TEXT:  
   
   
  CONSPIRACY 
   
  A 1st edition WFRP Scenario by Alfred Nuñez Jr. 
   
   
   
  Edited by John Foody, Clive Oldfield, and Rich Pingree 
   
   
   
   
  Playtesters: Terry Anderson, Jack Garrett, Mike Griffin, Will Lopez, John Maski, and Dennis 
  McCooey 
   
  Acknowledgements: 
  Special thanks to: Arne Dam, Timothy Eccles, Steven Hudson, Morten Krog, Annette Nuñez, 
  Thomas Østerlie, and Anthony Ragan for their help and support. 
   
   
  Obligatory Copyright Statement 
  The Conspiracy scenario is intended to be a completely unofficial addition to Warhammer 
  Fantasy Roleplay owned by Games Workshop (GW).  All relevant trademarks and copyrights are 
  used without permission and in no way meant to challenge ownership to them by GW.  
  Conspiracy fully recognises said copyright and trademark ownership.  Where possible, 
  Conspiracy conforms to the 'official' nature of the Warhammer World, and does so with the full 
  acknowledgement of the intellectual ownership and legal copyright ownership of that material. 
   
  
  Table of Contents 
   
  INTRODUCTION 
  1 
  CONSPIRACY 
  1 
  GM Notes.................................................................................................................................... 1 
  The Plot................................................................................................................................... 1 
  The Best Laid Plans of Mice and Men.................................................................................... 2 
  Spinning out of Control .......................................................................................................... 3 
  Sidebar: Timeline.................................................................................................................... 4 
  Starting the Adventure................................................................................................................ 5 
  Hook, Line, and Sinker ........................................................................................................... 5 
  Rumours & News.................................................................................................................... 5 
  Old Man Houder's Boarding House........................................................................................ 6 
  Shipwrecked Tavern ............................................................................................................... 9 
  Act One: Blood Ties ................................................................................................................. 12 
  A Day in the Life................................................................................................................... 13 
  Murder in the Streets............................................................................................................. 16 
  Streets of Suiddock ............................................................................................................... 19 
  Two Certain Encounters ....................................................................................................... 21 
  The Mysterious Shipment..................................................................................................... 22 
  The Lord Harbourmaster's .................................................................................................... 22 
  Guildhall of the Brotherhood................................................................................................ 24 
  The Dark Warehouse ............................................................................................................ 25 
  The Stolen Artefact............................................................................................................... 28 
  Exotic Curios ........................................................................................................................ 30 
  The Witch-Hunter Cometh ................................................................................................... 31 
  Enter the Crimson Claw........................................................................................................ 32 
  Aftermath .............................................................................................................................. 38 
  Act Two: Upheaval................................................................................................................... 39 
  The Raven’s Message ........................................................................................................... 39 
  On the Hunt........................................................................................................................... 40 
  The University Revisited ...................................................................................................... 40 
  The House of the Dead.......................................................................................................... 41 
  Along the Doodkanaal .......................................................................................................... 42 
  Riot! ...................................................................................................................................... 46 
  Armitage Books .................................................................................................................... 48 
  Entrapment............................................................................................................................ 51 
  Something Is Burning ........................................................................................................... 53 
  Search and Destroy ............................................................................................................... 54 
  Rebels with a Cause.............................................................................................................. 59 
  Act Three: Anarchy................................................................................................................... 66 
  Need A Place to Rest?........................................................................................................... 66 
  The White Shoal Café........................................................................................................... 69 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   ii 
  Into the Sewers...................................................................................................................... 71 
  Warning................................................................................................................................. 73 
  At the Great Library.............................................................................................................. 75 
  Where Did the Time Go?...................................................................................................... 78 
  With a Little Help from My Friend....................................................................................... 79 
  Plot Revealed ........................................................................................................................ 81 
  Confrontation........................................................................................................................ 85 
  Into the Breach...................................................................................................................... 92 
  The Warzone......................................................................................................................... 96 
  Epilogue.................................................................................................................................... 97 
  EXPERIENCE POINTS 
  99 
  APPENDIX ONE- NEW SPELLS AND MAGIC ITEMS 
  102 
  New Spell................................................................................................................................ 102 
  Withering Hand of Kháine.................................................................................................. 102 
  New Magic Items.................................................................................................................... 102 
  Al-Qantram Shalem Fetish of Kháine................................................................................. 102 
  Skaven Weapons..................................................................................................................... 103 
  Warpstone Flintlock............................................................................................................ 103 
  Refined Warpstone.............................................................................................................. 103 
  APPENDIX TWO- MUTATION TABLE 
  104 
  APPENDIX THREE- TYPICAL NPC PROFILES 
  106 
  Clerks (Scribes)................................................................................................................... 106 
  Collectors (Excisemen)....................................................................................................... 106 
  Mercenary ........................................................................................................................... 106 
  Mercenary Sergeant ............................................................................................................ 106 
  Pilot..................................................................................................................................... 107 
  River Watchmen (Marines)................................................................................................. 107 
  Seamen................................................................................................................................ 107 
  Stevedores........................................................................................................................... 107 
  Watch Sergeant ................................................................................................................... 107 
  Watchmen ........................................................................................................................... 108 
  APPENDIX FOUR – MAPS AND HANDOUTS 
  109 
  Map 1. Van Rijksbodem enclosure and ground floor 
  109 
  Map 2. Interior of Van Rijksbodem mansion (except ground floor) 
  110 
  Handout #1.......................................................................................................................... 111 
  Handout #3.......................................................................................................................... 112 
  Handout #4.......................................................................................................................... 112 
  Handout #5.......................................................................................................................... 113 
  Handout #6.......................................................................................................................... 114 
  Handout #7.......................................................................................................................... 114 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   iii 
  Handout #8.......................................................................................................................... 115 
  Handout #9.......................................................................................................................... 116 
  Handout #10........................................................................................................................ 117 
  Handout #11........................................................................................................................ 117 
  Handout #12........................................................................................................................ 118 
  Handout #13........................................................................................................................ 118 
  Handout #14........................................................................................................................ 119 
  Handout #15........................................................................................................................ 119 
  Handout #16........................................................................................................................ 120 
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  1 
  Introduction 
   
