  40
  -
  45
  40
  35
  30
  30
  45
  45
  25
  16
  Traits: Dark Vision, Ethereal, Flight 20, Fury, Ghostly 
  Howl, Hatred (Sigmarites, Jungfreuds), Terror 4, Undead, 
  Unstable, Weapon (a defiled symbol of Sigmar) +8
  Skills: Melee (Basic) 60, Perception 50,
  Lore (Theology) 65
  KNIGHT
  TERRORS
   
  0
  Captain Stoll of the Alteberg Swordsmen is under orders to camp 
  in the ruins at Lengrath. His troops complain of nightmares, 
  peopled by cavorting figures with bestial skulls for heads. Last 
  night, he was woken by faint chanting on the breeze and found 
  some of his soldiers dancing around the old village square in their 
  sleep, moving their arms in mute supplication to the abbey ruins 
  silhouetted against the sky. This is above his pay grade, so he 
  sends to Neufaljung for help.
   
  0
  High Priest Heinrich Gutenberg of the Ubersreik Temple of 
  Verena has discovered a reference to the 21st-century Abbot 
  Gerhard in an old Sigmarite hagiography. It is said that he 
  wielded a holy crosier that could hold back enemies of the Empire 
  with irresistible force. Now several interested parties want to get 
  their hands on the staff, which was buried with Gerhard in the 
  crypt beneath the abbey.
  Abbess Mathild — Tomb Banshee
  Before Abbess Mathild manifests, a cold wind sweeps from 
  the Black Cairn, carrying the faint sound of chanting. Her 
  anchorites are now ethereal spectres who herald her coming 
  swathed in the scorched robes in which they burned. When the 
  abbess herself arrives, she screams as she did when her body was 
  broken beneath the cairn. She is a terrifying sight, resplendent 
  in her priestly vestments but wearing her ram’s skull mask, its 
  jaws gaping wide with her soul-tearing wails.
  The abbess only wants vengeance on the living. She attacks 
  all living creatures until they are utterly destroyed. If a von 
  Jungfreud or priest of Sigmar is present, she concentrates her 
  fury on them first.
  
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  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  The hermitage is a small cave with a crude doorway covered by 
  goatskin. On most days, Lukas is found outside his cell praying 
  ostentatiously, making odd apocalyptic pronouncements, or 
  tending to his many beehives. These are found in small crevices 
  across the rock face — Lukas reaches them by climbing a rickety 
  ladder. He makes a point of enduring the bee stings as penance 
  for the sins of humanity against the gods.
  Lukas is certainly eccentric, but he’s not nearly as unhinged 
  as he first appears. Any Character who takes time to talk with 
  him and shows a degree of intelligence or interest in local 
  history may be invited into his cell. He’ll explain that travellers 
  expect hermits to put on something of a show and he hates to 
  disappoint.
  Lukas was originally a scholar in Nuln, where he cultivated 
  a wide-ranging interest in theology, the sciences, history, and 
  military strategy. Hidden behind a tatty blanket at the back of 
  his cell is a small doorway to a second, larger chamber lined 
  with bookshelves, a fine wooden desk and a stash of excellent 
  Bretonnian brandy. 
  Lukas has a wealth of knowledge and can share countless 
  tales of the local area, including many of the events outlined 
  in the timeline (see page 88) and the tale of Abbess Mathild 
  at Lengrath (see page 101) — he has a theory that she was a 
  misunderstood hedge witch and not fully given to Chaos. He is 
  particularly interested in the legend of Aldun’s Cavern (see page 
  92) and has collected detailed fine-scale maps of the moors in 
  hope of finding the entrance.
  Despite his private indulgences, Lukas is a genial religious 
  fanatic. He is a fervent worshipper of Sigmar and Ulric and 
  offers the two gods strange combined prayers of his own 
  devising. This would likely annoy devout followers of both gods 
  equally.
  A TALE OF
  TWO GODS
   
  0
  The bees are behaving strangely of late — swarming into the 
  shape of odd sigils in the air. After Lukas gives the Characters 
  some honey, they are troubled by disorientating visions of vines 
  strangling the towers of Ubersreik. Lukas has noticed a tangle 
  of unusual weeds with large purple flowers growing a few miles 
  away on the ridge, and he thinks the bees are getting their pollen 
  from there. He’d like the party to bring him some specimens to 
  examine, but the weed has ideas of its own.
   
  0
  Word of Lukas’s unusual religious practices has reached Ubersreik, 
  where an ambitious witch hunter wants to curry favour with General 
  von Dabernick and make a name for himself.  Jurgen Wendorfer 
  plans to travel incognito into Black Rock, take Lukas by force, 
  and spirit him back to Ubersreik for trial. He is not expecting any 
  resistance, but one of his lieutenants in the Order of the Templars 
  of Sigmar has let slip to local criminals that a valuable cache of 
  old books will soon be on the market. The Characters hear of 
  Wendorfer’s plans — do they want to help or hinder?
  HERMITAGE
  A long blackstone ridge stretches the length of Zerzaust Moor, 
  broken by abandoned quarries and slopes of treacherous scree. 
  Roughly in the middle of the ridge is a hermitage where a 
  man called Lukas lives away from the heretical distractions of 
  civilisation.  
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  104
  THE PETTY 
  CRUSADE
  When the Jungfreuds returned to Black Rock, they brought 
  hundreds of refugees with them. They set up their tents and 
  shacks, turning Veloren into a small island of permanent 
  buildings surrounded by a sea of disgruntled humanity. In the 
  intervening time, the tents have become home to the labourers 
  building the duke’s defences, an overspill of troops, and the 
  gaggle of pedlars, opportunists, and camp followers who end up 
  in such ‘temporary’ settlements.
   
  0
  The unofficial leader of Veloren is ‘Mutter’ Brecht, a formidable 
  agitator who once ran a fish stall in Ubersreik. She has done 
  very well out of the upheaval but worries that people are growing 
  used to the new situation. She’s drumming up fresh anger against 
  Altdorf and hopes to lead a people’s crusade to Ubersreik to take 
  back their homes — whether the duke supports them or not. It will 
  be a massacre unless the Characters intervene.
   
  0
  Two carved monoliths stand on either side of the stone bridge over 
  the Ruhig. These date from the Age of Three Emperors and depict 
  opposing armies facing one another across the river. There is no 
  record of who is represented on each monument — one force is 
  wilder and bearded, while the other is shown as disciplined with 
  well-ordered ranks of spearmen. One morning, a travelling Ulrican 
  initiate is found lying at the base of the latter monument, speared 
  through the chest with careful precision. Against the ‘wild horde’ 
  monument are the remains of a Sigmarite priest from out of town. 
  He has been torn apart as if by wolves. There is little to go on, 
  until a farmer discovers a disturbed grave filled with the bones of 
  centuries dead soldiers. Could it be that the dead themselves have 
  risen to carry on the battle they died fighting in?
  NEUFALJUNG CASTLE
  Neufaljung Castle looms over the Ruhig Valley, the castle’s 
  irregular skyline silhouetted against the Grey Mountains. The 
  land hereabouts is dominated by jagged peaks and the castle 
  itself resembles a man-made imitation of its surroundings. The 
  seat of the von Jungfreuds was built high on rocky outcrops, 
  so it has no need of a curtain wall. It is not for nothing that 
  Neufaljung is deemed near-impenetrable. 
  The castle is a sprawling complex of towers, barbicans, soaring 
  bastions, and footbridges. It was built over many years atop a 
  steep gorge, closed at one end. The gatehouse stands at the open 
  end, enclosing a disordered mass of shacks and stone hovels 
  where the castle’s lowliest servants and the duke’s regiments 
  make their home. Although it is called a courtyard, there is 
  very little open space between the buildings. The higher up the 
  slopes one lives, the higher in the castle pecking order. The most 
  exalted servants live in the castle itself. At the southern end, 
  the barracks, stables and kennels are built against the rock face 
  below the Great Keep. A grand stairway climbs from the gorge 
  to a magnificent set of doors leading inside.
  VELOREN
  The hamlet of Velored lies just outside the walls of Neufaljung 
  Castle. In times past, it was a small, quiet settlement, populated 
  mainly by farmers and small traders serving the castle. The 
  White Ship inn was the heart of the community.
  THE INKHOUSE
  An interesting feature of the courtyard is the Inkhouse. This 
  is a brick building where inkmakers manufacture the famous 
  Neufaljung ink, made from bones exhumed from the Ruhig 
  Valley. These are heated in kilns until they become bone char, 
  which is combined with water from the river. 
  Neufaljung ink is prized by scribes throughout the Reikland for 
  its pitch-black hue and slight greenish sheen. It is traditionally 
  used to sign death warrants. Trade in ink has never been a major 
  source of income for the von Jungfreuds, but they are proud 
  of the tradition. 
  Most Dwarfs never use Neufaljung ink under any circumstance.
  When House Jungfreud fled Ubersreik the population of the 
  castle quadrupled overnight. Towers and chambers which had 
  long been closed were opened up, unleashing clouds of dust 
  and the smell of mildew and damp. Shutters let in sunlight 
  to corridors for the first time in decades, illuminating moth-
  eaten tapestries. Even with greater numbers filling her halls, 
  Neufaljung can’t shake off the air of neglect which set in while 
  the Jungfreuds ruled Ubersreik.
  
