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  A Warhammer Fantasy Roleplay Scenario 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Introduction 
  A Forgotten Foe is an investigative 
  adventure for three to six characters, 
  preferably in their first or second 
  careers. Though some events in the 
  scenario are episodic, much of what 
  happens will unfold in a non-linear 
  fashion. It is therefore important for 
  the Games Master to be familiar with 
  the various clues that the characters 
  may unearth, the locations they may 
  visit and the motivations of the NPCs 
  embroiled in the plot.  
   
  The adventure is set in and around the 
  town of Fluchaven, but could easily be 
  transposed to any isolated town in the 
  Empire.  
   
  Background 
  A little after first light this morning, 
  the body of an unconscious man was 
  found on the grounds of Baron 
  Schadenfreude’s estate. He was armed 
  with an exotic array of weapons and 
  carried several doses of poison. 
  Although he bore no visible signs of 
  injury, it was almost an hour before the 
  man could be wakened and he has no 
  memory of who he is or what he was 
  doing on the estate. 
   
  Ordinarily, the Baron’s Captain of the 
  Guard, Sigismund le Bon, would have 
  no hesitation in handing the suspicious 
  intruder over to his interrogator, Otto, 
  and letting him worm out the truth. 
  However, there is something about the 
  man’s amnesia which strikes the 
  Captain as genuine and makes him 
  wonder whether torture will produce 
  the information he is looking for. What 
  is more, these are not ordinary 
  circumstances – tonight, the Baron 
  hosts a ball which will entertain many 
  of the area’s important nobles and 
  dignitaries.  The captain needs to know 
  who the intruder is and what he was up 
  to. What is more, he needs to know 
  before the ball begins at seven o’clock.  
   
  It is the Captain’s belief that the 
  intruder is an assassin and that his 
  target is one of the guests. However, he 
  has so far told only the Baron about his 
  suspicions. The Baron’s guards – who 
  have dubbed the amnesiac man Klaus 
  – have been instructed to make the 
  man feel welcome and to not mention 
  the strange weapons he was carrying 
  when he was found. Captain le Bon 
  has promised Klaus that he will do 
  everything he can to help him recover 
  his memory.  
   
  In truth, Klaus (whose real name is 
  Janic Mehder) is an Imperial witch 
  hunter. Along with his companion, 
  Adolphus Lenke, he was scouting the 
  Baron’s estate for signs of a witch or 
  warlock that he believed was operating 
  in this area. A little before dawn this 
  morning, Janic came upon his quarry 
  but was transfixed by a spell that sent 
  him into a deep slumber. Before the 
  warlock could finish his work, he was 
  interrupted by a guardsman making his 
  rounds and was forced to leave the 
  witch hunter’s body to be discovered. 
  It is an after-effect of the warlocks’s 
  spell that has temporarily robbed Janic 
  of his memory. 
   
  The warlock being searched for was 
  none other than Baron Schadenfreude 
  himself. Now, almost certain the man 
  he transfixed with his spell is a witch 
  hunter, the Baron is biding him time in 
  order to learn more about his enemy. 
  In particular, he wishes to know 
  whether the man was operating alone 
  and if he has informed his superiors of 
  his investigations in Fluchaven.  
   
   
  
  The Baron’s Plan 
  Baron Schadenfreude is determined to 
  learn all he can about the man sent to 
  kill him. To this end, he has instructed 
  Captain le Bon to hire a group of 
  adventurers who can help ‘Klaus’ to 
  recover his memory. They will have 
  only a matter of hours to piece together 
  the man’s recent past and work out 
  what he was doing on the estate. 
   
  The Baron realises that he is playing a 
  dangerous game. However, he is 
  determined not cancel the ball. It 
  represents both a large feather in his 
  social cap and is the key to his plans 
  for furthering his mastery of the dark 
  arts. Attending the ball is a Lady 
  Veronique de Rigueur. A heavy 
  gambler, Lady Veronique has run-up 
  extensive debts in recent years and has 
  been persuaded by the Baron to sell a 
  prized family heirloom. This item – a 
  magical brooch – will give Baron 
  Schadenfreude the power to summon 
  undead creatures that will do his 
  bidding.  
   
  Once in possession of the brooch, the 
  Baron is confident that he will be able 
  to deal with any threat the witch hunter 
  might present. He also intends to use 
  the brooch’s power to put an end to 
  one of his guests at the ball, Sir 
  Wilhelm Getz, having learned that the 
  knight is having an affair with his wife, 
  Baroness Henrietta.  
   
  An Offer of 
  Work 
  The opening to the adventure will 
  work best if the characters are 
  reasonably short of cash and if the idea 
  of hob-nobbing with the local nobility 
  is something that appeals to at least 
  one of them.  
   
  Captain le Bon dispatches one of his 
  soldiers to recruit adventurous types 
  who can help ‘Klaus’ recover his 
  memory. Either by word of mouth or 
  reputation alone – individual GMs will 
  know what is most suitable for his or 
  her group – the soldier will be directed 
  towards the PCs. He will seek them out 
  at around 9 o’clock on the day of the 
  ball. 
   
  The Baron has chosen not to use any of 
  his own men to help ‘Klaus’ in his 
  search for his identity for two reasons. 
  Firstly, he wishes to distance himself 
  from whatever might befall the witch 
  hunter. Secondly, he has considered 
  the possibility that the characters will 
  learn something they should not and 
  need to be eliminated. He has no wish 
  to put himself in a position where he 
  has to murder some of his own men.   
   
  Once the soldier has located the 
  characters, read the following: 
   
  A rather serious looking fellow in a 
  soldier’s uniform advances towards 
  you and hops to attention. Rummaging 
  in his pack, he produces a rolled 
  parchment, sealed with wax.  
   
  Extending this towards you, he states, 
  “With the compliments of Baron 
  Schadenfreude.”  
   
  Please give the players Handout One 
  and allow them a moment to read it. 
   
  If the PCs question the soldier, he can 
  confirm that he is a member of Baron 
  Osrich Schadenfreude’s Household 
  Guard. He states that the PCs come 
  highly recommended and that the 
  Baron is in need of their talents. He has 
  no more information than that and is 
  not privy to the contents of the note. 
  
   
  The soldier’s instructions are to escort 
  the PCs directly back the estate. It has 
  been stressed to him that time is of the 
  essence.  
   
  Chapter One:  
  Upon arrival at Baron Schadenfreude’s 
  estate, the PCs will be taken directly to 
  Captain Sigismund le Bon. The 
  Captain sits at the far end of a dark, 
  narrow room, poring over a sheet of 
  parchment. A few guttering candles 
  provide the only illumination in the 
  room. 
   
  Read the following: 
   
  The Captain looks up as you 
  are escorted in, dismissing the guard 
  with a flick of his hand. Without a 
  word, he motions for you to sit. In the 
  candlelight, his weatherworn features 
  have the look of granite, rough and 
  unyielding. 
  “Thank you for coming. Before 
  we begin, I must stress that this is a 
  matter of some delicacy. Whatever 
  transpires after this conversation, I 
  trust that I can rely upon your 
  discretion.” 
  The Captain pauses for a 
  moment, allowing his words to sink in. 
   
  “Last night or, more 
  accurately, first thing this morning, a 
  man was found unconscious in the 
  grounds of the Baron’s estate. We have 
  no idea who he is or where he came 
  from. What is more significant, neither 
  does he. What we do know is that the 
  man was carrying various unusual 
  weapons, a crowbar and several doses 
  of what we are fairly certain is 
  poison.” 
   
  The Captain glances warily 
  around the narrow chamber. 
   
  “This evening, the Baron is 
  hosting a ball, attended by a number of 
  important people. It is our belief that 
  this man was here to kill one of them. 
   
  “Ordinarily, I would hand this 
  suspicious individual over to 
  our…interrogator. However, the man’s 
  amnesia seems oddly convincing and 
  the manner of his discovery – he was 
  just lying there unconscious – is most 
  peculiar. I am not convinced he would 
  be able to tell us anything of use. 
  Certainly not before this evening’s 
  ball. 
   
  “Therefore, we have devised an 
  alternative: I would like you to 
  accompany this man as he tries to 
  recover his memory. He has a token 
  from the town stables; you can begin 
  your enquiries there. You may also 
  want to talk to the guard who found 
  this man – perhaps even other 
  members of the household. Generally, I 
  trust our people, but you can never be 
  sure.  
  Also, Two of the Baron’s guests 
  have arrived early – Lady Veronique 
  de Rigueur and Sir Wilhelm Getz. It 
  may be that you will wish to talk with 
  them. Discreetly – of course.” 
   
  The Captain is willing to pay each 
  character 50 gc for a single day’s 
  work. Some shrewd negotiating might 
  force him to go a little higher. 
  Alternatively, if there is something that 
  you know your players are especially 
  keen to get their hands on – 
  information, special equipment, etc. – 
  it may be that the Captain can offer 
  them that.  
   