  Conspiracy first appeared in Warpstone 
  issues 23, 24, and 26.  The scenario is 
  designed for characters in their second or third 
  career (total EP of 1,200 - 1,600).  Minimally, 
  one or two characters should be able to read.  
  Though not required to run this adventure, 
  Marienburg: Sold down the River would be 
  invaluable. 
   
  This adventure assumes that the players begin 
  in the Suiddock district of Marienburg where 
  they live in either a small, cheap flat or 
  boarding house.  The PCs could choose to 
  rent space in a tavern or inn and the GM 
  should make adjustments to reflect this. 
  Players should not sense that there is anything 
  out of the ordinary at first.  The Suiddock is a 
  vibrant and violent enough place normally, so 
  the PCs should be wary.  However, tension is 
  brewing below the surface. 
   
  The scenario calls for a number of Fel, Int 
  and other tests. These are there to offer 
  guidance to GMs in case players become 
  stuck at certain places. When a test is taken, 
  GMs should use appropriate modifiers as they 
  see fit. 
   
  Conspiracy 
   
  GM Notes 
   
  Edward van Rugkil was a gifted merchant 
  whose business instincts and acumen were so 
  honed that he raised his family fortune from 
  the modest levels he inherited to a level so 
  high that his appointment to the Directorate of 
  Marienburg was all but assured.  Over four 
  years ago, Edward and his wife Anna were 
  brutally murdered in their mansion.  While the 
  City Watch (commonly called the "Black 
  Caps") investigated the murders, tragedy fell 
  upon the two younger van Rugkil children.  
  Willem was murdered in his own home and 
  Elisabeth vanished without trace.  Only 
  Alfons and Caroline remained of the van 
  Rugkils.  Within days, the Watch arrested 
  Caroline and her husband, Herman Bokherder 
  for the murders. 
   
  At the trial, eyewitnesses placed Caroline and 
  Herman in the van Rugkil mansion during the 
  night of the murder.  Evidence was also 
  gathered at their townhouse implicating both.  
  Though they proclaimed their innocence, the 
  magistrate found them guilty and sentenced 
  the two to be executed within the week on 
  Rijker's Isle. 
   
  Although enraged at the murder of his family, 
  Alfons van Rugkil used some of the fortune 
  he inherited to persuade the magistrate to 
  reduce his sister's sentence to life.  It was the 
  least he could do for his only remaining flesh 
  and blood.  No such pity did Alfons have for 
  Herman and he was dragged from his cell to 
  the hangman’s scaffold.  He continued to 
  shriek his innocence to all who were there and 
  the gods that weren't as the trapdoor opened 
  beneath his feet. 
   
   
  The Plot 
  The reality of the van Rugkil tragedy is very 
  different.  Lacking his father's abilities, while 
  nursing a lust for wealth and power, Alfons 
  planned the murder of his parents and the 
  undoing of his siblings.  Through 
  intermediaries, now dead, Alfons was able to 
  contact the Skaven Warlord Skweech of the 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  2 
  Clan Scruten and arrangements were made for 
  Skaven assassins to slay three of the van 
  Rugkils. He would then frame Caroline and 
  her husband.  Alfons’ plan for his younger 
  sister was far different.  Harbouring strong 
  incestuous feelings towards Elisabeth, Alfons 
  could not bring himself to have her murdered.  
  He did know that leaving her alive in 
  Marienburg was not in his best interest.  Thus, 
  he arranged for her kidnapping by a slaver 
  who would subsequently sell her in Araby. 
   
  Although starting from a very strong position, 
  Alfons demonstrated all too clearly the 
  numerous differences between him and his 
  late father.  At first, the momentum of the 
  businesses that his father created continued to 
  be profitable and covered Alfons’ lack of 
  knowledge and foresight.  Opportunity after 
  opportunity was squandered as a result of his 
  shortcomings and many talented employees 
  left Alfons’ employ to seek their fortunes 
  elsewhere.  The Directorate position fell out 
  of Alfons’ grasp as his fortune dwindled.  
  Alfons believed that the Directorate was 
  behind his misfortune in an attempt to deny 
  him the seat of power that was rightfully his. 
   
  One night, Alfons van Rugkil met with 
  Skweech to outline his new plan.  A plan 
  which Alfons held was brilliant in its 
  simplicity.  First, Skaven assassins would 
  murder members of Marienburg’s various 
  gangs while leaving evidence implicating 
  their rivals.  This would lead to gang war that 
  (with additional Skaven help) would escalate 
  to fever pitch.  Eventually, the Watch would 
  be sucked into this maelstrom of violence.  
  With the Black Caps overwhelmed the 
  Directorate would be left vulnerable, even 
  with their own private armies. 
   