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  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  Dyrath’s Wing is not a pleasant place to live. Although this part 
  of the castle has been in permanent use, the rooms are draughty 
  and furniture uncomfortable — the Jungfreuds spent money on 
  luxurious living in Ubersreik rather than their ancestral home. 
  Sigismund has no interest in comfort at this time.
  THE OBSIDIAN
  TABLET
   
  0
  The obsidian toad is a looted statue from distant lands. Inside 
  its obsidian shell is a stone tablet bearing inscriptions made by 
  a Slaan of the third spawning. The tablet contains fragmented 
  script older than the mountains, and it pulses with magical power. 
  Were it not for the protection of the toad statue, the tablet would 
  surely shatter the minds of most humans who laid eyes on it. The 
  Slaan of Lustria use the tablet as a focus for scrying, working 
  subtle magics that use the ancient script as their focus. They 
  observe the Empire from afar and ponder the implications that 
  events there may have on the Slaan’s own inscrutable plans. In 
  recent months, those sensitive to such things have felt a powerful 
  intelligence probing at the minds of Black Rock. Lord Magister 
  Sibylle Hagerdorn in the Tower of Vane has become intrigued by 
  geometric disturbances in the aether. Depending on how events 
  proceed, the Slaan may be content simply to observe, or they may 
  intervene more directly if they feel that the tablet at the statue’s 
  core may be uncovered.
  DYRATH’S WING
  The eastern wing is named for the Reikland goddess of fertility 
  and femininity. In times past, the Jungfreud women and children 
  lived here, while the men dwelled in Haleth’s Wing to the 
  west. But now it is home for the duke and his closest family. 
  Sigismund has taken up residence in the imposing Bowyer’s 
  Tower that dominates the castle’s skyline. The upper floors 
  overlook the Vorbergland — on most days you can see 
  Ubersreik from the top. The duke is often found staring down 
  at the fortress-town from his map room.
  HALETH’S WING
  The western wing of the castle is still partly closed. There are 
  countless rooms piled with old furniture and forgotten tapestries 
  hanging from the walls. As the family’s retainers return from 
  Ubersreik, Lady Gotlinde has ordered some chambers opened 
  and cleaned ready for habitation. The small chapel to Ulric has 
  been restored and an initiate installed. The Tower of Pendrag 
  stands at the northern end of the wing and is the residence 
  of Lady Hild and Captain Tieck, former commander of the 
  Ubersreik Watch now in exile. They are having an affair but 
  keeping it secret from all but Lady Hild’s personal servants. 
  The most interesting room in Haleth’s Wing is the recently 
  unlocked Jungfreud trophy room, which contains centuries of 
  spoils from the dynasty’s martial and hunting exploits. Banners 
  taken from defeated Parravon regiments hang on the walls and 
  cabinets are stacked with knightly helms won in single combat. 
  One wall is covered in mounted heads, including a Minotaur 
  and several Beastmen alongside the more typical stags, bears, 
  and boars. A colossal obsidian toad sits in the centre of the 
  room, staring at whoever enters. This sculpture was brought 
  back from Lustria in 2415 from an expedition by the explorer 
  Captain Ingo Bedauer-Schmidt. It’s a huge, squat thing with 
  large eyes and simple glyphs carved around the sides. Since the 
  room was opened, the castle servants are reluctant to dust the 
  toad, and the superstitious say they can hear it hissing. 
  Next door is a large chamber full of shelves housing stuffed 
  birds, the legacy of Graf Haldebrand’s obsession with hunting 
  fowl. Thousands of glassy avian eyes peer down at anyone 
  unlucky enough to wander in.
  the Great keep
  The heart of the Neufaljung is the central building, which 
  houses the Great Hall, the duke’s audience chamber, the main 
  kitchens, the impressive Sigmarite chapel, the library, armoury, 
  guardhouse, and an ice store dug into the rock. This is the most 
  heavily fortified section of the castle and the refuge of last resort 
  in the event of a siege. During the day, the Great Keep is a hive 
  of activity, with castle servants and guards running errands and 
  going about business on behalf of their liege lord. Noble visitors 
  are hosted here in the receiving rooms and audience chamber.
  visitinG neuFaljunG castle
  It is relatively easy to visit Neufaljung. This is the heart of the 
  duchy, and all the duke’s business is conducted from here. Every 
  day there are despatch riders, heralds and visitors streaming 
  in and out of the gatehouse. Visitors are asked their business, 
  stripped of weapons longer than a Halfling’s arm (Odo 
  Hollyburr is a guard employed for this purpose alone) and 
  escorted into the courtyard. Admission to the Great Keep is a 
  little more stringent, but a letter of introduction is sufficient to 
  get past the guard.
  Once inside the castle, it is easy to get lost in the courtyard 
  or interior. There are dozens of servants, guards, and retainers 
  scurrying about and organising some aspect of castle life or the 
  duke’s whims. The most important NPCs are outlined below, 
  but within these walls there are countless people with agendas 
  and plots of their own. Even the most exalted resident is not 
  above asking for help from a resourceful party of adventurers.
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  106
  THE RESIDENTS
  Graf Sigismund von Jungfreud
  — Toppled Noble Lord
  Everything happening in Black Rock centres on Graf Sigismund 
  von Jungfreud and the flight from Ubersreik. The legacy of the 
  Emperor’s betrayal drives every action the duke takes, and what 
  the duke commands is expected to happen.
  For his entire life, Sigismund has known success. Born into 
  a wealthy Reikland family, secure in his position, he proved 
  himself as a statesman at a young age, using intelligence and 
  pragmatism to forge alliances and temper rivalries with other 
  Reikland families and the Dwarfs of Karak Azgaraz. When 
  his father mishandled raids by Greenskin armies, he showed 
  his mettle as a warrior and led his regiments to turn around 
  the fortunes of Ubersreik. After succeeding to the title, he 
  spearheaded construction projects within the city and across 
  the hinterland which have improved trade and defence. At 
  54, Sigismund could look back at his life and take pride in 
  all he’d accomplished, thanks to his forceful personality and 
  intimidating presence. He was a fair, strong ruler, liked by his 
  people for his accomplishments if not his charm.
  The Sigismund of today is a shadow of his triumphant self. 
  For the first time, he has faced true defeat, chased from his 
  birthright, his family dissipated. Now he skulks in his draughty 
  ancestral seat, struggling to come to terms with what happened. 
  His eldest son is in a marriage of convenience with a family the 
  duke knows is beneath him and cannot be trusted. His youngest 
  son is lost, possibly dead in Ubersreik.
  Where once he was known for his self-control and even temper, 
  now Sigismund swings between moods. Some days he is hesitant 
  and indecisive, unable to focus his attention on the business of 
  the duchy or his plans to have revenge on Karl-Franz. At other 
  times he becomes rash and impulsive. He launches dozens of 
  schemes to undermine Altdorf and the Emperor, bombarding 
  his eldest son and flunkies with impractical demands. The duke 
  hasn’t lost his intelligence — many of his plots could work, but 
  this scattershot approach makes it unlikely. When a new plan 
  fails or hits inevitable snags, he becomes paranoid. He assumes 
  that Karl-Franz has spies in the castle or elsewhere in Black 
  Rock and wastes time trying to root them out.
  Dealing with Sigismund is difficult. Whatever mood one finds 
  him in, he is swift to anger and without a sense of humour. He 
  has no time for abstract thinking or pontificating. 
  Until recently, Sigismund was as vigorous as a man half his age. 
  Now he shows his years — his greying hair has receded further 
  and his eyes are dark with lack of sleep. He still wears elegant 
  but practical clothing — usually a slashed doublet and breeches 
  in Jungfreud blue with a short fur-lined cloak.
  
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  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  what he wants…
   
  0
  The duke has an obsessive desire for revenge against the 
  Emperor and his agents and allies in the Reikland. He is 
  convinced that they will not stop until he and the duchy 
  are destroyed.
   
  0
  His other consuming passion is to restore his family to 
  Ubersreik and hunt down the traitors who betrayed him 
  within the city and beyond. He has a special loathing for 
  General von Dabernick, whom he thinks is nothing more 
  than a political blowhard settling some petty score that 
  the Jungfreuds forgot years ago.
   
  0
  Sigismund wants his youngest son Wendelin back, but 
  more for pragmatic reasons than any real affection. The 
  boy was always odd, but no Jungfreud should be left 
  behind, and he certainly wouldn’t want him harmed. The 
  same goes for his missing second son Gerhardt, but given 
  he was last seen in Altdorf, Sigismund doesn’t hold out 
  much hope.
   
  0
  Even in his unsettled state, Sigismund has not lost his 
  domineering authoritarianism. He wants people to do as 
  they’re told, when he tells them and, if possible, to exceed 
  his expectations.
  he can be FounD…
   
  0
  In the Bowyer’s Tower, arguing with his son about 
  whether they can directly contact sympathetic wizards in 
  the Colleges of Magic in Altdorf.
   