  In addition to this, the PCs receive an 
  invitation to the ball. The Baron has 
  decided that this is a good way to keep 
  an eye on them and that it will give 
  him a chance to find out what they 
  have learned during the day. Captain le 
  Bon will tell the PCs that they will 
  need to sort out their own costumes – 
  everyone at the ball will be wearing 
  fancy dress. He recommends The 
  
  Pomp and Ceremony, a costume shop 
  in Fluchaven.  
   
  Once negotiations about a fee are 
  settled, the Captain adds: 
   
   
  “One final thing. This man – 
  we’re calling him Klaus for now – 
  does not know the circumstances 
  surrounding his discovery. It must 
  remain that way – at least for now. He 
  thinks he was found unconscious just 
  outside the main gate. Once you – and 
  he - discover the truth, then let me 
  know and, if necessary, force him to 
  return here. 
   
  “The ball begins at seven this evening, 
  gentleman. If there are no further 
  questions, I shall send for this man, 
  ‘Klaus’.”  
   
  The Captain will hand he PCs the 
  token for the Grey Mare Stables in 
  Fluchaven that ‘Klaus’ was carrying 
  when he was found. He also tells them 
  that the soldier who discovered ‘Klaus’ 
  is called Geffrey and that he can be 
  found in the barracks if they wish to 
  question him. 
   
  There is little more that Captain le Bon 
  can tell the PCs, however much they 
  might badger him. He will insist that 
  their best bet is to head into town or to 
  begin questioning the house staff. 
   
  Meeting ‘Klaus’ 
  Once negotiations are concluded, 
  Captain le Bon sends for Klaus.  
   
  Read the following: 
   
  You hear the sounds of voices in the 
  corridor outside, then the chamber 
  door opens and one of the Baron’s 
  soldiers ushers another man inside. 
  The soldier salutes and the second man 
  smiles a little awkwardly, half-raising 
  a hand in greeting to your characters. 
   
  “Thank you, Garyth.” With a nod, 
  Captain le Bon dismisses the soldier 
  who takes a moment to pat Klaus 
  reassuringly on the shoulder. 
   
  “Klaus.” The Captain gestures 
  towards your characters. “These men 
  are trusted employees of the Baron. 
  They are going to help you re-trace 
  your steps and recover your memory.” 
   
  “My thanks.” Klaus offers his hand to 
  each of your characters in turn. 
   
  “Good luck, gentlemen.” With that, the 
  Captain opens the doors and ushers 
  you outside. 
   
  The Baron’s 
  Mansion (Map One) 
  Baron Schadenfreude’s estate is 
  situated about a mile outside 
  Fluchaven. A well-worn road leads 
  from the eastern edge of town through 
  an arched iron gate to the imposing 
  mansion that has been the seat of the 
  Schadenfreudes for more than twelve 
  generations.  Between the two wings of 
  the house, and surrounded by a tall 
  brick wall, are a collection of 
  immaculate lawns, each permanently 
  tended by a small army of gardeners.  
   
  Beyond the house itself are several 
  dozen square miles of forest and 
  meadow where the Baron and his 
  guests like to ride and hunt. One of 
  these forests – the Schwarzenwald – is 
  a place cursed in local legends.  
   
  The Baron’s mansion is far too large to 
  describe in its entirety but there are 
  certain key locations that the PCs are 
  
  likely to visit during their 
  investigation. 
    
  Note that the PCs will be given 
  relatively free reign within the grounds 
  whilst they are conducting their 
  investigation. However, access to the 
  Baron’s Private Chambers is strictly 
  prohibited. Details of these rooms are 
  provided nevertheless as a ‘keep out’ 
  sign is often like a red rag to a bull 
  when it comes to adventurers.  
   
  At this stage of the scenario, the PCs 
  will have no opportunity to speak with 
  the Baron personally. It is explained 
  that he is far too busy ensuring that 
  everything is prepared for this 
  evening’s ball. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Barracks – Geffrey 
  Besides the mansion itself, this is the 
  largest building on the grounds, 
  housing a compliment of fifty soldiers. 
  Most of the time, these men act as 
  guards for the estate and as escorts for 
  the Baron and his wife. Occasionally, 
  they are called upon to perform more 
  militaristic roles such as rooting out 
  bands of beastmen that have been 
  known to reside in the Schwarzenwald.  
   
  Geffrey is a veteran of twenty years 
  service. A loyal if rather unimaginative 
  man, he has never risen in the ranks 
  and seems content to remain a member 
  of the common soldiery. 
   
  If questioned, Geffrey is happy to 
  provide the following information in a 
  very matter of fact way: 
   
  • Just after dawn this morning he 
  found a man lying unconscious 
  in the orchard. 
  • He had initially thought that he 
  had seen a second figure, but is 
  now unsure. It may have been a 
  trick of the poor light. 
  • The man he found seemed 
  unharmed, but could not be 
  wakened for almost an hour. 
  • The man was carrying a very 
  strange selection of weapons: a 
  crossbow pistol, throwing stars, 
  a knuckleduster, a finely 
  crafted sword and some strange 
  liquid in a vial – since 
  identified as poison. 
   
  If the PCs ask Geffrey general 
  questions about possible strange 
  events on the estate, he simply 
  stares at them blankly. As 
  mentioned, he is a rather 
  unimaginative fellow and has 
  nothing else to share. 
   
  The Art of Questioning
   
  Throughout the course of this 
  adventure, the characters will 
  question various NPCs in an effort 
  to discover what they know about 
  ‘Klaus’. The information that each 
  character can provide will be listed 
  as a series of bullet-points. 
  However, it is important that, as 
  GM, you avoid simply reading out 
  a list of everything the character 
  knows. Encourage the players to 
  roleplay these exchanges so that 
  information can be provided during 
  the ebb and flow of a conversation. 
  Remember, if there is something 
  important that it seems the 
  characters are going to miss, you 
  can always have the NPC 
  remember at the last moment and 
  tell them before they leave. 
  Alternatively, you may decide it is 
  more appropriate to let the 
  characters miss a few clues or have 
  to come back and talk to an NPC a 
  second time. It is much better to 
  challenge your players than to make 
  things too easy for them. 
  
  The Servants’ Quarters  
  Always a good source of rumours and 
  gossip, the PCs may elect to question 
  some of the Baron’s servants.  
   
  All of the servants have heard about 
  the unconscious man discovered on the 
  grounds. With only a little coaxing, the 
  maids, gardeners and the like are 
  happy to share their gossip: 
   
  • The man is a thief, caught in 
  the act of trying to steal from 
  the house. 
  • The man is the Baron’s long-
  lost son. As the Baron is only 
  forty and ‘Klaus’ appears to be 
  at least thirty, this is 
  particularly unlikely. 
  • A dark figure has been seen 
  moving around the grounds late 
  at night. 
   
  This last rumour is the only one which 
  has any truth to it. The Baron is the 
  dark figure that has been seen by 
  servants sneaking in and out of the 
  mansion grounds in the dead of night. 
  More than once, he has ventured into 
  the Schwarzenwald looking for 
  ingredients for his spells and potions.  
   
  If the servants are asked about how the 
  Baron occupies his days, it can be 
  learned that he spends much of his 
  time out hunting, often on his own.  
   
  The Baron’s Chambers 
  (Map Two) 
  The corridor leading to the Baron’s 
  chambers is guarded night and day by 
  two members of his household guard.  
   
  The audience chamber (Room 1) is 
  kept locked unless the Baron is inside 
  his chambers. The door has T6 and 25 
  damage points; the lock can be picked 
  with a Pick Locks Test.  
   
  This room is wood-panelled and hung 
  with tapestries depicting the previous 
  triumphs of the Schadenfreude family. 
  A character with the Academic 
  Knowledge (History) skill who 
  scrutinizes these tapestries can pass a 
  Skill Test to determine that the scenes 
  depicted are fabrications. It seems that 
  the illustrious history of the 
  Schadenfreudes is, at least in part, a 
  fiction.  
   
  The Baron’s Study and Library (Room 
  2) is home to more than 2000 books – 
  a quite extraordinary collection for an 
  individual to possess. Most of these 
  books are quite innocent, though a 
  careful examination of the library will 
  turn up a copy of The Secrets of the 
  Schwarzenwald. Some fifty years old, 
  this tome covers the history of the 
  forest that resides on the Baron’s 
  estate. According to this text, the forest 
  has been a popular site for runaway 
  mutants, witches and all manner of 
  dark creatures. There are detailed lists 
  of the plants and animals that can be 
  found in the forest which are believed 
  to be of use to those employing the 
  dark arts.  
   
  The Baroness’s dressing room (Room 
  3) is bedecked with ornate furniture, 
  mirrors and an enormous dressing 
  table. However, there is little of 
  interest for the PCs in here. 
   
  The Baronial bedroom (Room 4) 
  contains a large four-poster bed and 
  suitably grandiose décor. Hung on the 
  wall is the Baron’s ancestral sword, 
  foe-reaver. This weapon is a Best 
  Craftsmanship Gromril sword. It 
  strikes for SB+1 damage, bestows a 
  +5% bonus to the wielder’s WS and 
  has the Defensive quality. Its value is 
  560 gc.  
  