  When all looked bleak, Alfons would then 
  lead his own army (which he has been 
  building outside Marienburg for months) to 
  re-establish order.  In this way he expects to 
  be proclaimed Staadtholder by a grateful 
  populace (remember, only Alfons thinks this 
  plan is a sound one).  As compensation for 
  their services, the Skaven would be welcome 
  to enslave any of the surviving Directors and 
  their households - as well as any unfortunates 
  who happened along. The calculating Skaven 
  Warlord thought about Alfons’ plan for a few 
  moments before agreeing. 
   
   
  The Best Laid Plans of Mice and 
  Men... 
  Although unconvinced that the greedy 
  Human's plan will work to his liking, the 
  Skaven Warlord sees a golden opportunity to 
  pay back his immense debts to Clan Skryre 
  (which always seems to demand a large 
  number of subjects for its experiments). In 
  addition, Van Rugkil’s plan provides cover 
  for the Skaven to forward a number of their 
  plans. Only they can truly understand the 
  consequences of their actions. Van Rugkil’s 
  attempt at a coup would provide the cover 
  Skweech would need to obtain a large number 
  of slaves with minimal chance of discovery 
  and interference.  Van Rugkil will be of little 
  use to the Skaven afterwards and the Warlord 
  is certain that van Rugkil would never honour 
  any agreement.  Perhaps the Horned Rat will 
  have use for him as a sacrifice. 
   
  In the midst of all this plotting, there are two 
  other groups for whom the breakdown of 
  order will be seen as a sign their time has 
  come.  Unknown to van Rugkil and the 
  Skaven, the first of these is the Cult of the 
  Scorpion.  Led by Bram Scherplemmet, High 
  Priest and Chief Assassin of Kháine, the cult 
  is awaiting a special shipment that will enable 
  them to institute a reign of murder.  The 
  anarchy in the streets will be considered a sign 
  that the “Time of Murders”, foretold in the 
  “Prophesies of Urian Heartrender” is about 
  to dawn. 
   
  The second group consists of a number of 
  idealistic students and agitators - the Orde 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  3 
  Democratisch Samenleving or ORDESA.  
  Led by Walewijn Droomer, a gifted orator 
  whose radical views regarding the election of 
  government leaders by the common people is 
  considered by many to be extreme.  Droomer 
  will take the view that the disintegration of 
  order in the streets is indicative of the 
  corruption and impurity of the current 
  establishment.  Only through his vision, 
  Walewijn believes, can the common people 
  rise up and overthrow the yoke of oppression.  
  Further, he embraces the idea that purging the 
  current system can only be achieved if its 
  leaders are removed. 
   
  Through his spy, Reiner Derschakal, Alfons 
  van Rugkil became aware of ORDESA.  He 
  saw the radical group as another potential ally 
  in creating the chaos in the streets he needed 
  to see his plans through.  Through Reiner 
  Alfons began covertly providing funds to help 
  Droomer realise his dreams of rebellion.  
   
   
  Spinning out of Control 
  Just to add more complexity to this little 
  drama, dear Elisabeth van Rugkil secretly 
  returned to Marienburg six months ago.  It has 
  been over four years since her brother turned 
  Elisabeth over to the slavers.  In that time, the 
  youngest of the van Rugkil siblings found 
  mentors who have taught her the skills 
  necessary to avenge the deaths of her family.  
  She also learned that her brother’s bid to win 
  a seat on the Directorate failed.  Knowing 
  how her brother reacts to setbacks, Elisabeth 
  is determined to end his schemes and extract a 
  measure of revenge. 
   
  As such grand plans take time to unveil 
  themselves; Elisabeth knew that she was not 
  quite ready to reveal her presence and she 
  adopted several aliases in order to cover her 
  tracks. One of her disguises – as the courtesan 
  Sara– allowed her to roam about the streets of 
  the better neighbourhoods of Marienburg 
  observing the nocturnal activities of a number 
  of households.  In fact, her brief dalliance 
  with the elderly widow, Johann van der Groot, 
  allowed Elisabeth the ability to observe the 
  neighbouring estate of her brother without 
  fear of discovery. 
   
  It was during this time that Elisabeth was able 
  to learn of Alfons’ continuing meetings with 
  the Skaven by accosting the Warlock 
  Engineer.  Elisabeth let the Ratman go as her 
  gut told her that the hell spawn would not care 
  to admit to his fellows that a human got the 
  better of him.  Besides, Elisabeth’s objective 
  was more important than killing the Skaven 
  and alerting others that they have been 
  uncovered. 
   
  Elisabeth was fairly certain that time was 
  running out.  As fate would have it, Johann 
  had passed away in his sleep.  Elisabeth could 
  not risk losing this “safehouse”.  With some 
  sorrow, she buried the old man in his garden 
  and prayed to the God of Death to allow 
  Johann to join his late wife in Mórr’s realm.  
  She promised that when her brother was dead, 
  she would arrange a proper burial with the 
  Temple of Mórr. 
   