  0
  In the scriptorium, scrutinising the cargo manifests of his 
  barges on the River Elster.
   
  0
  Wandering the halls of the castle in the middle of the 
  night in quiet despair, unable to sleep.
  TAKEN TO  
  THE BRINK
  Sigismund thinks he may be going out of his mind. Each day he finds 
  something small amiss. A painting depicts screaming faces where once 
  there were impassive nobles and knights. Images on tapestries move, 
  hunters chasing through the woods after their quarry. One day his boots 
  are too small and the next they fit perfectly. A voice whispers from 
  behind the panelling, telling him his own dark thoughts. 
  The list goes on — subtle moments where his eyes and ears seem to 
  be playing tricks. He dare not tell anyone, and nobody else seems to 
  notice anything unusual. If he’s not already insane, this will soon send 
  him over the edge.
  In reality, this is all orchestrated by an outside force: Lady Emmanuelle 
  Nacht. Her agent in the castle is engineering the phenomenon to tip 
  Graf Sigismund over the edge by introducing small doses of weirdroot 
  into his food. Clever forgeries are switched for paintings, clothes, and 
  ornaments, which are then changed back before anyone else can see. An 
  ingenious speaking tube passes through a cavity in the walls to carry 
  whispered messages to the duke at his desk.  
  When the Characters witness the duke recoil at a painting of his father, 
  they see that it is no hallucination — the portrait has been altered to 
  show bestial features. If they mention this, Sigismund lets down his 
  guard and asks them to investigate.
  GRAF SIGISMUND VON JUNGFREUD
  HUMAN NOBLE LORD (GOLD 5*)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  44
  40
  37
  38
  31
  35
  35
  39
  41
  34
  13
  Traits: Weapon (Rapier) +7
  Skills: Bribery 41, Consume Alchol 58. Gamble 
  59, Intimidate 57, Leadership 54, Lore (Heraldry 
  59, Reikland 69), Melee (Basic 56, Fencing 64, 
  Parry 74), Play (Lute) 45, Ride (Horse) 55
  Talents: Briber, Doomed (As the flagstones crumble the 
  stag exults), Commanding Presence, Etiquette (Nobles), 
  Noble Blood, Read/Write, Schemer
  Trappings: The Duchy of Black Rock, Titled Lands 
  and Holdings, Household Staff, Loyal Soliders and 
  Dubious Mercenaries, Fine Clothing, Rapier 
  *The Graf ’s current circumstances have 
  lowered his status from what one would 
  expect for a Noble of his stature.
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  108
  Lady Florine Heine-Jungfreud
  — Embittered Duchess
  The duke’s wife has never been close to her husband. The 
  marriage was politically advantageous to her family (a declining 
  ancient line from Averland), so after bearing three healthy sons, 
  she withdrew to enjoy her own life, mostly on her ancestral 
  estates managing difficult barons. She was in Ubersreik when 
  the Emperor’s armies approached and fled with her husband 
  and eldest son to Neufaljung.
  Now she’s stuck in a draughty castle with family members she 
  doesn’t like and the main purpose of her marriage is gone. The 
  only son she cared for is trapped in Ubersreik or worse. It looks 
  like war is on the horizon and she has no appetite for conflict. 
  She’s praying to Sigmar and Shallya to help her ride back to 
  Pfungzig with her boy.
  A beautiful woman in her early 40s, Lady Florine still dresses 
  in the ostentatious style of the southern Empire nobility, which 
  was a source of some amusement when she was in Ubersreik. 
  She wears her black hair in elaborate braids
  what she wants…
   
  0
  If Lady Florine can find a way to return to Averland 
  without jeopardising her marriage, she will do so.
   
  0
  Young Wendelin’s delicate character comes in part from 
  his mother, who doted on him from birth. She will do 
  anything for the people who bring the boy back to her.
   
  0
  Florine is lonely. She’s no snob, so even a servant with a 
  sympathetic ear could become her confidante and learn 
  many truths about the von Jungfreuds and their situation.
  she can be FounD…
   
  0
  Dining alongside her husband at the high table in the 
  Great Hall, wearing a scowl.
   
  0
  Hunting on horseback in the Ruhig Valley accompanied 
  by several guards and ladies-in-waiting.
   
  0
  In the chapel praying for her son’s safe deliverance.
  LADY FLORINE HEINE-JUNGFREUD
  HUMAN MAGNATE (GOLD 5)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  25
  30
  29
  35
  35
  30
  30
  42
  35
  41
  18
  Traits: Weapon (Rapier) +6
  Skills: Bribery 57, Charm 62, Consume Alcohol 
  50, Gamble 57, Intimidate 39, Leadership 51, Lore 
  (Heraldry 52, Reikland 52, Averland 62), Melee 
  (Fencing) 30, Play (Lute) 45, Ride (Horse) 50
  Talents: Attractive 2, Carouser, Dealmaker, Doomed 
  (To rise another up you fall low, to draw them down you 
  both shalt drown), Etiquette (Nobles), Noble Blood, 
  Read/Write
  Trappings: Ostentatious Dress, Hidden 
  Stash of 500 Gold Crowns, Rapier
  
  AI
  109
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  Sigismund the Younger — Gullible Heir
  Sigismund is the eldest son of the duke and heir to the title. 
  In appearance, he’s a younger version of his father, down to the 
  neatly combed beard and heavy brow. The resemblance is skin 
  deep. Where Sigismund the Elder is domineering and shrewd, 
  his son is easily swayed and prone to sentiment. He is in awe 
  of his father and tends to repeat the duke’s pronouncements to 
  impress others.
  Sigismund the Younger is secretly enjoying exile from Ubersreik. 
  For the first time, his father needs him. He is regularly consulted 
  on planning and implementing schemes to restore the family’s 
  glory. At 22 he is finally being groomed as a future leader — 
  something his wife Greta whispers in his ear most nights.
  what he wants…
   
  0
  He desperately wants his father’s approval. If he can take 
  a role in restoring House Jungfreud’s status, he will show 
  he deserves to inherit the title.
   
  0
  Sigismund wants to prove himself in combat against a 
  worthy foe.
   
  0
  He is eager to provide the Jungfreud line with an heir and 
  although he can’t quite work out the timing, he’s delighted 
  his wife is pregnant. He wants to keep her happy and safe 
  from exertion or stress, so he’ll usually do what she tells 
  him.
  he can be FounD…
   
  0
  Pitching his father a new idea to advance the family cause 
  while scurrying after him.
   
  0
  Patrolling Neufaljungweg with a small band of pistoliers 
  near the borders of the duchy.
   
  0
  Doting on Lady Greta in the Great Hall.
  Lady Greta Trott — Conniving Diplomat
  Life as a Trott is one long conspiracy against the rest of your 
  family. Lady Greta is still her father’s favourite but worries that 
  she is not close enough to maintain her influence. She despises 
  her cruel brother Absolem, but stays close as his brutality has 
  its uses. She knows her sisters are plotting against her, but 
  knows that carrying the duke’s heir gives her vital leverage in 
  her family’s internal politics. Her husband Sigismund is a useful 
  harmless idiot, and she has no regrets about her situation.
  Lady Greta has light brown hair and an open face which belies 
  her devious character. She is currently late in her pregnancy.
  SIGISMUND THE YOUNGER
  — HUMAN NOBLE (GOLD 3)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  35
  35
  34
  30
  40
  30
  30
  26
  25
  29
  11
  Traits: Armour (Mail Coat and Chausses) 2, Shiled 2, 
  Weapon (Sword) +7
  Skills: Bribery 49, Consume Alcohol 40, Gamble 
  36, Intimidate 45, Leadership 34, Lore (Heraldry) 
  46, Melee (Basic 45, Fencing 40, Parry 45), Play 
  (Harmonica) 35
  Talents: Attractive, Doomed (Fears unfounded, unfound 
  and fearful you meet your end), Etiquette (Nobles), Noble 
  Blood, Read/Write
  Trappings: Sword, Fine Mail Coat and Chausses, 
  Fine Hand Weapon (Sword), Shield
  LADY GRETA TROTT — HUMAN NOBLE,
  FORMER DIPLOMAT (GOLD 3)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  34
  41
  29
  34
  41
  32
  35
  52
  55
  41
  13
  Traits: Weapon (Dagger) +4
  Skills: Athlethics 42, Bribery 61, Charm 62, 
  Consume Alcohol 44, Cool 65, Drive 52, Dodge 
  47, Endurance 44, Gamble 62, Intimidate 39, 
  Intuition 56, Language (Tilean) 62, Leadership 51, 
  Lore (Heraldry 62, Politics 62), Melee (Fencing 
  44), Play (Organ) 45, Ride (Horse) 47, Row 42
  Talents: Attractive, Blather, Briber, Cat-tongued, 
  Doomed (You’ll know it when you see it, love), Etiquette 
  (Nobles), Luck, Noble Blood, Read/Write, Schemer
  Trappings: Courtly Garb, Blackmail Material, Dagger
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  110
  what she wants…
   
  0
  Greta relishes pure challenge. Allying the Trotts with the 
  Jungfreuds would have seemed impossible a few years 
  ago, but she did it. If something looks difficult, she wants 
  to try.
   
  0
  She does not want anyone to discover that she is pregnant 
  by Gerhardt von Jungfreud rather than Sigismund the 
  Younger. She will take drastic measures to keep this secret.
   
  0
  Greta wants to further House Trott’s fortunes. In the past, 
  she sold her father’s mercenary army, but now she sees 
  countless other opportunities to use her diplomatic skills.
  she can be FounD…
   
  0
  ‘Resting’ in her chambers, which means sending messages 
  by carrier pigeon to her father, Absolem, or one of her 
  horrible sisters.
   