   
  Room 5 is a small dining room where 
  the Baron and Baroness sometimes 
  elect to eat in privacy. Several of the 
  Baron’s hunting trophies adorn the 
  walls. 
   
  Early Arrivals 
  Two of the Baron’s guests have arrived 
  ahead of the ball, each having already 
  spent one night in the mansion. 
   
  Lady Veronique de 
  Rigueur 
  Always happy to receive guests, Lady 
  Veronique will happily conduct and 
  audience with the PCs. 
   
  If shown an appropriate amount of 
  respect for a noblewoman – and 
  certainly if flattered regarding her 
  (fading) beauty, Lady Veronique will 
  be most helpful. 
   
  She can reveal the following: 
  • The Baron’s ball is an annual 
  event.  
  • She is surprised that Sir 
  Wilhelm is invited: it is well 
  known that he and the Baron do 
  not get on. 
   
  Sir Wilhelm Getz 
  If approached by the characters, Sir 
  Wilhelm will not be very helpful, 
  claiming that he is simply too busy to 
  answer their questions.  
   
  If watched, the PCs will observe that 
  he meets with Baroness Henrietta 
  several times during the day by means 
  of carefully contrived coincidences. He 
  spends the rest of his time out riding.  
   
   
  Baroness Henrietta 
  Just like her husband, the Baroness 
  will have no time for the PCs, and any 
  attempts to interview her will prove 
  fruitless. 
   
  Note that The Great Hall is described 
  in Chapter Three, as this is the setting 
  for the Baron’s ball which will host the 
  climax of the adventure. 
   
   
   
  Questioning ‘Klaus’ 
   
  Until such time as he regains his 
  memory, there is very little that 
  ‘Klaus’ can tell the PCs – about 
  who he is or anything else for that 
  matter. However, they are likely to 
  ask him at least a few questions 
  about who he thinks he might be.  
   
  ‘Klaus’ speaks with a slight Altdorf 
  accent that might hint at his origins.  
   
  An examination of his body – and 
  there are limits to what Klaus will 
  allow the characters to look at – 
  will reveal that he is in excellent 
  physical condition, though he does 
  have quite a few scars, apparently 
  from injuries inflicted by both 
  weapons and animal attacks.  
   
  Klaus’s demeanour is quite 
  friendly. Whilst he is unsettled by 
  the loss of his memory, he admits 
  to feeling strangely relaxed – as 
  though he is less troubled by things 
  than he once was. 
   
  If faced with danger, he will find 
  that he is quite brave and whilst he 
  shows no particular skill with a 
  weapon at this stage, he will do 
  whatever he can to aid the 
  characters should the need arise.  
  
  Chapter Two 
  Once the PCs make the short journey 
  from the Baron’s estate into Fluchaven 
  they have the chance to follow up a 
  number of leads. 
   
  The environs of the town can be seen 
  on Map Three. 
   
   
   
  The Grey Mare Stables 
  If the PCs present the token found on 
  Klaus’ unconscious body to one of the 
  stable-hands, they will be presented 
  with two fine horses. The stable-hand 
  will also mention that ‘Klaus’s’ 
  companion tried to collect one of the 
  horses early this morning but did not 
  have the token and so was unable to do 
  so.  
   
  If questioned about this, the stable-
  hand can reveal: 
  • ‘Klaus’ and a companion 
  stabled their horses yesterday 
  morning and paid for three 
  nights. 
  • They asked for the name of a 
  good inn on the eastern edge of 
  town and were recommended 
  The Frothing Jug Inn.  
  • ‘Klaus’s’ companion was a 
  younger man, in his mid-
  twenties, with short black hair 
  and a crooked nose. 
  • Both men arrived wearing 
  travel-stained clothed and 
  mentioned that they had 
  journeyed a long way. 
  • Each man had a number of 
  items concealed inside a pack 
  when they headed into town. 
   
  If the PCs really squeeze the stable-
  hand for information, he will also 
  recall that when ‘Klaus’s’ companion 
  came for his horse this morning he 
  seemed rather anxious and walked with 
  a pronounced limp. 
   
  The Frothing Jug Inn 
  If the PCs arrive at ‘The Jug’ 
  accompanied by ‘Klaus’ – whom the 
  landlord, Harald Gerner, refers to as 
  Herr Schmidt – they will find that their 
  questions are answered without any 
  bother. 
   
  Should they turn up without ‘Klaus’ 
  they will find that Harald is reluctant to 
  discuss the comings and goings of his 
  guests with nosy strangers. No amount 
  of bribery or coercion will change his 
  mind.  
   
  When Harald sees ‘Klaus’ he will 
  admit to being surprised to find him 
  gone from his room so early this 
  morning. Harald was up before dawn 
  and ‘Klaus’ had already set out.  
   
  Harald is a stout man with huge pork-
  sausage fingers and a bald head that 
  disappears into his shoulders with 
  Piecing it Together 
   
  As the PCs help Janic Mehder to re-
  trace his steps, they will acquire 
  clues which will help him to 
  recover his memory. 
   
  There are certain key pieces of 
  information that Janic needs to 
  recall who he is and what he was 
  doing at the Baron’s estate. Each of 
  these keys bits of information will 
  be marked in the text (Clue). Once 
  Janic has acquired 5 clues – in any 
  order – his memory will be 
  restored. 
   
  At this point, you will need to refer 
  to the section I Remember 
  Everything. 
  
  virtually no sign of a neck. He 
  originally hales from Albion and – 
  should the GM wish to do so – he 
  should be played with a gruff cockney 
  voice that suggests he was not always a 
  landlord.  
   
  He can reveal the following: 
   
  • Herrs Schmidt and Johanus – as 
  they called themselves – 
  checked in yesterday just 
  before lunch and paid for three 
  night’s room and board.  
  • ‘Klaus’ was given room 5, and 
  his companion room 6. 
  • Herr Johanus did not spend the 
  night in his room. 
  • Yesterday ‘Klaus’ asked Harald 
  if he knew anything about the 
  guests attending Baron 
  Schadenfreude’s ball. Harald 
  was unable to tell him 
  anything. 
  • Yesterday, the two men asked 
  about the best route into the 
  Schwarzenwald. Harald told 
  them that the north road leads 
  directly there, but warned them 
  that it is a dangerous place. 
  • Herr Johanus asked where he 
  could acquire some weapons 
  and was directed to Bernard’s 
  Blades in town. 
   
  Once Harald has been questioned, 
  ‘Klaus’ will want to visit the rooms he 
  and his companion are checked into.  
   
  ‘Klaus’s’ Room  
  Like all of The Jug’s single rooms this 
  one has a bed, a small table and a 
  wardrobe.  
   
  ‘Klaus’s’ travel-stained coat is hung in 
  the wardrobe. A silver Sigmarite 
  pendant is stashed inside a pocket. 
  ‘Klaus’ will recognise this item and 
  place it around his neck (Clue). 
   
  Herr Johanus’s Room 
  This room is identical to the one next 
  door. 
   
  In the bottom of the wardrobe, 
  wrapped inside an oiled cloth, is a 
  loaded pistol. If the ammunition is 
  checked it is found to be silver shot 
  (Clue). ‘Klaus’ will find the pistol 
  familiar, though he will not be sure 
  whether or not it is his. It actually 
  belongs to Adolphus.  
   
  A Change of 
  Pace 
  Once the PCs have had a chance to 
  investigate two locations in town (most 
  likely the stable and inn), they will 
  encounter someone who has clearly 
  met ‘Klaus’ before. 
   
  Read the following: 
   
  A few paces in front of you, a dirty 
  looking man stops suddenly and stares 
  at ‘Klaus’. Stifling a scream, the man 
  turns and sprints away. 
   
  Assuming that the PCs have the good 
  sense to try to apprehend this 
  individual, they will have to pursue 
  him through Fluchaven.  
   
  The man – Vim Fleischman, a local 
  thief – will scrabble up onto the roof of 
  a nearby building and try use to his 
  knowledge of the area to shake off his 
  pursuers.  
   
  The GM should run this encounter as a 
  desperate chase, requiring a series of 
  leaps from roof to roof. Rules provided 
  below enable the pursuit to be run in 
  an abstract manner, where the exact 
  distances between characters is not 
  
  important. Nevertheless, Map Four 
  provides a sample area of rooftops 
  which may be used to help the players 
  visualise the scene if you so desire. 
   
  You should try to make the jump to 
  each new roof seem as a precarious as 
  possible. Mention roof tiles sliding off, 
  startled birds screeching into the air 
  and crumbling brickwork that may or 
  may not be safe to cross and it will 
  help create a real sense of peril.  
   
  Jumping from roof to roof is as much 
  about nerve and balance as it is raw 
  speed, so the rules for this chase are a 
  little different. As each character 
  approaches a gap, he must test against 
  either his Ag or WP characteristic. 
  Talents such as Fleet Footed and 
  Swashbuckler each provide a +10% 
  modifier to this test. If the test is 
  successful, the gap is cleared and the 
  character has kept his feet. If 
  unsuccessful, the character falls to the 
  ground, suffering a Damage 3 hit.  
   