  Another alias – as Nadine Zomer - allowed 
  Elisabeth to roam the Suiddock looking for 
  someone of minor importance, whom she 
  could coerce into doing her bidding.  Thijs 
  Boekarts (see below), was one of her father’s 
  bookkeepers who had found like employment 
  with the League of Gentlemen Entrepreneurs.  
  The vain little man with a cowardly streak 
  was easily seduced and, thus, the perfect patsy 
  for Elisabeth.  One of Thijs’ tasks was to be 
  Elisabeth’s go-between with a group of so-
  called “adventurers.”  The people identified 
  for recruitment would have no conceivable 
  association with the van Rugkil family and 
  could be counted on to do her dirty work. 
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  4 
   
  Sidebar: Timeline 
  Adv 
  Day 
  Week Day 
  Event 
  Section 
   
  Previous 
  to 
  scenario 
  start 
  Artefact from ancient Araby stolen from Baron Hendryk’s 
  College of Navigation and Sea Magicks 
  “Stolen Artefact” 
  1 
  Bezahltag 
   
  Adventure begins. 
  PCs approached by Thijs Boekarts. 
  Gang War heats up. 
  Either this night or following two nights, PCs witness a murder. 
  Antiquarian Kaspar Gibberig killed. 
  Witch-Hunter Rutger Nachtrabe arrives from Middenheim. 
  “Rumours/News” 
  “A Day in the Life” 
  “Murder in the Streets” 
  “Streets of the Suiddock” 
  “Stolen Artefact” 
  “The Witch-Hunter 
  Cometh” 
  2 
  Guilstag 
  (Konistag) 
   
  A ship from Sylvania arrives.  Berths in Riddra until the 
  afternoon of Angestag. 
  Either this night or the following, the PCs witness an unusual 
  kidnapping. 
  “Mysterious Shipment”/ 
  “Dark Warehouse” 
  “Streets of the Suiddock” 
  3 
  Angestag 
   
  Body of Kaspar Gibberig discovered and “Exotic Curios” 
  boarded up. 
  “Stolen Artefact” 
  4 
  Festag 
   
  Distribution of radical pamphlets in the Suiddock.  Celebration 
  /sacrifice at “Crimson Claw” cabaret. 
  One PC visited by a dream. 
  “Enter the Crimson Claw” 
   
  “What’s Next” 
  5 
  Wellentag 
   
  Shallyan priestess Eveline Goedhart slaughtered in the 
  Doodkanaal district. 
  Shipload of mercenaries arrives. 
  “Along the Doodkanaal” 
  6 
  Aubentag 
   
  Demagogue Walewijn Droomer speaks to the assembled crowd 
  in the Suiddock.  Many Watchmen die in the ensuing riot. 
  During late night, Doktor Lucas Grafzoekener murdered and 
  his body mutilated. 
  “Riot!” 
   
  “The University Revisited” 
  7 
  Marktag 
   
  Morning riot in the Handelaarmarkt district. 
  Watch patrols actively search for ORDESA members. 
  Watch Sergeant Kuilstier murdered. 
  “Search and Destroy” 
   
  “Entrapment” 
   
  8 
  Backertag 
   
  PCs’ place of lodging burned down. 
  PCs encounter suspicious people on the streets. 
  ORDESA meeting during the night on Luydenhoek. 
  Suiddock set on fire. 
  “Something’s Burning” 
  “Search and Destroy” 
  “Rebels with a Cause” 
  “Where Are They?” 
   
  9 
  Bezahltag 
   
  Proposed Meeting between Droomer and van Rugkil 
  “The White Shoal Café” 
  10 
  Guilstag 
  (Konistag) 
   
  Small fire at the Great Library during the early morning. 
  Man found slain in the stacks. 
  Skaven bands attack Marienburg from the sewers and hidden 
  tunnels during the foggy night. 
  The whole city is on fire. 
  “At the Great Library” 
   
  “Confrontation” 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  5 
  Starting the Adventure 
   
  Hook, Line, and Sinker 
  The manner in which the PCs become involved 
  in the unfolding drama will depend upon their 
  respective backgrounds.  If they are outsiders 
  (any place outside the Suiddock), then they will 
  have to more heavily depend upon overhearing 
  rumours and news (see below).  Natives of 
  Suiddock will hear the same information from 
  their contacts or friends.  Good sources of 
  information are the various taverns about the 
  Suiddock.  One such source is described under 
  "Shipwrecked."  In any case, PCs with 
  initiative will follow-up on some of the more 
  promising rumours and news. 
   
  Depending upon the PCs’ circumstances, the 
  GM may want to alter the scenario’s starting 
  point found in "A Day in the Life."  Finally, 
  the adventure begins on Bezahltag. 
   
   
  Rumours & News 
  Initially, rumours of the impending doom will 
  be sketchy and inaccurate.  As time moves 
  forward, things become (unfortunately) 
  increasingly clear.  Samples of the initial 
  rumours are listed below by career class.  
  Note that some of the following information 
  is based on fact.  These are marked by an 
  asterisk (*). 
   
  Academics 
  1.  “In my day, students respected authority 
  and hard work.  Now, they look for the 
  easy way out and claim hard workers are 
  exploiters of the downtrodden.  What 
  hogwash!” 
   
  2.  “If something is not done, the rich will get 
  richer and us all poorer.  I tell you, it is the 
  merchants who are running the city and 
  writing the laws.  Naturally the ones they 
  like are those that line their pockets.  They 
  are no better than the nobles we got rid of.  
  Trouble is most people are afraid of the 
  sacrifice needed to change things.” 
   
  3.  “There is an exhibit of ancient artefacts at 
  the University.  It is said that the artefacts 
  are from an ancient kingdom of Araby.  I 
  heard that something was stolen about 
  four nights ago. They say the object is 
  cursed and no-one wants to talk about 
  it.”*  ("The Stolen Artefact") 
   
  4.  “Marienburg is a city open to the various 
  views of its people and visitors.  Why just 
  last week there was a peaceful gathering 
  of people protesting the recent increase in 
  the taxation for Lustrian whisky.  What?  I 
  did not know that such a thing existed, but 
  it is the principle of the matter.” 
   
  Rangers 
  1.  “Check at Elfgate Bridge.  They usually post 
  a notice for a guide there whenever a group 
  of Elves from overseas wishes to tour the 
  Empire's forests.  Pays good but you have to 
  put up with those snobs and oddballs.” 
   