  0
  Trying (with some success) to ingratiate herself with the 
  military commanders. 
   
  0
  Avoiding the suspicious eye of Lady Gotlinde during 
  dinner in the Great Hall.
  Lady Gotlinde von Jungfreud — Burgravin of 
  Neufaljung and the Duke’s Mother
  Despite her 78 years and frail appearance, the duke’s mother 
  is an energetic woman of sharp eye and considerable presence. 
  She has been castellan of Neufaljung since her husband’s death, 
  overseeing the castle while her son ruled Ubersreik. She has an 
  orderly, busy mind and a reputation amongst the staff for iron 
  discipline offset by maternal concern for her servants. Gotlinde 
  runs the castle on what she calls ‘Dwarfen principles’, which 
  means keeping the walls strong and the stores well stocked. She 
  wears fine clothes in a practical cut and enjoys flying her falcons 
  from the ramparts.
  Lady Gotlinde is furious at how Karl-Franz has treated her 
  family and thinks he has lost his mind. She is good friends 
  with Grand Matriarch Thora Hirdsdottir of Karak Azgaraz, 
  and the two sometimes meet to discuss news from the lands of 
  men. Lady Gotlinde has solicited help from the Grey Dwarfs 
  through her friend, but she has yet to secure an alliance beyond 
  words of support.
  SOMETHING IN THE HEIR
   
  0
  Greta is loathe to trust anyone outside her family, and even with them she tends to be cautious. However, sometimes once must take a chance, 
  and Greta is not stranger to risk. She is desperete to raise the profile of her husband, Sigismund the Younger, in the eyes of his father. To this 
  end she has been feeding useful advice at night for him to parrot as his own insights the following day. This may not be enough. Greta is looking 
  to hire a discreet group of rogues to create some problems that her husband might then ‘solve’, the better to raise his standing with his family. 
  False bandit attacks, sabotage of the castles good stocks — whatever it take, as long as the real damage is minimal. Sigismund cannot know that 
  these takes are being faked for his benefit, however, as he could never be relied upon to keep his mouth shut. Speaking of keeping things quiet, 
  Greta will of course have to ensure the Characters are silenced after they are done aiding her...
  
  AI
  111
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  Lady Hild von Jungfreud 
  — War Marshall of Black Rock
  The duke’s younger sister is one of the few people Sigismund 
  deems as competent as himself. When he needed a commander 
  for his armed forces, he had no misgivings about appointing his 
  sister War Marshall. After all, she has sparred with him since 
  they were children, rode into battle against the Greenskins with 
  him, and knew how to command soldiers in battle.
  Lady Hild keeps her hair short, strides about the castle in 
  armour, and disdains the fripperies of the nobility. She is 
  worried about her brother. She has never seen him doubt his 
  abilities before and desperately wants to see him returned to 
  his old self.
  Resolutely childless and disinterested in romance, she has 
  been completely taken aback by the mutual attraction between 
  herself and Captain Tieck, the former captain of the Ubersreik 
  Watch. She feels that the difference in rank means their affair 
  must remain secret.
  what she wants…
   
  0
  Lady Gotlinde is frustrated that Graf Sigismund can’t 
  focus on a single plan of action. She worries that the 
  family’s reputation is forever tainted by how easily they 
  were displaced from Ubersreik. Anything that helps 
  restore the Jungfreud name will make her happy.
   
  0
  She liked ruling the castle on her own terms and would 
  like all the recent incomers to scurry back to Ubersreik 
  and take their mess with them.
   
  0
  Lady Gotlinde cannot stand the sight of Lady Greta 
  Trott, and is horrified that she’ll give birth to the heir to 
  the duchy. She wants to know what the Trott is plotting.
  she can be FounD…
   
  0
  Checking for grain mould and vermin in the castle 
  granary with her clerks.
   
  0
  In the Bowyer’s Tower seeking an audience with her son.
   
  0
  Berating a castle guard at the gates for wearing his helmet 
  crooked.
  LADY GOTLINDE VON JUNGFREUD
  — HUMAN MAGNATE (GOLD 5)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  24
  30
  25
  28
  35
  32
  33
  41
  65
  24
  12
  Skills: Bribery 34, Consume Alcohol 38, Gamble 51, 
  Intimidate 55, Language (Khazalid) 41, Leadership 34, 
  Lore (Heraldry 51, Reikland 51, Falconry 61), Melee 
  (Fencing) 34, Play (Harpiscord) 42, Ride (Horse) 42
  Talents: Doomed (Do not disturb the quiet stones), 
  Etiquette (Nobles), Noble Blood, Read/Write
  Trappings: Sigward (A three year old trained hunting 
  falcon), Falconry Equipment, Cages of Live Mice, 
  Courtly Garb
  LADY HILD VON JUNGFREUD
  — SOLDIER, FORMER NOBLE (GOLD 3)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  51
  33
  38
  41
  38
  39
  28
  34
  35
  33
  18
  Traits: Armour (Plate and Mail) 3, Weapon (Sword) 
  +11
  Skills: Athletics 49, Bribery 44, Climb 48, 
  Cool 45, Consume Alcohol 56, Doomed (In 
  thy bed you live, to die in anothers), Dodge 49, 
  Endurance 51, Gamble 44, Intimidate 53, 
  Leadership 43, Lore (Heraldry) 54, Melee (Basic 
  66, Fencing 61, Parry 60), Play (Drum) 38
  Talents: Etiquette (Nobles, Soldiers), Hardy, 
  Noble Blood, Read/Write, Strong Back
  Trappings: Fine Plate and Mail, Fine Hand 
  Weapon (Sword), von Jungfreud Family Seal
  
  AI
  WARHAMMER FANTASY ROLEPL AY
  112
  Maximillian Palt 
  — Steward of the Duchy of Black Rock
  The venerable Palt has been the duke’s representative in the 
  duchy for as long as anyone can remember. He is at least 80 
  years old, partially blind and claims (falsely) to be almost entirely 
  deaf. For the most part, his role has been ceremonial since the 
  duke’s father passed — Graf Sigismund is too controlling to let 
  someone else manage his affairs.
  Palt has a waxed white beard he feels is distinguished. He 
  mostly stands around, trying to look useful while his scribes 
  and factotums get on with administering the duchy.
  Despite appearances, Palt keeps a keen eye on events in the 
  duchy. His greatest secret is that he is behind the plot to drive 
  Graf Sigismund out of his mind. Years of being ignored and 
  belittled have twisted him towards a burning need for revenge, 
  so when he was approached by an agent of Lady Emmanuelle 
  Nacht he was more than happy to help.
  what he wants…
   
  0
  Palt wants respect. He is sick of being treated as a little 
  more than an ornament to the von Jungfreuds, overlooked 
  by Lady Gotlinde and barely considered by the duke.
   
  0
  He wants to remain in Black Rock, take charge, and 
  resume his lifelong quest to find Aldun’s Cavern.
   
  0
  He needs people to continue assuming he’s a harmless old 
  man, more bothered about wearing the right doublet than 
  affairs of state.
  he can be FounD…
   
  0
  Sitting in the treasury, being ignored by the bookkeepers 
  and scribes.
   
  0
  Giving a dull, rambling speech to a visiting knight too 
  polite to excuse himself.
   
  0
  Pretending to fall asleep within earshot of the duke’s 
  chambers. 
  MAXIMILLIAN PALT — HUMAN STEWARD (GOLD 1)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  28
  33
  41
  38
  29
  31
  33
  41
  38
  25
  18
  Skills: Animal Care 56, Athelthics 46, 
  Climb 46, Drive 50, Dodge 46, Endurance 
  58, Gossip 35, Lore (Reikland) 51, Intuition 
  49, Perception 49, Stealth (Rural) 46
  Talents: Beneath Notice, Doomed (The whispers claim 
  thee first), Embezzle, Etiquette (Servants, Nobles), 
  Resistance (Poison), Read/Write, Strong-Minded, 
  Trappings: Hidden Paints, Fine Clothes, Quill and 
  Ink, Notebook, Purse with 3d10 Silver Shillings
  