  The progress of those involved in the 
  chase is measured by counting up the 
  degrees of success that each achieves 
  as he jumps from roof to roof (see 
  WFRP Rulebook, page 89 for more on 
  degrees of success). As the difference 
  between the chasers’ cumulative 
  degrees of success increases, this 
  represents them pulling away from 
  each other. As the difference 
  decreases, it represents a chaser 
  closing in on Vim.  
   
  Vim starts off with three degrees of 
  success more than his pursuers. If Vim 
  ever accumulates a total of six degrees 
  of success more than all of his 
  pursuers, he gives them the slip. 
   
  A PC can catch up with Vim if he 
  acquires as many degrees of success as 
  the fleeing thief. At this point, Vim 
  immediately surrenders. 
   
  A character who falls from a rooftop 
  may rejoin the chase (assuming his 
  injuries do not prevent him from doing 
  so). His fall costs him three degrees of 
  success in terms of his position in the 
  chase.  
   
  If Vim can elude his pursuers, he will 
  leave town for several days and will 
  not be seen again during this 
  adventure. 
   
  If the PCs capture him, he will be only 
  too willing to answer any of their 
  questions, in between repeated 
  apologies to ‘Klaus’ for having not left 
  town: 
   
  • Vim first encountered ‘Klaus’ 
  an hour before nightfall 
  yesterday. Vim was in the 
  process of breaking into a 
  house on the eastern edge of 
  town when ‘Klaus’ stopped 
  him.  
  • ‘Klaus’ removed Vim’s 
  crowbar, gave him a thrashing 
  and told him that if he did not 
  have something more important 
  to do, he would have the thief 
  arrested. 
  • After this encounter, ‘Klaus’ 
  headed east (towards the 
  Baron’s estate). 
   
  If ‘Klaus’ has yet to learn from the PCs 
  what he was carrying when he was 
  found on the Baron’s grounds, Vim’s 
  comments about the crowbar will 
  prompt him to ask. If the PCs are 
  honest and tell him about the unusual 
  weapons he had in his possession, this 
  will help to jog his memory and 
  provide a Clue.  
   
  The Schwarzenwald 
  If the PCs learn that ‘Klaus’ and his 
  companion journeyed into the 
  
  Schwarzenwald yesterday afternoon, 
  they may choose to go there 
  themselves and look for clues. 
   
  The north road leads directly into the 
  forest, about two miles from the edge 
  of town.  
   
  The Schwarzenwald seems pleasant 
  enough at first, stands of leafy oaks 
  and beech creating a canopy of green 
  above the rough track. About half a 
  mile into the forest, things change 
  quite suddenly.  
   
  Read the following: 
   
  Where the edge of the Schwarzenwald 
  is airy and light, the forest ahead is 
  dark and gloomy. The density of trees 
  chokes off the sunlight, thick branches 
  fighting for space. Even the birdcalls 
  seem less frequent here, and there is a 
  strange stillness to the place that 
  seems somehow unwholesome.  
   
  If the PCs press on, take a moment to 
  rifle through your notes and roll a few 
  dice in a purposeful seeming fashion. 
  Then read the following: 
   
  Further into the forest and your nerves 
  are on edge. Every rustling branch has 
  you scanning the woods for signs of 
  movement. There is something not 
  right here. 
   
  Without warning, a voice echoes 
  through the trees. “Two days running. 
  Must be you’ve a taste for danger.” 
   
  A little way ahead a large man steps 
  out onto the track. By his appearance 
  it would seem he was hewn from the 
  trees themselves: his face is almost 
  hidden behind a bristling beard strewn 
  with leaves and twigs. His rough skin, 
  smeared as it is with grime and sweat 
  has the consistency of bark. And his 
  clothes are a strange hotchpotch of 
  buckskin and furs. 
   
  The man advances, his stout axe 
  resting on his shoulder, and what you 
  hope is a grin splitting his hairy face. 
   
  The man, a forester by trade, is Karl 
  Kreutz. He will greet Janic as if they 
  are friends and ask what brings him 
  back to the forest so quickly. 
   
  Karl Kreutz can reveal the following: 
  • Yesterday, Janic and Adolphus 
  journeyed into the forest 
  looking for signs of dark 
  magic. (Clue) 
  • Janic and Adolphus used their 
  real names, trusting Karl 
  because they first encountered 
  him praying at the small 
  Sigmarite shrine outside his 
  cabin. 
  • Karl guided the men into the 
  forest, to a pool that is a 
  gathering place for chaotic 
  creatures of the forest. 
  • Beside the pool, Karl, Janic and 
  Adolphus fought and slew a 
  powerful mutant – a 7 ft. 
  woman with the head of a fox. 
  • After burning the body, Janic 
  and Adolphus thanked Karl for 
  his help and then headed back 
  into town. They made it clear to 
  the forester that this creature 
  was nothing to do with their 
  primary investigation in the 
  area. 
  • Adolphus was quite badly 
  injured in the fight with mutant. 
   
  In talking to Karl, Janic will be 
  addressed by his real name and will 
  recognise it as such. From then on, 
  he will ask the PCs to address him 
  as Janic.  
   
  
  A Grudge to 
  Bear 
  The PCs will not yet have a chance 
  to learn everything that Karl knows 
  as after a minute or so they will be 
  interrupted.  
   
  Read the Following: 
   
  A wailing sound echoes through 
  the woods, fading and then rising 
  as it reverberates from the trees. 
  An instant later it is joined by other 
  voices. In moments, there is a 
  chorus of howls as if all the beasts 
  of the forest have taken up the cry. 
   
  The forester looks solemnly at your 
  companion. “It seems that your 
  return to the forest has not gone 
  unnoticed. We can hold them at my 
  cabin but we must hurry.” 
   
  Karl Kreutz will try to usher the 
  PCs the short distance back to his 
  cabin (Map 4). The continued 
  howling in the forest should make 
  it clear that a large number of 
  creatures are now moving in on the 
  party. 
   
  If the PCs decide that they would 
  rather try to flee from the forest, 
  Janic will refuse to go with them, 
  preferring Karl’s idea of seeking 
  refuge in his cabin. If the PCs 
  waste time subduing Janic, the 
  mutants in the woods will quickly 
  be upon them. An initial wave of 
  three mutants will attack the party 
  and then, assuming that these can 
  be dispatched, there will be a brief 
  lull giving the adventurers one last 
  chance to seek refuge in the cabin. 
  If not, the full force of the mutant 
  pack will come upon them in the 
  open. 
   
  Karl’s Cabin 
  The forester’s home is no ordinary 
  log cabin. Living within the 
  Schwarzenwald, he needs to be 
  able to protect himself against all 
  sorts of dangers. To this end, he 
  has rigged a series of lethal traps 
  and snares. 
   
  As the characters approach the 
  cabin, Karl will warn them to 
  watch out for the shallow moat in 
  front of the entrance and for the 
  bear traps beneath the windows. 
   
  Once inside, Karl will quickly lock 
  the window-shutters and the front 
  door. He will give one character a 
  flaming arrow and bow and instruct 
  him to fire it through the shutter in 
  the door to ignite the oil-trench 
  once the creatures are close 
  enough. 
   
  Karl himself will take up a 
  blunderbuss and tell the PCs to 
  help themselves to anything useful 
  that they can find lying around. 
   
  Dotted about the cabin in boxes 
  and on shelves are the following: 
   
  • 1 bomb with a 10 second 
  fuse. 
  • 1 Incendiary – actually a 
  bottle of moon-shine with a 
  rag stuffed inside (Old 
  World Armoury, page 45) 
  • 1 javelin 
  • 1 net 
  • 1 mail coif 
  • 1 leather jack 
  • 1 rusty pick (will shatter the 
  first time it is used, 
  inflicting an additional 1D3 
  damage) 
  • 2 throwing knives 
  
  • 17 arrows 
  • 1 shield 
  • 1 skinning knife (counts as 
  a dagger) 
  • 50 ft. rope 
  • 1 bear trap 
  • 2 healing poultices 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Mutants Attack 
  A pack of renegade mutants dwells in 
  the forest. Yesterday, it was their 
  leader’s mate that Janic and the others 
  killed by the pool. Now, her brethren 
  have come seeking revenge. 
   
  The mutants will encircle the cabin, 
  out of sight beyond the tree line. The 
  PCs will be able to hear them 
  communicating in low growls and 
  guttural barks. Allow the tension to 
  build as the characters wait for them to 
  attack, then the first wave will move 
  in, attacking from all sides. Two 
  mutants will head for the front door, 
  two for the east window and two for 
  the west. 
   
  The mutants will try to smash their 
  way inside. If the PCs do nothing to 
  prevent this, the window shutters will 
  be destroyed in 2D6 rounds, the front 
  door in 3D6. 
   