  2.  “A friend of mine in the garrison told me 
  that several strangers who entered through 
  the Oostenpoort Gate last week were 
  Imperial Witch-Hunters from around 
  Middenheim.  He did not know why they 
  had come to Marienburg.  Personally, I do 
  not trust their kind.  They are too 
  paranoid.” 
   
  3.  “Year after year those pesky Marsh Flies 
  swarm over everything travelling through 
  the marshes.  Except this season.  There is 
  hardly any of them.  Almost like they are 
  waiting for something to happen.  Kind of 
  creepy, really.” 
   
  Rogues 
  1.  “I knows yuv felt the tension.  I tells ya 
  that even a dull knife can cut through it.  
  Sumpthin' is gonna happen and then all 
  hell's gonna break loose.” 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  6 
  2.  “Did ya 'ear that two o' the Guild's boys got 
  whacked last night?  Some say that it was 
  the work of the flea-bitten Bretonnians.”*  
  ("Murder in the Streets") 
   
  3.  “Something strange is going on 
  hereabouts.  Hear tell that there are more 
  strangers lurking about in the shadows 
  than normal.”*  ("Streets of Suiddock") 
   
  4.  “I hear tell that some secret shipment is 
  due to arrive in Riddra from one of the far 
  off Imperial Provinces some time soon.  
  They say no one is to board that ship 
  without its owners say so.  Otherwise, a 
  long stay on Rijker's is guaranteed.”*  
  ("The Mysterious Shipment") 
   
  Warriors 
  1.  “Yes, they are selective.  Told me that my 
  sword arm was not good enough and I had 
  to be discreet.  Ulric's teeth!  Do they want 
  a fighter or a skulker?  The hell with those 
  foppish idiots!” 
   
  2.  “If they were recruiting seamen for 
  fighting, I would say that pirates and 
  wreckers were active again.  Why would 
  anybody be recruiting mercs?  Who is the 
  enemy?  I heard that the Empire has its 
  own problems.  Bretonnia?  Not a chance.  
  Those pompous dandies would rather strut 
  than fight.  Bloody peacocks!” 
   
  3.  “Sure the rich merchants have their own 
  private army.  Used in other lands fighting 
  for their master's business interests.  
  Dangerous work, but it pays well and you 
  get to see the world. I'd rather stay here.” 
   
  4.  “There is gonna be a tournament at 
  Monniker's this Festag.  'Ear tell it is 
  winner take all.  I was gonna enter.  
  Probably would 'ave won if not fer this 
  kink I 'ave in me neck.” 
  Old Man Houder's Boarding House 
  The PCs will need somewhere to reside in 
  Marienburg and Old Man Houder's is just the 
  place.  Reasonably priced at 1 Gu per room per 
  week, it is a clean establishment located on 
  Luydenhoek Isle in Suiddock near the 
  Draaienbrug Swing Bridge.  Excluding his 
  private quarters in the back of the ground floor, 
  there are eight rooms available for guests on the 
  top two floors.  Each room has a single door 
  with a simple lock and is kept clean by Old 
  Man Houder and his daughter Ingrid. 
   
  To his neighbours, Houder is a kindly, 
  bespectacled grandfather who is a little hard of 
  hearing and near-sighted.  He is protective of 
  his daughter and boarders, doting on them as if 
  they were innocent children.  Fact is, Houder is 
  a cagey old bird who misses absolutely nothing.  
  Moreover, Houder is one of the more important 
  and accurate gossips in this part of the Suiddock 
  as well as an informant to The Guild.  Unless 
  the PCs act like boorish braggarts, he will not 
  initially be concerned with their activities.  As 
  the PCs get deeper into their investigations, 
  Houder (and The Guild) will become more 
  interested. 
   
  There are two other boarders residing at Old Man 
  Houder's.  One of these is Jean-Paul Mainsoyeux, 
  a handsome, struggling artist from the Bretonnian 
  city of Couronne.  Very shy, Jean-Paul is not one 
  to socialise with the PCs, preferring to stay in his 
  room.  Once a week, however, Jean-Paul will slip 
  out for the night and quietly returns in the pre-
  dawn hours exhausted.  The second boarder is 
  Ernst Erzahler, an Imperial émigré who is (at least 
  on the social level) the opposite of Jean-Paul.  
  There is nothing Ernst loves more than an 
  audience (especially a captive one) to whom he 
  can tell stories of his adventuring youth.  If asked, 
  Ernst will be unable to support any of his tales 
  with evidence.  Not that it matters as Ernst 
  sincerely believes that his recollections of what 
  occurred are accurate.  Even given his 
  exaggerated view of himself, Ernst is a fairly 
  reliable source of rumours and news 
  . 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  7 
   
  Barthelm "Father" Houder, landlord, Spy (ex-Thief, ex-Charlatan) 
  To his neighbours, Old Man Houder is a kindly, bespectacled grandfather who is a little hard 
  of hearing and near-sighted.  He is protective of his daughter and boarders, doting on them as 
  if they were innocent children.  Fact is Old Man Houder is a cagey old bird who misses 
  absolutely nothing.  Moreover, Old Man Houder is one of the more important and accurate 
  gossips in this part of the Suiddock as well as an informant to The Guild.  Anything he deems 
  worthy of Guild scrutiny is reported to his contact when Old Man Houder goes to the market 
  every Marktag.  Unless the PCs act like boorish braggarts, Old Man Houder will not initially 
  be concerned with their activities.  As the PCs get deeper into their investigations, Old Man 
  Houder (and The Guild) will become more interested. 
  Current Profile:  
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  3 
  43 
  48 
  3 
  4 
  10 
  44 
  2 
  54 
  49 
  58 
  74 
  54 
  66 
   