  AI
  113
  UBERSREIK ADVENTURES II — A GUIDE TO BL ACK ROCK
  ON THE TROTT
  Leo Sagornus — The Duke’s Fixer
  Sagornus arrived at the castle shortly after the Jungfreuds 
  retreated 
  from 
  Ubersreik, 
  bearing 
  several 
  letters 
  of 
  recommendation from influential families throughout the 
  northern Empire. He quickly inveigled himself into the 
  household as a resourceful fixer for Graf Sigismund.
  He came to Neufaljung with a reputation as a man who ‘gets 
  things done’, and that’s exactly what he’s doing for the duke. 
  He’s adept at finding information, people, and resources where 
  others fail. He insists on being paid up front; he’s completely 
  amoral.
  Nobody knows much about Leo Sagornus and that’s how he 
  likes it. He seems to be in his 40s and exudes quiet confidence. 
  His whole appearance is slim and stripped back — his smart 
  doublet presents an austere impression to the world. Only his 
  artificial left hand displays ornamentation — it is made from 
  brass and inlaid with silver script. He polishes it when listening 
  to people.  
  SCHEMES AND PLOTS
  Graf Sigismund has countless plans and schemes at stages of 
  implementation, both covert and open. The Characters could be 
  asked to join any of the following:
  Defences in the Valleys: Sigismund is convinced that Altdorf 
  will invade Black Rock before long. He instructed his sister to 
  commission emplacements, defensive walls, and towers across 
  the duchy. The Emperor’s agents would be interested to get the 
  strategic maps and blueprints, while the Jungfreuds need to 
  stop them.
  Aid from Karak Azgaraz: The duke has petitioned the Karak 
  Azgaraz Council of Elders for aid, citing the many historical 
  alliances between his ancestors and the Grey Dwarfs. While 
  they are privately disturbed by the actions of Karl-Franz, so far 
  the council has refused to get involved in a manling squabble. 
  Could the Characters persuade the Dwarfs to offer subtle 
  assistance to the duke’s cause? Or would they rather poison the 
  well on behalf of Altdorf?
  Trade War: The Jungfreuds can use their wealth for economic 
  warfare. By buying up stocks of grain or other goods, the duke 
  can manipulate prices and ruin Reikland mercantile interests. 
  He’s already withholding coal and iron ore from Ubersreik. 
  What if he choked off the supply of blackpowder from Nuln? 
  Or flooded the region with fake currency?
  Rise Up, Loyal Ubersreikers! Sigismund the Younger has long 
  advocated an uprising in Ubersreik. Many citizens are loyal to 
  the Jungfreuds and could be whipped up into a rabble with the 
  right agitator. They already pay Anton Grimski to undermine 
  the burgomeister’s authority. What if they give the man a 
  printing press or a crate of arquebuses? The duke prefers a series 
  of staged ‘outrages’ by the occupying Altdorfers to galvanise the 
  people into action.
   
  0
  Sagornus brokered the deal with Duke Trott, but he knows the 
  family can’t be trusted. He needs to know the Trotts’ weaknesses 
  so that he can exploit them when the time comes. He’ll pay 
  the Characters handsomely for this information, but betray them 
  quickly should it become expedient.
   
  0
  After hearing the stories of Lengrath, Sagornus has been wondering 
  whether he can recruit a necromancer to unleash the abbess and 
  her anchorites on Ubersreik. He just needs to deceive some 
  people into tracking down a dubious sorcerer to help.
  LEO SAGORNUS
  — HUMAN SPY (SILVER 3)
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  34
  32
  35
  38
  41
  42
  41
  52
  38
  56
  12
  Traits: Hand Weapon (Sword) +7
  Skills: Acting 60, Bribery 66, Charm 66, Cool 48, 
  Gamble 62, Gossip 66, Haggle 66, Melee (Basic) 
  44, Perception 51, Secret Signs (Black Chamber) 62, 
  Stealth (Urban 52, Rural 52), Trade (Poisoner) 66
  Talents: Blather, Gregarious, Lip Reading, Read/
  Write, Secret Identity, Shadow
  Trappings: Various Costumes, Informer (Staff in 
  the Castle), Hand Weapon (Sword), Disguise Kit
  
  AI
  114
  WARHAMMER FANTASY ROLEPL AY
  Exploding Coal: By hollowing out lumps of coal and filling 
  them with blackpowder, it should be possible to send powerful 
  explosives right into General von Dabernick’s office. All the 
  duke needs is a group of people who can ‘steal’ coal from his 
  barges and get it into Castle Black Rock in Ubersreik.
  Wizards Wanted: The duke has a pragmatic view of wizards 
  — if they have magic, he can make use of it. Providing they’re 
  not heretics, he’s looking to find and persuade any magic user to 
  come into his service. In return he’ll fund their arcane research 
  and provide food and lodgings at Neufaljung.
  Absolem on the Leash: The duke knows Absolem Trott is a 
  brute (although he doesn’t know quite how bad). This has its 
  advantages — his reputation is already causing consternation in 
  Ubersreik. But Sigismund has greater plans. He has no trust for 
  Duke Zenechar and knows that the son feels no affection for 
  his father. If Sigismund can win his loyalty from Shalgrid Trott, 
  he could become a useful, less unpredictable, weapon.
  Should the Characters manage to gain the Graf ’s ear, they may 
  suggest plans of their own. He listens with interest and refuses 
  only the most ridiculous proposals.
  allies anD eneMies
  Though to many the Graf ’s situation seems hopeless, at least if 
  he wishes to retake Ubersreik, there are some willing to aid the 
  Jungfreuds — if only for their own ulterior motives. Some hope 
  that the restoration of the Jungfreuds will elevate their own 
  standing. Others fear that allowing the Emperor to so callously 
  usurp the rights of Reikland nobility will set a precedent that 
  may eventually challenge their own position.
  Others have sensed which way the wind is blowing, and see 
  no benefit in standing with the Jungfreuds. Indeed there may 
  be much to gain in standing against them. The favour of the 
  Emperor will surely follow those who enforce even his most 
  arguably questionable whims. If nothing else, many feel duty 
  bound to enforce the Emperor’s orders, even if they do not agree 
  with them in full.
  notable allies
  Baroness Agetta von Böhrn: Ruler of the Barony of Böhrn, 
  she has enabled the Jungfreuds to ship coal via the Hägercryb 
  canal. She will offer tacit support if needed, but like all nobles 
  she fears Altdorf ’s wrath should she take direct action.
  Barony of Graustadt: Still ruled by the duke, the barony is cut 
  off by uncontrolled territory. The steward is Rudolf Trocheim, a 
  brilliant general and loyal vassal of the Jungfreuds. He has three 
  regiments, but has made it known that he has a generous war 
  chest for any mercenaries willing to join the Jungfreud cause.
  Grodni Surehammer: The leader of the Dwarfs in Ubersreik. 
  The actions of Karl-Franz offended the venerable Dwarf ’s 
  respect for straight dealing. If forced to pick sides, he will 
  support the Jungfreuds — he has surreptitiously provided 
  several engineering apprentices to help with construction of the 
  defenses in the duchy.
  Sister Habercorn: The priestess of Sigmar in Castle Black 
  Rock is currently sheltering Wendelin under the castle itself. 
  The duke doesn’t know this and suspects she switched allegiance 
  to Altdorf, but in reality she is loyal to a fault.
  The Grey Wolf Temple: The Jungfreuds have made several 
  monetary gifts to the temple and the duke has good relations 
  with Cleric-Captain Krause. He feels that the Templars are 
  kindred spirits who share his beliefs and breeding. For what 
  it’s worth, the Knights of the White Wolf posted at the temple 
  have notified the duke that they support his cause. 
  Notable Enemies
  House Holswig-Schliestein: Architects of the Jungfreuds’ 
  defeat, the Emperor’s edict is still very much in force and 
  supported by his court.
  High Lord Holzgrug: The Altdorf spymaster with many 
  agents in Ubersreik and even the Duchy of Black Rock itself. 
  He will not under-estimate Graf Sigismund and is watching 
  him closely. It is Holzgrug who named the duke ‘an ill-sheathed 
  blade’ because only a fool would see him as a spent force.
  The County of Widow’s Vale: The duke’s illegitimate nephew 
  Count-Palatine Gregor Schadelfaust rules here, the son of his 
  dead older brother. Gregor has aspirations to Ubersreik and 
  Black Rock, as he was elevated to his title by the Emperor 
  himself. He thinks he can see which way the wind is blowing, 
  and when Sigismund is finished he’ll petition the Emperor to 
  inherit the Jungfreud territories.
  Lady Emmanuelle Nacht: The Imperial Herald in Ubersreik 
  knows that the duke is the main threat to Altdorf rule in the 
  city. She is actively working to remove the danger.
  General von Dabernick: The official ruler of Ubersreik has a 
  deep-seated hatred of the Jungfreuds due to a historical claim 
  to the city. He wants to see the duke humiliated before his 
  ultimate downfall.
  Merchants’ Guild: The newly powerful guild do not want to 
  see the return of the Jungfreuds. Guildmaster Marta Müller will 
  pay good money to see them kept away from the city. 
  