  If the window shutters or door are 
  destroyed, the mutants will attempt to 
  fight their way inside. The PCs will 
  still have the advantage of defending a 
  bottleneck. Only one mutant may 
  clamber through a window each round, 
  during which time he is unable to 
  attack or defend himself.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Assuming that Karl, Janic and the 
  characters are able to fight off the first 
  wave, there will be a brief lull before 
  the main force of mutants moves in. 
  Give the PCs a chance to patch up a 
  Backs Against the Wall
   
  During this encounter you should 
  encourage players to adopt a siege 
  mentality. Once they are inside the 
  cabin they have a very defensible 
  position. However, they are also 
  trapped. Commend players whose 
  characters take stock of what 
  equipment they have or that check 
  around the cabin for useful items. 
   
  The player’s moods should veer 
  between fear and excitement, 
  claustrophobia and grim 
  determination. They will no doubt 
  enjoy using Karl’s traps against the 
  attacking mutants – and maybe 
  devising some of their own – but 
  they should also be unsure whether 
  they will be able to hold back the 
  tide.  
  Karl’s Traps
  The bear traps beneath the east 
  and west windows will each 
  claim a mutant during the first 
  wave. The ferocious iron jaws can 
  almost sever a victim’s leg, 
  leaving him to bleed to death in 
  1D6 rounds.  
   
  The oil-filled trench outside the 
  doorway will burn for 5 minutes 
  once lit. Any creatures within 1 
  yard of the trench when it ignites 
  – or that subsequently tries to 
  cross it – will be engulfed in 
  flames and after running around 
  for a bit, will collapse and die. 
   
  Each of these traps should be 
  played for narrative effect – 
  hence the fact that there are no 
  statistics provided for each. 
  
  few wounds, ready their weapons and 
  so on. 
   
  The second wave consists of twice as 
  many mutants as there are PCs, plus 
  their leader – a monstrous man-bear. 
  This creature leads from the front and 
  will make straight for the doorway. 
  The others will try to get at the PCs 
  any way they can. 
   
  This encounter, perilous as it is, should 
  not be a fight to the death. If the PCs 
  can slay half of the mutants in the 
  second wave or their man-bear leader, 
  the others will retreat. 
   
  Once the mutants have been dealt with, 
  the PCs are free to question Karl as 
  much as they wish. 
   
  Bernard’s Blades 
  Located in the centre of Fluchaven, 
  this shop deals in all forms of 
  weaponry from blades to firearms.  
   
  If the PCs visit this store it will almost 
  certainly be to try and track down 
  ‘Klaus’s’ companion who was directed 
  here by Harald, landlord of The 
  Frothing Jug Inn. 
   
  The owner of the shop, Bernard, is a 
  Bretonnian (and may therefore be 
  played with an outrageous French 
  accent if you so desire). Lamenting the 
  lack of good food in Fluchaven, 
  Bernard spends much of his money on 
  delicacies that he has shipped over 
  from his homeland. When the PCs 
  encounter him, he is picking at a tray 
  of broiled squid in aromatic garlic 
  sauce.  
   
  Before the PCs can get Bernard to 
  answer any of their questions, they will 
  have to soften him up in some way. A 
  bribe (5 gc or more), purchasing an 
  item from his shop or displaying a 
  knowledge of fine cuisine will all do 
  the trick. 
   
  Bernard will recognise a description of 
  Adolphus Lenke, recalling that he sold 
  him a silver dagger only yesterday 
  (Clue).  
   
  The shopkeeper will also remember 
  that Adolphus had a bad limp and that 
  he asked for directions to a surgeon. 
  Bernard told him to go and see Herr 
  Bowman at Bowman’s Barbers.  
   
  Bowman’s Barbers 
  Franz Bowman is a barber-surgeon 
  who has earned a good reputation 
  about town. He has a large droopy 
  moustache which he huffs whilst 
  talking in order to keep it out of his 
  mouth.  
   
  One of his most recent customers is 
  Adolphus Lenke. Having been injured 
  fighting a mutant in the 
  Schwarzenwald, he was forced to leave 
  his friend, Janic Mehder, and seek 
  medical help. It is for this reason that 
  Janic was alone when he sneaked onto 
  the Baron’s estate last night. 
   
  Herr Bowman has done a reasonable 
  job patching up Adolphus’ leg, and the 
  witch hunter’s assistant has now paid 
  for additional aftercare; he has decided 
  to stay put at he has no idea where 
  Janic might be. He will spend the day 
  waiting nervously in a back room of 
  the barber’s shop. 
   
  If the PCs bring ‘Klaus’ to this location 
  and reunite him with Adolphus this 
  counts as a Clue.  
   
  If this is not enough to restore 
  ‘Klaus’s’ memory (remember – he 
  needs 5 Clues to achieve this), 
  Adolphus can reveal the following: 
  
  • Klaus’s real name is Janic 
  Mehder.  
  • Janic is an Imperial witch 
  hunter, dispatched from Altdorf 
  to investigate rumours of 
  witchcraft after an anonymous 
  tip-off from someone on Baron 
  Schadenfreude’s estate. (Clue) 
  • Janic and Adolphus ventured 
  into the Schwarzenwald 
  yesterday to look for signs of 
  witchcraft. They found the 
  place riddled with the stench of 
  chaos, but discovered nothing 
  directly related to their 
  assignment. 
  • Adolphus was wounded during 
  the foray into the forest and has 
  been recovering since then at 
  the Bowman’s Barbers.  
  • Janic was due to meet 
  Adolphus at the barber’s this 
  morning, but did not show up. 
  Adolphus tried to retrieve his 
  horse and go looking for him 
  but did not have the stable 
  token required.  
   
  The Pomp and Ceremony 
  The proprietor of this costume shop is 
  a man who introduces himself as 
  Frederique Ramirez. Each morning, 
  Frederique picks one of his costumes 
  and wears it for the day. When the 
  characters encounter him, he is 
  wearing a matador’s outfit. He will 
  ‘Oh-lay!’ them as they enter his shop.  
   
  The PCs should be allowed to have 
  some fun in here, sifting through the 
  different costumes available and 
  deciding what to wear to the ball.  
   
  Particularly shrewd PCs might 
  anticipate the ‘no weapons’ policy that 
  will be in place and select costumes 
  that will give them the opportunity to 
  secret one about their person or 
  pretend it is part of their costume. 
   
  The costumes available are: 
   
  • A Bretonnian Knight 
  • An Estalian Diestro 
  • A Bright Wizard 
  • A Kislevite Kossar 
  • A High Priest 
  • A Pirate 
  • A Harlot  
  • A Minstrel 
  • A Highwayman 
  • A Troll Slayer 
  • A chaos spawn (Janic – if he 
  has his memory back – really 
  will not approve of this one!) 
  • A King 
  • A Druid 
   
  All of the costumes cost 1 gc for a 
  day’s hire. 
  
   
   
   
   
  Chapter Three 
   
  By this stage of the adventure, Janic 
  should have recovered his memories 
  and been re-united with his bodyguard, 
  Adolphus Lenke. 
   
  He now wants to complete the mission 
  that brought him to Fluchaven and he 
  will need the characters’ help to do so. 
   
  Janic will ask the PCs, who by now 
  should have won his trust, to 
  accompany him to the Baron’s masque 
  ball so that he can discover who the 
  witch is. If the return of his memories 
  can be kept a secret, he sees the ball as 
  a perfect opportunity to snoop around. 
  The PCs have invitations already so it 
  will simply be a matter of gaining 
  admittance for Janic and Adolphus.  
   
  Remember, Janic must have proof – or 
  at least reasonable suspicion – before 
  he can arrest anyone. 
   
  The Masque Ball 
  From 6.30 onwards, Baron 
  Schadenfreude’s estate will be a hive 
  of activity. A succession of coaches 
  will be pulling up to the house, 
  delivering guests who are escorted 
  inside by fawning doormen. In the 
  gathering dark, hundreds of lanterns 
  line the walls, lending a fairy-tale 
  appearance to the ancient house.  
   
  Captain le Bon’s 
  Questions 
  As soon as the PCs return to the estate, 
  they will be escorted to Sigismund le 
  Bon. The Captain will be eager to 
  speak with them in private and 
  discover all that they have learned 
  during their day’s investigations.  
  I Remember Everything
   
  Once Janic and the PCs have 
  acquired 5 Clues, the witch hunter 
  will regain all of his lost memories. 
   
  These include: 
  • Janic is witch hunter from 
  Altdorf. 
  • His superiors received an 
  anonymous tip-off that 
  someone on the 
  Schadenfreude estate is a 
  witch. Janic was sent to 
  investigate. 
  • Last night (with Johanus 
  receiving treatment for his 
  injuries at Bowman’s 
  Barbers), Janic sneaked 
  onto the grounds of the 
  Baron’s estate. He was 
  following a dark-cloaked 
  figure when the thing 
  surprised him and subdued 
  him with a spell. 
   
  Janic does not simply want to tell 
  Captain le Bon about his mission as 
  he is still unsure who the witch 
  might be.  
   
  If Janic recovers his memory before 
  the party has been to Bowman’s 
  Barbers and found Adolphus, the 
  witch hunter will remember his 
  arrangement to meet his companion 
  there and will want to do so 
  immediately. 
   