  Skills: Act, Blather, Charm, Concealment-Urban, Cryptography, Disguise, Evaluate, Flee!, 
  Linguistics, Mimic, Palm Object, Pick Lock, Public Speaking, Read/Write (Breton, Reikspiel, 
  and Tilean), Secret Language-Thieves' Tongue, Secret Signs-Thieves' Sign, Seduction, 
  Shadowing, Silent Move-Rural, Silent Move-Urban, Sixth Sense, Wit 
  Equipment: Dagger (I+10, W-2, Parry -20), Codebook, Eyeglasses, Disguise Kit, and Purse 
  (d6 Gu, 2d6 shillings, 3d6 pennies) 
   
  Ingrid Houder, Spinster 
  Ingrid is a homely-looking spinster whose shyness and dull wittedness has left her socially 
  awkward (or inept, if you're the cruder sort).  Kind-hearted, simple, and innocent of the harsh 
  outside world, Ingrid has absolutely no idea that her father is anything other than he seems to 
  be.  Ingrid stands to inherit everything should anything happen to Old Man Houder.  Her 
  reaction to the PCs will depend upon who they are and their Fel scores.  Towards males with 
  Fel scores of 40+, Ingrid will be giddy, giggly, and downright childish while those with less 
  than 40 Fel will inspire fear in Ingrid.  She will shy away from female PCs (irrespective of 
  their Fel scores) as they intimidate Ingrid. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  33 
  25 
  3 
  3 
  7 
  30 
  1 
  29 
  29 
  29 
  29 
  29 
  29 
   
  Skills: Ambidextrous, Excellent Vision, Flee! 
  Equipment: Plain Clothing, Knitting Needles, Yarn, and Purse (3d6 shillings, 4d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  8 
   
   
   
   
  Jean-Paul Mainsoyeux, Entertainer (Painter) 
  Jean-Paul is a struggling painter from Couronne in Bretonnia.  Shy and introverted, Jean-Paul 
  masks his real talent by selling his landscape and still life paintings to middle class merchants.  
  Jean-Paul's gifts with canvas and brush are evident in paintings whose subject matter is best 
  described as erotically bizarre.  The paintings are kept securely wrapped until Jean-Paul can 
  sell them to his "special" friends.  If somehow discovered, Jean-Paul will flee as fast as he can 
  before witch-hunters or other fanatics could burn him at the stake (although the thought does 
  elicit some perverse excitement in him). 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  38 
  42 
  3 
  3 
  9 
  32 
  1 
  46 
  27 
  29 
  32 
  28 
  46 
   
  Skills: Art, Bribery, Dance, Dodge Blow, Flee!, Silent Move Rural 
  Equipment: Tray of paints of various colours, twelve canvasses, four covered paintings, set of 
  paint brushes and cleaners, apron, and pouch (d6 Gu, 4d6 shillings, and 5d6 pennies). 
  Chaos Mutation: Two-toed clawed feet 
   
  Ernst Erzahler, Raconteur (ex-Gamekeeper) 
  To hear him tell about it, there are few places in the Old World to which Ernst hasn't travelled.  
  His exploits fill more lifetimes than a man of his years would seem to have.  Fact is Ernst's 
  wanderings were restricted to the lower Reik (usually in Carroburg or Altdorf) before settling 
  in Marienburg.  The one accuracy to Ernst's stories was that he was the Gamekeeper on one of 
  the estates of Grand Duke von Bildhofen of Middenland.  Unfortunately, an indiscretion 
  (killing one of the Grand Duke's deer) made Ernst's move out of the Empire essential. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  43 
  55 
  4 
  4 
  8 
  42* 
  1 
  29 
  40 
  38 
  42 
  30 
  47 
   
  Skills: Blather, Charm, Concealment-Rural, Etiquette, Lightning Reflexes*, Luck, 
  Marksmanship, Public Speaking, Read/Write (Reikspiel), Scale Sheer Surface, Secret 
  Language-Ranger, Seduction, Set Trap, Silent Move Rural, Sixth Sense, Spot Traps, Story 
  Telling, Wit 
  Equipment: Sword, Clothing (loud), Hat (almost as loud), and Purse (3d6 Gu, 2d6 shillings) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  9 
  Shipwrecked Tavern 
  Located three buildings away from the 
  Boarding House, the Shipwrecked Tavern is 
  not quite a dive but it is far from the plush 
  taverns one can find on Hightower Isle across 
  the Niederbrug Bridge.  Its ale and wine are 
  passable (especially if one is drunk) and its 
  whisky is akin to rotgut. The Shipwrecked 
  Tavern is just the place for the occasional 
  brawl and frequent gossip.  Even with its low 
  ceiling, the common room is large enough to 
  accommodate fifty patrons.  Poorly lit and the 
  booths next to the far wall are enshrouded in 
  gloom; just the place for informants to meet 
  their employers.  The upper floor is the 
  residence of Olaf Blodhaand, the owner and 
  bouncer. 
   
  Olaf is a brute of a man, quick to laughter and 
  slow to anger.  When he does lose his temper, 
  he is violently difficult to handle.  Rumour 
  says that wolf's blood courses through his 
  veins while others see him as embodying the 
  battle madness of the fabled Norse Berserker.  
  In any event, most of the patrons clear out 
  until Olaf's anger abates (usually determined 
  by sending an outsider in to order a pint and 
  watching Olaf's reactions). 
   