  115
  AII
  UBERSREIK AND
  THE ENEMY WITHIN
   
  •
  •
  While the internal issues in Ubersreik absorb the attention of 
  most of its notable citizens, events in the Empire at large carry 
  on regardless. Indeed the machinations of the Purple Hand 
  threaten the very Empire itself. Ubersreik is not beyond the 
  reach of these events, and only the wilfully ignorant can ignore 
  them entirely.
  The following section contains a synopsis of how events in 
  The Enemy Within may influence Ubersreik and the Duchy 
  of Black Rock. If you intend to play The Enemy Within you 
  would be best advised to skip this section entirely, as it contains 
  spoilers for all five chapters of The Enemy Within. This may 
  prove useful if you have been playing The Enemy Within and 
  your Characters have reason to return to Ubersreik between 
  Chapters, or if you or the Characters simply wish to keep up to 
  date with events in the town while they are otherwise occupied 
  with their investigations into the Cults of the Ruinous Powers 
  which have infiltrated Imperial society.
  ENEMY IN SHADOWS
  During the events of Enemy in Shadows, the Characters find 
  themselves in possession of the right to purported inheritance 
  of some 20,000 Gold Crowns. While this turns out to be a 
  ruse, they will eventually find themselves in Bögenhafen and 
  embroiled in the affairs of a Chaos Cult there. While the loss 
  of one carriage and its occupants to a mutant attack on the road 
  to Altdorf may merit an afternoon spent bemoaning the state 
  of the world, it is hardly an unusual occurrence in the Reikland. 
  Most in Ubersreik who hear of it will have forgotten about it by 
  the following week. However, events in Bögenhafen may have 
  wider reaching implications.
  Should the Characters succeed in stymying the plans of Gideon 
  and his pawns in opening a gate to the Realm of Chaos, the 
  impact on Ubersreik will be minor. Rumours will circulate for 
  some time about the merchants and civic leaders of Bögenhafen 
  and some terrible pact they struck with the ruinous powers, but 
  most folk do not speak lightly of such things. The fact that it 
  happened in the Reikland will raise eyebrows, but otherwise the 
  effects will be minimal.
  the Fall oF böGenhaFen
  If the Characters fail to prevent the ritual and Bögenhafen 
  falls to Chaos, all of the Reikland will tremble. Refugees from 
  Bögenhafen will flee on the river, most making their way towards 
  Altdorf. However, the capital is anything but welcoming, and 
  most of those who flee Bögenhafen will be turned away by 
  citizens fearful that whatever corruption destroyed the town 
  might be catching. Many will be scattered to the winds, but a fair 
  contingent will make their way south to Ubersreik, joining with 
  those who took the slower overland route from Bögenhafen. 
  While they will be met with no small measure of suspicion, the 
  departure or death of many Jungfrued loyalists has depopulated 
  much of the town, and both Lady Nacht and General von 
  Dabernick would welcome a boost to the population, especially 
  as the refugees are unlikely to harbour any sympathies for the 
  Jungfreuds. Around 500 survivors of Bögenhafen will make 
  their way to Ubersreik during the month following the disaster, 
  most taking up their old careers where possible.
  the town council
  Among the survivors who make it to Ubersreik are several 
  notable members of the Merchant Houses (Enemy in Shadows 
  page 118). The few surviving Haagens will return to Marienburg, 
  their fortunes spent and their warehouses and contents utterly 
  annihilated.
  The Ruggbroder family had several of its scions away from 
  Ubersreik on business, and quite a few of their number travel 
  on to Ubersreik seeking to restart the family grain business. 
  The Steinhager family are all but wiped out, though a few 
  junior members were visiting mines with which the family 
  has dealings and so survived. One, Melba Steinhager, makes 
  her way to Ubersreik. She has sensed an opportunity for her 
  family’s contracts with the dwarfs to be of use in supplying coal 
  and iron to the town as tensions with the Jungfreuds have seen 
  shortages of both in Ubersreik. Melba was a member of The 
  Ordo Septenarius, though a very junior one who mostly thought 
  it was an excuse for secret handshakes and the occasional party. 
  Several witch hunters would disagree.
  The Teugens are similarly all but destroyed, with only a few 
  minor associated merchants and employees making it out alive. 
  
  AII
  DisorDer septenarius
  If news of the Ordo Septenarius’ existence spreads widely, as 
  it surely will if the Characters uncovered at least this much 
  in Bögenhafen and are not careful about who they tell, then 
  it will cause merchants across the Reikland to be viewed with 
  suspicion for some time. While the quasi-cult was confined 
  to Bögenhafen, stories spring up about secret meetings and 
  nefarious activities across the province. The Town Council in 
  Ubersreik will come under increased scrutiny, and their pleas 
  for greater influence over the town will be met with skepticism. 
  After all, they are a particularly tight knit bunch who are 
  relatively unified in their call for greater freedom for the town 
  — could that be a sign of Chaotic influence? 
  Few genuinely believe such talk, but many see the benefit in 
  repeating it all the same. Jungfrued loyalists and agents are 
  quick to make hay from such acquisitions, and will seek to 
  reinforce them wherever possible. This will further the cause 
  of the Jungfreuds, or may help to install another noble family 
  in their place (see Rough Nights and Hard Days, page 30). 
  Lady Emmanuelle Nacht will do what she can to stymie such 
  rumours — more out of a desire for internal stability in the 
  town than from any great love for the merchants — while 
  General von Dabernick will ruthlessly pursue any Jungfreud 
  agents in the town on general principle.
  Overall, the influx of refugees will help to rebuild the town’s 
  economy, and the outsiders are generally welcomed by the 
  townsfolk once initial fears of the taint of Chaos fail to bear 
  fruit.
  Military Matters
  The presence of a substantial gate to the Realm of Chaos within 
  the Empire is not something that can be allowed to go on. 
  Every regiment in the Reikland not already engaged with other 
  essential business is called up, a sizable contingent of wizards is 
  despatched from the Colleges in Altdorf, and the rumour that 
  ‘every cannon in Nuln has been seconded by the Emperor’ goes 
  about. In fact Nuln sends only a handful of cannons and their 
  crew, as Emmanuelle von Liebwitz is convinced that the entire 
  thing is a ruse by the Imperial throne to seize control of Nuln. 
  Such paranoia is rampant after events in Ubersreik earlier in the 
  year, and overall the muster is lower than expected.
  Ubersreik commits 300 of it’s garrison, leaving the town 
  woefully unprepared for any substantial attack. The Jungfreuds 
  avoid sending any troops at all, claiming to the Emperor that 
  they have none to spare at the moment given ‘recent events’. 
  While their reliance on mercenaries does allow the Graf to 
  disguise the number of troops actively under his command, 
  Emmanuelle Nacht’s spies have figures that indicate the true 
  size of Sigismund’s forces. If the Characters are in Ubersreik 
  at this time, Emanuelle Nacht will send them post haste to 
  the Duchy of Black Rock to determine if the Graf is likely to 
  launch an attack aimed at taking back Ubersreik.
  In truth Graf Sigismund fears committing to an outright 
  attack on the town, as he reasons (correctly) that the Emperor 
  would attack him directly once events in Bögenhafen had 
  been dealt with. However, if the Characters present evidence, 
  real or otherwise, that the Ordo Septenarius has members in 
  Ubersreik, then the Graf may have reasonable casus belli to 
  retake the town ‘before it goes the way of Bögenhafen’.
  The Battle for Bögenhafen itself is bloody in the extreme, and 
  goes on for several days. The result is a victory for the Imperial 
  forces, with the horde of Daemons eventually destroyed or 
  forced back through the gate. The Emperor Karl-Franz is 
  notably absent from the battlefield, but his nephew the Crown 
  Prince Wolfgang takes the field atop a great destrier, and by all 
  accounts acquits himself with honour. Many of the rumours of 
  his supposed mutation fade from the public imagination, and 
  a few begin to speak in whispers that perhaps the young man 
  would make a fine Emperor one day soon. 
  The Greater Daemon goes unaccounted for, which greatly 
  worries many wizards and priests. Most others are simply 
  relieved that such a terrible horror no longer stalks the Empire.
  WARHAMMER FANTASY ROLEPL AY
  
  117
  UBERSREIK ADVENTURES II — UBERSREIK AND THE ENEMY WITHIN
  AII
  DEATH ON THE REIK
  In Death on the Reik, the Characters pursue rumour of an 
  ancient Warpstone fragment which fell on the Empire centuries 
  ago. They are pursued, or perhaps overtaken, by elements of The 
  Red Crown. Eventually, they make their way to Wittendorf, 
  forced to face or flee from the corruption that has overtaken the 
  village of Wittgendorf in general, and the denizens of Castle 
  Wittgenstein in particular.
  another sort oF Fallout
  Whether or not the Characters succeed in overthrowing the 
  Wittgensteins, the Skaven party who invade the castle from 
  beneath to retrieve the Warpstone will destroy the castle above. 
  However, without the Characters intervention many of the 
  family have the chance to escape. If you wish, some of these 
  characters may well make their way to Ubersreik, perhaps to 
  attempt to rebuild their fortunes there. Of course, many are so 
  terribly mutated that they will find no welcome in Ubersreik 
  or anywhere else. They may instead be encountered by the 
  Characters somewhere on the backroads of the Empire, should 
  your group have missed out on an entertaining encounter with 
  some of the family’s more memorable NPCs.
  Either way, while Wittgendorf could perhaps charitably be 
  referred to as a backwater, no ancient home of a Reikland noble 
  family will fall without news spreading across the province. 
  The village is visited by the authorities, and a great many of its 
  populace burned at the stake by a zealous witch hunter. Most in 
  Ubersreik will shake their heads at the news, ask ‘What is the 
  world coming to?’ and carry on with their day. A few, however, 
  will take a deeper interest.
  the wittGenstein question
  With the (apparent) death of the entire von Wittgenstein 
  line, the question will arise as to who controls the admittedly 
  impoverished village of Wittgendorf and the surrounding lands. 
  The lines of inheritance in the Reikland are fraught at the best 
  of times, with entire flocks of scribes dedicated to matters of 
  lineage and rightful claims to various estates, duchies, baronies 
  and so on throughout the province. Matters are made worse by 
  the family’s long isolation, as few members have been seen in 
  public for many years by 2512 IC, and few records of births, 
  marriages and so on were filed with the proper authorities.
  Still, an estate in the Reikland, especially one with lands on such 
  a major riverway, will be allowed to sit idle for long. Old claims 
  will be revived, and doubtless the question of who should rule 
  the estate will end up in the hands of the Emperor. However, 
  in Ubersreik, there is at least one individual with a particular 
  interest in the matter.
  Mandala Wittgenstain, last in a long line of scribes, has just 
  about had it with copying writs of purchase and writing down 
  wills for doddering merchants. She was on the verge of leaving 
  the town anyway when word reached her about the destruction 
  of the castle and the death of the entire line. Not wishing to 
  let such good fortune go to waste, she has prepared a series of 
  entirely fraudulent documents that tie her to the family, and 
  which, if they were actually true, would give her a claim on the 
  estate — at least, what remains of it. That her name bears a 
  striking resemblance to that of the von Wittgensteins is a happy 
  coincidence that she hopes to put to good use.
  Mandala has heard rumours that, shortly before the collapse of 
  the castle, a group of adventurous looking sorts with an existing 
  reputation in Ubersreik were seen fleeing the castle. If she 
  could just convince them to say that they found her documents 
  on their way out the door, she would actually have a shot at 
  claiming the estate. Of course, she may also need protection 
  from the various witch hunters who would just love to speak 
  with any surviving member of the woefully corrupt nobles of 
  Wittgendorf.
  