  Chapter Two ends when Janic has 
  recovered his memories and re-
  established contact with Adolphus.  
  
   
  The Captain is a shrewd man and the 
  PCs should have the sense that their 
  answers are being closely scrutinised 
  as they are asked the following: 
   
  • What have you learned about 
  ‘Klaus’s’ identity? 
  • Do you know why he was on 
  the estate? 
  • Is he operating alone? 
  • What do you intend to do now? 
   
  When answering these questions, the 
  PCs will need to strike a delicate 
  balance. If they suggest that they have 
  learned nothing at all about ‘Klaus’ 
  then the Captain will accuse them of 
  having wasted their time. If they 
  portray themselves as entirely inept, he 
  will pay their fee and dismiss them 
  from the Baron’s service. 
   
  If the PCs reveal too much about what 
  they have learned they will be 
  rigorously cross-examined, as the 
  Captain seeks to uncover the truth. If 
  he learns that Janic is a witch hunter he 
  will immediately report this fact to the 
  Baron. The PCs and Janic will be 
  escorted from the grounds and the 
  Baron will feign outrage. Without any 
  proof, Janic cannot make an arrest and 
  his mission will be a failure. 
   
  If the PCs can convince the Captain 
  that they are close to a discovery but 
  that, as yet, they have nothing 
  concrete, he will encourage them to 
  continue their investigation.  
   
  If you deem that the PCs answers are 
  enough to only partially satisfy Captain 
  le Bon, he will allow the PCs to 
  continue their investigation – which 
  can include attending the ball – but he 
  will insist that ‘Klaus’ remains outside 
  the hall.  
   
  The Great Hall  
   
  When the PCs enter the Hall where the 
  banquet is being held, read the 
  following: 
   
  The great hall of Baron 
  Schadenfreude’s mansion is an 
  impressive sight. Overhead, a vaulted 
  wooden ceiling is carved with the 
  likenesses of the Baron’s ancestors, 
  numerous panels displaying a 
  succession of accomplished hunters. 
  Around the edge of the room 
  are some twenty tables, bedecked with 
  an array of pastries, pies and other 
  fancies. There are several huge silver 
  bowls filled with punch that the 
  servants have already begun to ladle 
  out in generous helpings.  
  The guests are adorned in 
  every manner of costume imaginable, 
  dazzling colours and textures woven 
  into an elaborate procession of 
  garments. 
  Here, a mock queen glides 
  across the floor, there a faux high 
  priest mimes a blessing for a 
  companion then laughs heartily and 
  drains his goblet.  
  Amidst the swirl of guests, you 
  recognise Lady Veronique and Sir 
  Wilhelm Getz. Two other figures catch 
  your eye: one can be none other than 
  the Baron himself, dressed to resemble 
  the emperor, Karl Franz. The second 
  man, a fellow of impressive stature, 
  dons the black robes and hood of a 
  necromancer. In contrast to his 
  clothing, his manner is extremely 
  jovial and a small circle of guests 
  stands listening avidly as he talks.  
   
  Like all of the guests, the characters 
  will be expected to not carry any 
  obvious weapons into the hall. They 
  will not be searched, but any 
  noticeable items of weaponry must be 
  left with the guards outside. 
  
   
  Objects that are part of a costume will 
  be exempt from this rule – the guards 
  will assume that they are purely 
  decorative.  
   
  By 7 o’clock – the time that the ball 
  officially starts – the hall will be 
  thronged with masked revellers. The 
  PCs will have a chance to mingle and 
  to ask a few questions. 
   
  Baron Schadenfreude 
  If the PCs do not quickly make their 
  way over to speak with the Baron, he 
  will come over and talk to them. 
   
  After a brief introduction, the Baron 
  will want to know what the PCs have 
  discovered about ‘Klaus’. The Baron 
  will make no attempt to feign concern 
  for the man, describing him as a 
  vagabond and an intruder. He figures 
  that he is less likely to attract suspicion 
  from the PCs if he acts in as arrogant a 
  way as most other nobles.  
   
  The Baron will provide vague and 
  unhelpful answers to most questions he 
  is posed. Only a direct question about 
  his trips into The Schwarzenwald will 
  make him uncomfortable. The Baron 
  can still brush off any accusations 
  about his time in the forest – he owns 
  the land upon which it sits, after all. 
  However, knowledge of his trips will 
  clearly rattle him.  
   
  The Baron will keep his visit short, 
  sizing up his potential enemies, before 
  returning to the business of 
  entertaining his guests.  
   
  Baroness Schadenfreude 
  The only way that the PCs can get the 
  Baroness to even talk with them is if 
  they pretend to have a message from 
  Sir Wilhelm. Otherwise, she will shoo 
  them away. 
   
  If the PCs do pretend to be acting on 
  behalf of Sir Wilhelm, they may be 
  able to trick the Baroness into 
  revealing the fact that she and the 
  knight are having an affair.  
   
  Lady Veronique de 
  Rigueur 
  Assuming that the party have done 
  nothing earlier in the adventure to 
  offend this noblewoman, the PCs will 
  have another opportunity to talk with 
  her now. 
   
  Any character who takes the time to 
  look at her outfit will notice that it is a 
  ball gown hired from Pomp and 
  Ceremony in town. For a noblewoman 
  to spend only a single gold crown on 
  her outfit for such a prestigious ball is 
  rather surprising.  
   
  Observant PCs will also notice that 
  few of the other guests converse with 
  Lady Veronique, having heard rumours 
  about her gambling and lack of cash.  
   
  Sir Wilhelm Getz 
  Sir Wilhelm, whilst engaging half-
  heartedly in the frivolities of the 
  evening, will be clearly distracted. He 
  is hoping to find a chance to meet with 
  the Baroness, as this is the last evening 
  he will have on the estate before the 
  guests leave in the morning. 
   
  Sir Wilhelm can be tricked into 
  revealing his affair with the Baroness 
  in the same manner that she can.  
   
  Lord Nicolai Romonov 
  A character sure to attract the attention 
  of the PCs is this large Kislevite, 
  
  adorned as he is in a necromancer’s 
  robe. 
   
  He has lived all his life in the Empire 
  after his family fled their hereditary 
  home. He affects a hint of a Kislevite 
  accent and has the piercing eyes and 
  stature of his people.  
   
  Lord Nicolai is a red herring, but a 
  potentially useful one. If the PCs know 
  anything at all about his homeland, he 
  will take an immediate liking to them 
  and if the opportunity presents itself 
  later on, he will aid them in battle.  
   
  Other Guests  
  There are more than two hundred 
  guests at the ball. A character with the 
  appropriate skills and background 
  should have plenty of opportunities to 
  schmooze with the upper classes, 
  discussing everything from the latest 
  fashions to courtly gossip. This could 
  be a perfect opportunity to introduce a 
  contact that will lead to further 
  adventures for the characters.  
   
  The Plan is Set 
  in Motion 
  Once the PCs have had some time to 
  mingle and ask a few questions, events 
  will begin to unfold which will lead up 
  to the climax of the adventure. 
   
  Assuming that the PCs do nothing to 
  drastically derail proceedings, events 
  will unfold as follows: 
   
  � Baroness Henrietta and Sir 
  Wilhelm will sneak out of the 
  hall into the Flower Garden. 
  They will exchange vows of 
  love and several passionate 
  kisses, and then return – 
  separately – to the ball.  
   
  � Baron Schadenfreude and Lady 
  Veronique will leave the ball 
  and make their way to his 
  chambers. Once within, the 
  Baron will purchase the spider 
  brooch. Once she has her 
  payment, Lady Veronique will 
  leave the party, her servant 
  carrying a chest containing the 
  cash down to her coach. If 
  confronted, she can be coerced 
  into revealing that she has sold 
  the Baron a family heirloom. 
   
  � Remaining in his chambers, the 
  Baron has one of the two 
  guards outside his room 
  summon his wife and then 
  deliver a fake message to Sir 
  Wilhelm, inviting him to meet 
  Baroness Henrietta in the 
  Flower Garden. 
   
  � Baroness Henrietta arrives at 
  her husband’s chambers but is 
  denied access.  
   
  � Sir Wilhelm receives the fake 
  note and goes out to meet the 
  Baroness.  
   
  � In the Flower Garden, an 
  undead Giant Spider, 
  summoned by the Baron using 
  the spider brooch, will attack 
  Sir Wilhelm. The drawn 
  curtains in the hall obscure 
  guests’ view of the incident. 
   
  � The Baron will watch the attack 
  from his chamber window, 
  before making his way down 
  the garden to hide Sir 
  Wilhelm’s dead body. 
   
  What can the PCs do? 
  The PCs may intervene at any number 
  of points, but it is unlikely that they 
  
  will have any proof of foul play before 
  the attack on Sir Wilhelm begins. It is 
  only through the characters’ help that 
  the unarmed knight has any chance of 
  surviving.  
   