  To work for a man like Olaf Blodhaand, one 
  must keep their wits about them as well as 
  their courage.  This description fits the 
  Estalian barkeep, Manuel Hernandez y 
  Martinez Durango de Magritta, well.  He is a 
  wiry little man who fancies himself a 
  swashbuckler and ladies’ man.  To fellow 
  Estalians, Manuel's a filthy little rat whose 
  sliminess is offensive.  Thus, they bestowed 
  upon him the nickname, "El Cochino" ("The 
  Dirty One").   
   
  Olaf employs Sergei Stoilensky of Praag 
  barkeep and bouncer.  Though not quite Olaf's 
  size, he is still a man to be respected as 
  anyone who frequents Monniker's Pit Fighting 
  School can tell. 
   
  Buying drinks is one way to get information, 
  but can get very expensive.  Another method 
  that innovative adventurers can use is to trade 
  information.  Though a whole lot cheaper than 
  buying drinks or bribery, the risk is that PCs 
  will get information that's at least worthy of 
  what they provided.  Do not give away 
  anything valuable at little cost.  Make the PCs 
  earn the information they desire.  The 
  accuracy of the information will depend upon 
  whom they ask.  A downtrodden drunkard is 
  hardly going to have anything worthwhile. 
   
  Olaf or Sergei will refer anyone looking for 
  accurate information to Pieter Vlugoog, 
  known as a very reliable source of 
  information.  Pieter's price is relatively high 
  for a gossip: either a pricey three-course meal 
  with Norse mead or highly reliable 
  information.  Pieter is very good at 
  differentiating good information from bad so 
  the PCs need to be prepared to make a good 
  exchange. 
   
  In contrast to Pieter, Anton Loslippen, a local 
  ratcatcher, is a gossip whose information is 
  marginal, at best but is cheap.  A tankard or 
  two of ale is all he asks.  Most of the locals 
  know Anton for his wild stories and 
  conspiracy theories.  With absolute certainty 
  Anton knows there are large frog-like beings 
  that are behind all of Marienburg's troubles. 
   
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  10 
   
  Olaf Blodhaand, Tavern Owner/Bouncer, First Mate, (ex-Mercenary, ex-Sea Man, ex-
  Marine) 
  A native of Norsca, Olaf was forced to flee his home to escape punishment for killing the son 
  of the local Thane.  The fact that the Thane's son initiated the fatal brawl did not seem to make 
  a difference.  Once he arrived in Marienburg, Olaf found work as a mercenary with the House 
  of Onderzoeker (one of the great merchant families of Marienburg).  After years of loyal 
  service, Olaf left and purchased the Shipwrecked Tavern from its previous owner (who was 
  trying to get some quick money to pay off his debt to The Guild). 
  A brute of a man, Olaf is quick to laughter and slow to anger.  When he does lose his temper, 
  however, Olaf can be violent.  Some say that it is the wolf blood in his veins.  Olaf attributes it 
  to legendary Norse hero Thoramir Ulfenblod, whom he claims is his clan's ancestor.  Most of 
  the regulars at the Shipwrecked are more willing to humour Olaf's pretensions to greatness.  
  After all, he has the best stock of Norscan Mead and Beer in the Suiddock. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5* 
  52 
  43 
  6* 
  5* 
  10 
  38 
  2 
  36 
  42 
  45 
  32 
  42 
  39 
   
  Skills: Acute Hearing, Ambidextrous, Boatbuilding, Consume Alcohol, Disarm, Dodge Blow, 
  Drive Cart, Fleet Footed*, Row, Sailing, Scale Sheer Surface, Secret Language-Battle 
  Tongue, Speak Additional Language (Reikspiel), Storytelling, Street Fighting, Strike Mighty 
  Blow, Strike to Stun, Swim, Very Resilient, Very Strong* 
  Equipment: Sword, Mail Shirt (1AP body) under Tunic, and Purse (3d6 Gu, 3d6 shillings). 
   
  Manuel "El Cochino" Hernandez y Martinez Durango de Magritta, Barkeep, Fence (ex-
  Entertainer [Acrobat], ex- Thief, ex-Embezzler) 
  This snaky native of Estalia brags about his connection to the Estalian gangs of Marienburg.  
  Rather odd since Manuel spends so little time in the Estalian quarter.  In fact, the few 
  Estalians that venture into the Suiddock largely ignore "El Cochino."  That doesn't phase 
  Manuel as if prefers to spend his time flirting with the ladies (irrespective of age) and telling 
  them of his prowess with a sword.  Manuel is extremely lucky that neither Olaf nor Sergei 
  take him seriously.  In truth, Manuel is so obvious in his intentions that most of the women he 
  approaches (anyone with a Fel over 25) are not foolish enough to give the fickle (and 
  seemingly desperate) Estalian what he wants. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  6* 
  49 
  52 
  4 
  3 
  10 
  50 
  2 
  46 
  36 
  32 
  43 
  38 
  39 
   
  Skills: Acrobatics, Concealment-Urban, Evaluate, Fleet Footed*, Luck, Magical Sense, Palm 
  Object, Read/Write (Estalian, Reikspiel, and Tilean), Scale Sheer Surface, Secret Language-
  Thieves' Tongue, Secret Signs-Thieves', Silent Move Rural, Silent Move Urban, Speak 
  Additional Language (Reikspiel and Tilean), Street Fighting, Supernumerate 
  Equipment: Sword, Large Overcoat with Numerous Internal Pockets, Fancy Clothes 
  underneath, Silk Handkerchiefs, Small Pieces of Jewellery, and Purse (2d6 Gu, 2d6 shillings). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  11 
   