  118
  AII
  POWER BEHIND THE THRONE
  Events as far away as Middenheim will not impact Ubersreik 
  terribly. As a town with a population of mainly Sigmarites, 
  few will be at all surprised that the Ulrican Graf of distant 
  Middenheim has fallen into a dark mood, or indeed that he 
  has withdrawn from it. Some may hear on the wind that it 
  was a group of Reiklanders who saw off a threat to the Graf. 
  They may remark that of course it would take a group of good 
  Sigmar-fearing souls to put to rights the problems of others in 
  the Empire. After all, hasn’t that been what the Reikland has 
  been doing for centuries now?
  GrowinG unrest
  What the citizens of Ubersreik will be unable to avoid hearing 
  of, however, will be the rising tide of unrest in the Empire at 
  large. Rumour from Altdorf that the Emperor is unwell, or that 
  the crown prince is some kind of mutant, has given rise to much 
  speculation. The infamous mutant edit (Enemy in Shadows 
  page 57) has done nothing to assuage these worries, and indeed 
  some speculate that any day now the Emperor or some of his 
  family will be publicly revealed to be a mutant. Quite what 
  anyone would do at that point is up for debate, but most realise 
  the Grand Theogonist at any rate would never stand for it. Most 
  try not to think about it.
  Further news of unrest from Middenland and beyond will also 
  cause concern. Word has gone about that more extreme factions 
  of Ulricans have been seen in the south of Middenland, and 
  that unrest in Carroburg has led to state troops being called into 
  the city. This is not strictly true, as the Carroburg Greatswords 
  merely returned to the city early from a tour of duty patrolling 
  the Empires border with the Wasteland, but the fact that the 
  Emperor wants one of his best regiments close at hand is 
  curious to some.
  What is certain is that the Jungfreuds continue to plot to retake 
  their ancient holdings, and such a display of weakness by the 
  Emperor would provide the perfect opportunity to strike. This 
  only serves to increase tensions in the town.
  THE HORNED RAT
  While events during the Middenheim Carnival are unlikely to 
  resonate as far away as Ubersreik, the events of The Horned 
  Rat may well shake the entire Empire. If they Characters are 
  successful, few will ever hear of it — such is the burden that 
  must be borne by many of the Empire’s greatest heroes.
  However, should things go as poorly as they might the Middle 
  Mountains may well be a wasteland to rival any tale of the 
  destruction of Mordheim. 
  If this occurs there will be terror throughout the Empire as 
  citizens pray to every civilised god, and to quite a few others, to 
  keep further chunks of Morrslieb from raining down atop their 
  heads. Many will recall more stable days in the Empire at large, 
  and in Ubersreik in particular, and openly long for a return to 
  the more stable control of the Jungfreuds.
  EMPIRE IN RUINS
  The events of Empire in Ruins will have far reaching effects 
  across the Empire. Borders will be drawn, old grudges will be 
  settled (and entirely new ones created), and the Empire will 
  either emerge under a unified leader, or see a return to the fall 
  to inter-province squabbling that defined the Age of the Three 
  Emperors.
  Should the former happen, the Emperor will seek to undo some 
  of the slight done to the Jungfreuds. It will not be possible to 
  simply return Ubersreik to their control without looking weak 
  at a time when the appearance of strength is paramount, but the 
  family may see some of its more ceremonial rights and property 
  restored. After much finagling the town itself will come under 
  the rule of a council of prominent citizens and merchants, 
  arranged behind the scenes by Lady Emmanuelle Nacht.
  Of course, should the Characters intervene, you are encouraged 
  to allow their influence to sway things. Throughout their 
  adventures they will have made many contacts in Ubersreik and 
  beyond. Should they throw their lot in with the Jungfreuds, 
  assault Ubersreik, and kill or otherwise remove Emmanuelle 
  Nacht, the city may very well cry out for a return to the relatively 
  stable rule of the Jungfreuds. Equally they may play a part in 
  appointing another noble family to run the city (see Lord of 
  Ubersreik, page 30). Particularly ambitious Characters of noble 
  birth may even be able to seize the city for themselves — if they 
  have proved faithful and trustworthy servants of Emmanuelle 
  Nacht she may even support them in this object, presuming 
  they can deal with the Jungfreuds. 
  However, if the Empire should fall to squabbling, it will not 
  go on for nearly as long as the last such era, before Magnus 
  reunified the Empire. The forces of Chaos lie just beyond the 
  borders of civilisation, and indeed within it. They slaver with 
  hunger for the dawn of a new age of blood and slaughter. 
  Should the Empire appear weak, or worse, allow the corruption 
  of Chaos to rise to the very heights of its leadership, then these 
  forces will not linger long. They will flood into the Empire, tear 
  down the walls of its great cities and bring run and deprivation 
  to the land. The End Times will surely arrive all the sooner.
  WARHAMMER FANTASY ROLEPL AY
  
  119
  INDEX
  A
  Ageing Knight of the White Wolf ...69
  Allies and Enemies .........................109
  Along the Docks ................................6
  Alteberg ............................................95
  An Absolute Replica.........................40
  An audience with the Queen ............82
  Arise, Sir Galleran! ...........................11
  As an Additional Hook ....................61
  Asking About Werner ......................65
  Attic (The) ........................................35
  B
  Back at the Inn .................................81
  Beatrice Mittelmäss ..........................52
  Begrin Belbaksson of Clan Haratak .75
  Best Laid Nefarious  
  Plans Go Awry (The) .......................10
  Bird in the Hand (A) ........................27
  Black Rock Mine  .............................97
  Blixa .................................................51
  Boniel Intervenes ..............................28
  Branchers (The) ................................23
  Brandt/Brunhilde .............................35
  C
  Captain Absolem Trott  ....................95
  Cellar ................................................25
  Clearly There Has Been a MistAke ....6
  Coal Road.........................................94
  D
  Dead Ringer .....................................40
  Deft Dancer (The) ..............................7
  Dieter Werner ..................................76
  Dietgar .............................................48
  Disappointing Daemonhood ............50
  Double Vision ..................................45
  Dwarf Mob ......................................81
  Dyrath’s Wing ................................102
  E
  East Wing (The) ...............................34
  Enquiries at the Temple of Shallya ...59
  Enter Boniel .....................................19
  Ettlin Reach .....................................93
  Experience Points Rewards ...............48
  F
  Familiar Ground ...............................40
  Family Matters .................................28
  Feline Focus (A) ...............................57
  Final Curtain (The)...........................28
  Fishrook Dalliance (The) ..................16
  Fishrook Returns: .............................20
  Flussberg ..........................................99
  Footpad ............................................66
  Friedrich Mülle ................................77
  Fritz the Fleet - Courier .....................5
  G
  Gallows .............................................24
  Gatehouse .........................................24
  Giffen and Hammer  ........................31
  Great Keep (The) ............................103
  Grey Lady Road ...............................93
  Griffon and Hammer (The) ..............24
  Grounds (The) ..................................33
  Gutele von Bruner ............................20
  H
  Haleth’s Wing ................................102
  Hedging Your Bets ...........................47
  Hellin ...............................................47
  HermitaGe .....................................101
  Household Staff, Guards, and 
  Stablehands ......................................39
  House hunting ..................................42
  Hunt is On (The) .............................26
  I
  Ingwer ..............................................51
  Inn ....................................................25
  Interviewing the Coachmen .............21
  Investigation Map (The) ...................53
  INvolving the Characters .................33
  I suppose you’re wondering why I 
  gathered yoU here today… ................44
  J
  Jared’s Wild Night ............................68
  Job Offer (The) .................................18
  Johanna Bartoli .................................75
  Josef ..................................................47
  K
  Katherine’s Murder Later .................61
  Klep’s Crew.......................................66
  L
  Lady Gutele Von Bruners' Journal  ..17
  Last Laugh (The) ..............................30
  Learning of  ......................................61
  Lucius ...............................................48
  Lying in Wait ...................................26
  M
  Manor Hall (The) .............................34
  Maze (The) .......................................34
  Mistaken Identity  ............................41
  Moritz ..............................................18
  Murder Scene (The) .........................60
  N
  Nagel Ridge ......................................99
  Neufaljungweg ..................................94
  Notable Allies .................................109
  Notable EnemieS ...........................109
  O
  Oberteufel ........................................99
  One More Victim .............................29
  P
  Parcel Perilous (The) ...........................4
  Patrolling the Road...........................26
  Pitchforks and Pickaxes ....................80
  Post Delivery ....................................13
  R
  Red Moon Inn (The) ........................78
  Residents (The) ...............................103
  Rise and Shine ..................................42
  River Elster .......................................92
  River Ruhig ......................................92
  Rivers (The) ......................................92
  Roads (The) ......................................93
  Ruins of Lengsrath  
  and the Black Cairn ........................100
  Rule Leidtragende – Necromancer .....8
  S
  Schemes and Plots ..........................108
  Searching the Attic ...........................42
  Searching the grounds ......................44
  Searching the House ........................44
  Setting Some BaiT ...........................26
  Shamblin’ Streets ..............................11
  Short Arm of the Law (The) ............27
  Skull Most Gallant (A) ......................8
  Spellbound at the Crooked Hammer 66
  Spitting Image ..................................41
  Stables ..............................................24
  Supply Interruption ..........................11
  T
  Talking to Gert .................................66
  Theatre Varieté (The) ........................71
  Travel in Black Rock (The) ...............94
  Triumvirate of  ..................................50
  Triumvirate Tactics ...........................52
  Trott’s Marauders .............................96
  U
  Ubersreik’s Grail Chapel ..................13
  Upper Floor ......................................25
  Using the Murder  ............................61
  V
  Veloren ...........................................101
  Visiting Neufaljung Castle .............103
  W
  Week 1: The Duchamps ...................20
  Week 2: Tostig Halstrom  
  and Entourage ..................................20
  Week 3 (Actually):  
  Gretchen Sollander...........................21
  Week 3 (purportedly): Willie Humbert 
  and Maximilian Kreutzer..................20
  Week 4: Brother Erasmus .................21
  Weirdroot .........................................25
  Welcome to Sigmartempel ...............22
  Werner Klep runs out of Luck..........65
  West Wing (The) ..............................35
  What’s in the Box? .............................5
  When the Hammer Falls ..................72
  Wolf at the Door (The).....................69
  NPC
  Abbess Mathild ..............................102
  Captain Absolem Trott  ....................97
  Dietgar Horstmann ..........................38
  Dwarf Mob ......................................81
  Graf Sigismund von Jungfreud .......107
  Gragni Gelrikssnev  ..........................79
  Hellin Karstadt-Stampf ....................37
  Household Staff ................................39
  Josef Spechtt .....................................38
  Lady Florine Heine-Jungfreud.......108
  Lady Gotlinde von Jungfreud .........110
  Lady Greta Trott ............................109
  Lady Hild von Jungfreud ...............111
  Leo Sagornus ..................................113
  Lucius Karstadt-Stampf  ..................36
  Maximillian Palt .............................112
  Sigismund the Younger ...................109
  Vidar Skarost ....................................97
  