  If the guests become aware of a fight 
  or a murder (let alone the presence of a 
  giant undead spider), things will turn 
  very nasty, very quickly. In a general 
  panic, most of the guests and their 
  retainers will flee, though some of the 
  hardier nobles will stand their ground 
  and prepare for a fight. A befriended 
  Lord Nikolai, who carries a concealed 
  hammer beneath his robes, will aid the 
  PCs if he can.  
   
  The Giant Spider 
  Unless prevented from doing so, Sir 
  Wilhelm will go out into the Flower 
  Garden and wait for the Baroness (see 
  point A on Map Five, The Flower 
  Garden). 
   
  The spider will approach from behind 
  the cover of the monument (B), first 
  biting the knight and then drinking 
  enough of his blood to kill him. This 
  entire encounter will take 10 rounds. 
  If the spider is stopped before it can 
  drink its fill, Sir Wilhelm will be left 
  unconscious for a few days but will 
  eventually recover.  
   
  If he is still conscious at the end of this 
  encounter (because he has not been 
  bitten at all), Sir Wilhelm will 
  forcefully declare his suspicions that 
  the Baron was somehow responsible 
  for the attack. 
   
  A Watcher at the Window 
  Any PC who is in the Flower Garden 
  at the time of the attack on Sir 
  Wilhelm may take a Perception Test to 
  notice the Baron watching proceedings 
  from his chamber window. The 
  Baron’s rooms are located directly 
  above the Flower Garden. 
   
  Any character who specifically states 
  that he is looking around for anyone 
  hidden should be allowed to pass this 
  test automatically.  
   
  If spotted, the Baron will hastily draw 
  back from the window and tell the 
  guards at his door that he is not to be 
  disturbed. 
   
  Confronting the Baron 
  Things will finally come to a head 
  when the PCs have unearthed the 
  source of the witchcraft and try to 
  locate the Baron.  
   
  As many of the Baron’s household 
  guard as are required to give the PCs a 
  brief fight will remain loyal to the 
  nobleman, and try to prevent any 
  attempt to arrest him. Janic’s status as 
  a witch hunter is enough to curb most 
  resistance, however. 
   
  The Baron’s first choice of refuge will 
  be his chambers, behind locked doors. 
  If aware of an impending attack he will 
  take up his family sword, foe-reaver, 
  and prepare to defend himself.  
   
  If unable to get to his rooms, he will 
  flee into the Schwarzenwald.  
   
  Only if it seems his Household Guard 
  will not be enough to protect him, will 
  the Baron use the spider brooch to 
  summon a quartet of skeletons and set 
  them on the PCs. Using the brooch in 
  front of witnesses will mean the end 
  for the Baron’s position as a nobleman 
  – something he prizes highly.  
   
  When it becomes clear that his 
  practises as a witch have been 
  discovered, the Baron will be at his 
  most dangerous. He should be played 
  
  as a man driven suddenly to edge of 
  madness and desperation, using every 
  weapon he has against his enemies. He 
  will fight to the death.  
   
  No Proof? 
  If for some reason the PCs fail to 
  discover that the Baron is a witch, 
  Janic will be forced to return to Altdorf 
  in shame. The Baron will go on 
  increasing his knowledge of the dark 
  arts and will soon be able to start 
  secretly recruiting the mutants of the 
  Schwarzenwald to further his schemes 
  for power.  
   
  If the PCs have been sufficiently 
  annoying, he is unlikely to simply 
  forget them… 
   
  Ending the Adventure 
  If the PCs have helped Janic to 
  complete his mission then they will 
  really have stirred things up. Baron 
  Schadenfreude, a respected local 
  noble, will be dead or heading for a 
  witch pyre.   
   
  In Fluchaven, they can expect to be 
  treated with a mixture of suspicion and 
  awe – especially if tales of a giant 
  undead spider have got out.  
   
  In Janic Mehder, they will have made 
  themselves a useful ally, and they 
  should certainly look him up if they are 
  ever in Altdorf. Janic will also see to it 
  that the PCs bargain with Captain le 
  Bon is honoured, and will add a bonus 
  of between 10 and 50 gc per character 
  depending on how helpful the PCs 
  have been. This will all come directly 
  out of the Baron’s coffers which have 
  been confiscated and are under Janic’s 
  control for the time being.  
   
   
  Experience Point Awards 
  The following experience points may 
  be awarded either at the end of each 
  chapter or gaming session.  
   
  Players should be awarded between 30 
  and 50 points per session for 
  roleplaying. Characters who are 
  resourceful in their questioning and the 
  piecing together of clues should score 
  towards the top end.  
   
  • Each clue that is discovered: 
  10 XP each 
  • Recovering Janic’s Memory: 
  25 XP each 
  • Adopting a siege mentality 
  when fighting the mutants in 
  the forest: 10 XP each 
  • Discovering Baroness 
  Henrietta and Sir Wilhelm’s 
  affair: 10 XP 
  • Learning that Lady 
  Veronique has lost all her 
  money: 10 XP 
  • Saving Sir Wilhelm from the 
  giant spider: 10 XP 
  • Defeating Baron 
  Schadenfreude: 30 XP each 
  • Handing over the spider 
  brooch to Janic Mehder: 10 
  XP each  
   
   
   
   
   
   
   
   
   
   
   
  
  Non-Player Characters 
   
  Janic Mehder  
  Aliases: ‘Klaus’, Herr Schmidt 
  Career: Witch Hunter 
  Race: Human  
   
  Age: 32 
   
  Main Profile (as ‘Klaus’) 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  33% 29% 35% 40% 38% 44% 45% 42% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  11 
  3 
  4 
  4 
  0 
  0 
  1 
   
  Skills: None 
   
  Main Profile (as Janic Mehder) 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  56% 54% 44% 46% 56% 53% 65% 42% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  3 
  14 
  4 
  4 
  4 
  0 
  2 
  1 
   
  Skills: Academic Knowledge (Magic), Academic Knowledge (Necromancy), 
  Academic Knowledge (Theology), Common Knowledge (The Empire), Concealment, 
  Intimidate, Perception, Ride, Scale Sheer Surface, Silent Move 
  Talents: Lightning Parry, Specialist Weapon Group (Crossbow), Specialist Weapon 
  Group (Throwing), Strike Mighty Blow, Strike to Injure 
   
  Janic has been a witch hunter for more than two years. Before this, he travelled 
  extensively across The Old World hunting down the vampires that murdered his 
  mother and sister. 
   
  When Janic regains his memories, he will remember the death of his family along 
  with his skills and talents. Accordingly, his demeanour will change to reflect the 
  burden of pain and anger that he once more must bear.  
   
   
   
   
   
   
   
   
  
  Adolphus Lenke  
  Aliases: Herr Johanus 
  Career: Bodyguard 
  Race: Human  
   
  Age: 29 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45% 42% 45% 38% 37% 39% 44% 39% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  2 
  12 
  4 
  3 
  4 
  0 
  1 
  0 
   
  Skills: Dodge Blow, Intimidate, Perception, Ride 
  Talents: Quick Draw, Strike Mighty Blow, Strike to Stun, Very Strong 
  Armour:  
  Armour Points: 
  Trappings:  
   
  A former mercenary, Adolphus met Janic during the latter’s travels across The Old 
  World. Whilst stationed in Kislev, Adolphus was attacked by ghouls and only Janic’s 
  swift intervention saved him from a sticky end. Since then, the two have travelled 
  together, hunting down witches and other black-hearted fiends wherever they can find 
  them. 
  .  
   
  Baron Osrich Schadenfreude 
  Career: Hedge Wizard 
  Race: Human  
   
  Age: 42 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42% 45% 38% 43% 36% 54% 55% 59% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  2 
  13 
  3 
  4 
  4 
  ? 
  1 
  0 
   
  Skills: Academic Knowledge (Necromancy), Charm, Intimidate, Channelling, Charm 
  Animal, Hypnotism, Magical Sense, Perception, Read/Write, Speak Arcane Language 
  (Magick), Strike Mighty Blow 
  Talents: Etiquette, Schemer, Hedge Magic, Petty Magic (Hedge), Public Speaking 
  Armour: None 
  Trappings: Dagger 
   
  When Baron Schadenfreude stumbled across a copy of Secrets of the Schwarzenwald 
  in his library, he became fascinated by dark magic. Since then he has paid many 
  nocturnal visits to the forest and is gradually building his knowledge of witchcraft and 
  hedge magic. 
   
  With the acquisition of Lady Veronique’s brooch, he hopes to greatly increase his 
  power and is willing to rich a great deal to get hold of it. His first experiment with the 
  
  brooch will be murder the irksome Sir Wilhelm having discovered the knight’s affair 
  with his wife.  
   
   
  Baroness Henrietta Schadenfreude  
  Career: Noble 
  Race: Human  
   
  Age: 47 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  30% 29% 28% 33% 40% 36% 35% 40% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  10 
  2 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Command, Charm, Gossip, Read/Write, Ride 
  Talents: Etiquette, Luck, Schemer 
  Armour: None 
  Trappings: Many fine clothes and jewels  
   
  Henrietta has been married – rather unhappily – to the Baron for more than twenty 
  years. She was forced to do so by her family to cement a political alliance.  
   
  It was, in fact, Baroness Henrietta that sent the anonymous note to the witch hunters 
  in Altdorf, tipping them off about her husband’s suspicious activities. In truth, she 
  finds it hard to believe that the Baron is really a warlock – it just seems so common – 
  but she is hoping to get him out of the picture so that she can be re-united with her old 
  flame, Sir Wilhelm Getz.  
   
   
  Captain Sigismund le Bon 
  Career: Captain 
  Race: Human  
   
  Age: 43 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  55% 51% 43% 48% 46% 41% 46% 50% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  3 
  15 
  4 
  4 
  4 
  0 
  1 
  0 
   
  Skills: Academic Knowledge (Strategy/Tactics), Command, Common Knowledge 
  (The Empire), Dodge Blow, Intimidate, Perception, Read/Write, Ride, Secret 
  Language (Battle Tongue) 
  Talents: Disarm, Quick Draw, Specialist Weapon Group (Two-handed Weapon), 
  Strike Mighty Blow 
  Armour: Full Mail Armour 
  Armour Points:  Head 3, Arms 3, Body 3, Legs 3 
  Trappings: Great Sword, Shield, Dagger, 30 gc 
   
  
  Captain Sigismund is a weathered veteran who has served the Baron for more than ten 
  years. He is extremely loyal and would need to be presented with irrefutable evidence 
  of the Baron’s witchcraft in order to turn against him.  
   
   
  Karl Kreutz 
  Career: Woodsman  
  Race: Human  
   
  Age: 39 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45% 33% 43% 41% 35% 30% 36% 29% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  14 
  4 
  4 
  4 
  0 
  2 
  0 
   
  Skills: Concealment, Follow Trail, Set Trap, Perception, Silent Move 
  Talents: Very Resilient, Specialist Weapon Group (Two-handed Weapon) 
  Armour: Leather Jack  
  Armour Points: Head 0, Arms 1, Body 1, Legs 0 
  Trappings: Two-handed Axe 
   
  Karl has been a woodsman for many years, carving out a living on the edge of the 
  Schwarzenwald. He bears a fierce a hatred for all forms of chaos, and refuses to 
  retreat before the mutant outlaws.  
   
   
  Sir Wilhelm Getz 
  Career: Knight 
  Race: Human  
   
  Age: 46 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  50% 33% 42% 44% 40% 37% 45% 35% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  2 
  14 
  4 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Academic Knowledge (Heraldry), Dodge Blow, Ride, Speak Language 
  (Breton) 
  Talents: Etiquette, Luck, Specialist Weapon Group (Cavalry), Strike Mighty Blow 
   
  As a knight with an undistinguished career, Sir Wilhelm sees the prospect of being re-
  united with his first love – Baroness Henrietta – as his best chance to hop a few rungs 
  up the social ladder. 
   
  With an impressively thick head of hair for a man his age, Sir Wilhelm grows it long 
  and spends much of his time flicking it out of his eyes. 
   
  
  Sir Wilhelm is not so reckless as to consummate his affair in the Baron’s house, 
  though he will arrange numerous accidental meetings with Henrietta so that they can 
  talk and flirt.  
   
   
  Lady Veronique de Rigueur 
  Career: Noble 
  Race: Human  
   
  Age: 50 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  25% 30% 27% 30% 36% 45% 22% 30% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  11 
  2 
  3 
  4 
  0 
  2 
  0 
   
  Skills: Blather, Consume Alcohol, Gamble, Read/Write, Ride, Speak Language 
  (Breton) 
  Talents: Etiquette, Savvy, Schemer 
  Armour: None 
  Trappings: Silver Spider brooch 
   
  This aging noblewoman resembles an over-manicured poodle. She has red frizzy hair, 
  piled high atop her slender, powder-white head. Though apparently dressed in finery 
  whatever the situation, a closer inspection reveals the frayed hems of her dresses and 
  the fact that her jewels are paste. 
   
  Lady Veronique has squandered her family fortune through an addiction to gambling. 
  She has but a single heirloom left – a spider brooch. During the ball, she intends to 
  hand this over to the Baron in exchange for 2000 gc. 
   
  The Baron has pursued her for some time to try to acquire this item, leading her to 
  believe that it holds some special significance. She is shrewd enough not to have 
  discussed this with the Baron or with anyone else. 
   
  Lady Veronique’s Brooch 
  Originally forged in the undead infested lands far to the south of The Empire, this 
  brooch bestows upon its wielder the ability to summon the walking dead. 
   
  Once each day, the Wielder may summon and command an Undead Giant Spider. 
  This creature emerges from the ground at a location selected by the wielder. This 
  location must be within 100 yards of the wielder and must be a place that he can 
  mentally picture, though he need not be able to see it directly.  
   
  In addition, the wielder may summon four skeletons each day to do his bidding. These 
  appear in the same way as the giant spider. 
   
  Using either of the brooch’s summoning abilities requires a full action.  
   
  
  Creatures summoned by the brooch survive for a maximum of ten minutes. Unlike 
  with spells such as Re-animate, a fresh supply of corpses is not required for the use of 
  the brooch’s summoning abilities.  
   
  The final ability of the brooch is to duplicate the effect of a Hand of Dust spell. No 
  casting roll is necessary, but the wilder must always roll on Table 7-6: Side Effects 
  when this ability is used. 
   
  Giant Undead Spider 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  33% 0% 
  46% 54% 50% 
  - 
  - 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  12 
  3 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Concealment +10%, Perception, Silent Move +10% 
  Talents: Frightening, Keen Senses, Natural Weapons, Night Vision 
   
  Special Rules: 
  • Armoured Skin: 2 Armour Points on all locations 
  • Poisonous Bite: A target bitten by this giant spider must make a Toughness 
  Test or be paralysed for 1d10 rounds. Paralysed characters can take no actions 
  and are considered to be helpless. 
  • Wall Climbing: Giant Spiders can clamber up and down walls with their sticky 
  feet, just like normal spiders. They can climb walls at their normal movement 
  rate.  
   
  Armour: None 
  Armour Points: Head 2, Arms 2, Body 2, Legs 2 
  Weapons: Mandibles 
   
  Lord Nicolai Romonov 
  Career: Noble 
  Race: Human  
   
  Age: 36 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45% 40% 40% 35% 38% 35% 42% 50% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  13 
  4 
  3 
  4 
  0 
  0 
  0 
   
  Skills: Blather, Consume Alcohol, Read/Write, Ride, Speak Language (Kislevian) 
  Talents: Etiquette, Public Speaking, Quick Draw 
  Armour: None 
  Trappings: Hammer (hand weapon) 
   
  When his family was driven from their home in Erengrad, Nicolai’s family sought 
  refuge with relatives in The Empire. Fiercely proud of his heritage, Nicolai hopes one 
  day to return to his homeland.  
  
  Mutants of the Schwarzenwald 
  Career: Outlaw 
  Race: Various 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  31% 31% 35% 45% 25% 25% 30% 20% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  1 
  12 
  3 
  4 
  4 
  0 
  0 
  0 
   
  Skills: Animal Care, Concealment, Intimidate, Outdoor Survival, Perception, Silent 
  Move, Scale Sheer Surface, Speak Language (Dark Tongue), Torture 
  Talents: Flee! 
   
  Armour: None 
  Trappings: Hand weapon (club or axe) 
   
  These wretches have fled to the depths of the forest and banded together for safety. 
  Spurned by society, they nurse a multitude of grievances and show little mercy to 
  those foolish enough to enter the Schwarzenwald. 
   
  The GM may elect to use the chaos mutations table 11-1 on page 229 of the WFRP 
  Rulebook to personalise each of the mutants. However, as the PCs may encounter 
  quite a large band of these renegades it is recommended that you assign quirks that 
  individualise them – reptilian eyes, a beak, etc. – but do not worry about altering their 
  characteristics.  
   
   
  Man-Bear Mutant Chief 
  Career: Outlaw Chief 
  Race: Human 
   
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  52% 25% 52% 45% 25% 30% 35% 15% 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
  2 
  17 
  5 
  4 
  4 
  0 
  4 
  0 
   
  Skills: Animal Care, Concealment, Intimidate, Outdoor Survival, Perception, Silent 
  Move, Scale Sheer Surface, Speak Language (Dark Tongue), Torture 
  Talents: Menacing, Natural Weapons, Night Vision, Strike Mighty Blow, Will of 
  Iron 
  Armour: None 
  Armour Points: Head 1, Arms 1, Body 1, Legs 1 
  Trappings: pouch of assorted rings, necklaces and other trinkets, worth 55 gc 
  Mutations: Thick Fur (1 AP on all locations) 
   
  This monster’s last shred of humanity was ripped from him when his mate was killed. 
  He now burns with the desire for revenge against all ‘normal’ humans.  
  
  Maps 
   
   
  
   
   
   
  
   
  
   
   
  
   
   
  
  Handout One 
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/A forgotten foe.pdf