  HANDOUTS
   •
  •
  You fools! But it is not too late 
  You fools! But it is not too late 
  – he can still be calmed, I think. 
  – he can still be calmed, I think. 
  Leave the package by The Deft 
  Leave the package by The Deft 
  Dancer, moored at the docks, 
  Dancer, moored at the docks, 
  and then flee as fast as you 
  and then flee as fast as you 
  might! There is still time.
  might! There is still time.
  Ubersreik Adventures II: Handout 1- Gele’s Note to the Characters
  Ubersreik Adventures II: Handout 2 - The Fishrook Dalliance extract
  Tents
  Rope + Grapples
  Lanterns
  Oil
  Climin Stuff
  Blankets
  Food
  Ubersreik Adventures II: Handout 9 - Shopping List
  
  Ubersreik Adventures II: Handout 3 - Gutele’s Testimony
  
  Dear Friends,
  Please permit me to introduce myself. I am a 
  humble poet, young to my craft, who has heard 
  of your travels and travails, and would like to 
  put your adventures to parchment. Though I am 
  known to the few residents of this fair city who 
  appreciate the literary arts, I would not expect 
  you to be familiar with my works, nor even know 
  my name, for I fear that I have yet to write 
  my first true masterpiece. What I have heard of 
  your experiences, however, has already served to 
  inspire the muse within me. If you would be so 
  kind as to visit with me at our family’s estate in 
  Morgenseite for a few days, you would find me 
  suitably grateful. 
  Hoping to see you on the morrow,
  Lucius Karstadt-Stampf
  Ubersreik Adventures II: Handout 4 - Lucius letter to the Characters
  WANTED!
  The High Temple of Sigmar urgently appeals any 
  information that might lead us to the heinous 
  killer of our brother in faith, Klein Calvin.
  On the morning of Festag 28th Vorgeheim Klein was 
  found stabbed at the Victory Park orphanage near 
  Ubersreik’s Marktplatz.  
  60 Gold Crowns are offered to those 
  who bring Klein’s Killer to justice.
  See Jacob Möhren at the High 
  Temple of Sigmar for details.
  Ubersreik Adventures II: Handout 5 - High Temple of Sigmar Plea
  Able-bodied folk of Adventurous Spirit!
  report to Friedrich Müller at 
  T H E  E X P L O D I N G  P I G 
  for a once in a lifetime opportunity 
  G O L D !  F A M E !  G O L D ! 
  Don’t delay!!!
  Ubersreik Adventures II: Handout 9 - Friedrich’s Flyer
  
  Ubersreik Adventures II: Handout 6 - The Karsdt Estate (Player’s Map)
  
  Attic
  First Floor
  Ubersreik Adventures II: Handout 6.1 - The Karsdt Estate (Elements)
  
  Ground Floor
  Gardens
  
  Ubersreik Adventures II: Handout 7 - Ubersreik (Player’s Map)
  
  ’Onest Ottokar’s Totality 
  Of Truth Trakt
  Word reaches OTTOKAR of a savage warrior of the 
  benighted north whose unholy gift is the very resurrection 
  of the dead! Wheresoever this BLASPHEMY treads the life 
  blooms and even long fallen bodies stir and breathe anew.
  And who should want to find this scion of darkness and 
  bring him to Ubersreik? None other than the lackeys of 
  the Gross Enchanter!
  Seek out OTTOKAR for the latest updates!
  KEEP DREAD DRACHENFELS DEAD!
  WIZARDS. I DON’T LIKE THEM
  I DON’T LIKE THEIR DAEMONIC SORCERIES. 
  I DON’T LIKE THEIR BIG WEIRD 
  UGLY COLLEGE BUILDINGS
  I DON’T LIKE THE WAY THEY DRESS
  AND I DON’T LIKE THEM KILLING PRIESTS!
  That’s right! Several priests have been murdered recently in 
  cities across the Empire and a cabal of wizards are almost 
  certainly to blame. Long have the sorcerers lusted to tear 
  down our prized religious institutions and now — thanks to 
  the error of so-called Pious Magnus — they wreak outrages!
  In 2511 they hit Wurtbad, now they hit US! Over the past 
  weeks Patti, devotee of Rhya, Yan, Ulric’s loyal son, Klein, 
  favoured of the holy Heldenhammer …  all found dead.
   
  DEAD! AND KILLED    
  BY WIZARDS! 
   
  (A thieving Ranaldan has also died.)
  Seek OTTOKAR for NEWS OF A RICH REWARD!!
  YOU CAN’T PAY?
  THEN SHE WON’T PRAY!
  OTTOKAR LEADS A PROTEST of the corrupt 
  TEMPLE OF SHALLYA this GEHEIMISNACHT EVE. 
  Show venal Katherine Hartung you won’t stand for her 
  cynical profiteering! Why Shallya herself hasn’t struck this 
  mercenary down is all the proof we need that she is indeed 
  the tender Goddess of Mercy.
  SHOW NO MERCY YOURSELVES — BE THERE!
  MOONFLOWER – cure for all ills. Think the Elves 
  chow down petals for nothing? IMMORTALITY awaits the 
  discerning MOONFLOWER imbiber! 
  Also alleviates dropsy.
  VON JUNGFREUD CALAMITY! Our noble betters 
  victims of foreign plots! Are Kislevite agents really to 
  blame? Find out in Ottokar’s new pamphlet COMING 
  SOON!
  YOU! Yes, YOU! You NEED to know more. Find OTTOKAR hard at work every single day atop 
  GLORIOUS UBERSREIK’s famous SPRICHSTUMPF. (if not present, check the Wolf and Hobgoblyn.)
  Ottokar uses and endorses Engbart Press, located in the alleyway behind the Bridge House Inn.
  ’Onest Ottokar’s Totality of Truth Trakt is proud to support the THEATRE VARIETÉ: currently hosting 
  daily shows by the hilarious Mootland Minstrels, the thrilling Erengrad Ensemble, and the talented Lena 
  Stein. When purchasing your ticket, present this trakt  for a free drink from the Theatre Bar! 
  Printed but not endorsed by the Engbart Presse of Ubersreik
  Issue XII, Volume IV
  Ubersreik Adventures II: Handout 7 - ‘Onest Ottokar’s Totality of Truth Trakt
  
  POWER BEHIND THE THRONE
  PART THREE OF THE ENEMY WITHIN
  To find out more about the Enemy Within campaign and its Companions,
  as well as a host of other game expansions and resources, visit
  www.cubicle7games.com
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Ubersreik Adventures II.pdf