  Sergei Stoilensky, Barkeep/Bouncer, Targeteer (ex-Pit Fighter, ex-Bounty Hunter) 
  After spending years as one of Monniker's prize pit fighters, Sergei tried his hand at tracking 
  down wanted criminals.  While life on the road (and wilderness) intrigued him, Sergei found 
  that the pay did not compensate for the miserable conditions he had to endure.  The Kislevite 
  then tried is hand at using his talents in contests of skill with a bow.  While the pay improved, 
  Sergei found that he still had to travel frequently.  On a return trip to Marienburg, Sergei was 
  hired by Olaf to help run the Shipwrecked Tavern and keep an eye on Manuel (whom Olaf 
  didn't quite trust).  Taking an instant dislike of the little, greasy Estalian, Sergei is quietly 
  awaiting the day when Manuel steps over the line.  At that moment, Sergei will be more than 
  happy to toss Manuel into the nearest canal (after he has been worked on a bit). 
  Outside of his wariness of Manuel, Sergei is a stoic man who takes great pride in his work and 
  skill.  Always reserved, Sergei is the virtual opposite of the emotional, potentially explosive 
  Olaf.  Surprisingly, the two get along very well. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  58 
  71 
  5* 
  6* 
  10 
  51 
  2 
  53 
  41 
  47 
  68 
  50 
  44 
   
  Skills: Ambidextrous, Disarm, Dodge Blow, Follow Trail, Luck, Marksmanship, Ride-Horse, 
  Shadowing, Silent Move Rural, Silent Move Urban, Specialist Weapon-Fist, Specialist 
  Weapon-Flail, Specialist Weapon-Lasso, Specialist Weapon-Long Bow, Specialist Weapon-
  Net, Specialist Weapon-Parrying, Specialist Weapon-Two-Handed, Strike Mighty Blow, 
  Strike to Injure, Very Resilient*, Very Strong* 
  Equipment: Sword, Knuckledusters (WS-10, S-1), Mail Shirt (1AP body) under Tunic, 
  Crossbow (R 32/64/300, ES 4, 1 round to fire, 1 to load) with ammunition, and Purse (3d6 
  Gu, 2d6 shillings) 
   
  Anton Loslippen, Ratcatcher (ex-Beggar) 
  Competition between Ratcatchers in the Suiddock is fierce.  It is not due to any shortage in the 
  rat population.  Fact is there are lots of Ratcatchers in the area as it is one of the few careers 
  that many of the poor can make decent money (from their perspective).  Anton was one of the 
  casualties of the struggle in the sewers.  He even lost his dog Sniffer to a more successful 
  Ratcatcher!  Now Anton wanders about looking for any gossip or information with which to 
  sell.  His success as a gossip is marginally better than as a Ratcatcher. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  38 
  40 
  3 
  4 
  8 
  29 
  1 
  41 
  27 
  27 
  38 
  29 
  26 
   
  Skills: Animal Trainer-Dog, Begging, Concealment Urban, Consume Alcohol, Immunity to 
  Disease, Immunity to Poison, Secret Language-Thieves' Tongue, Secret Signs-Thieves', Set 
  Trap, Silent Move Urban, Specialist Weapon-Sling, Spot Trap 
  Equipment: Ratter's Pole with d6 Rats, Sling (R 24/36/150, ES 3) and ammunition, d6 
  Animal Traps, and Purse (d6 shillings, 3d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  12 
   
  Act One: Blood Ties 
   
  As the scenario begins, Alfons van Rugkil 
  plan is reaching the final stages. The Skaven 
  are continuing to murder various gang 
  members planting evidence to the guilt of 
  their rivals. Meanwhile, mercenaries are 
  arriving at his compound in Goudberg. 
   
  Across town one of van Rugkil’s loyal 
  servants, Reiner Derschakal, is about to put an 
  end to Thijs Boekarts, an old employee of the 
  van Rugkil’s. Boekarts has been poking his 
  nose around recently and Reiner is making 
  sure there are no loose ends. However, 
  Boekarts is working for Elisabeth van Rugkil 
  and she has ordered him to hire a group of 
  adventurers she has recently spotted. She 
  wants them to look into the gang killings, and 
  other matters, to see if they are related to her 
  brother’s activities. 
   
  In distant tunnels Skaven forces are 
  approaching the city under the leadership of 
  Warlord Skweech. Little does he know that 
  his second in command Rantok wants the 
  mission to fail for his own ends. 
  Meanwhile, the Kháinite group the Cult of the 
  Scorpion, is planning its own trouble. The 
  remains of the long dead Klara von 
  Teufelheim are on their way to Marienburg 
  for the Cult has discovered a way to return her 
  to (un)life. This, they believe, will herald the 
  long prophesied Time of Murders. To ensure 
  they can complete their ceremony they steal 
  the Al-Qantram Shalem Fetish of Kháine 
  from the University. The ceremony to raise 
  von Teufelheim is to take place at the 
  Crimson Claw, a club now under ownership 
  of the Cult. They also murder Kaspar 
  Glibberig, the only non-cult person who 
  knows its full powers.  
   
  In a small room in Tempelwijk, Walewijn 
  Droomer, is putting the last touches to the 
  manifesto of his revolutionary group 
  ORDESA. He is being funded by Alfons van 
  Rugkil and Mijnheer van Rugkil wants action 
  soon. 
   
  Against this approaching maelstrom, a few 
  forces of good are gathering. Rutger 
  Pieter Vlugoog, Charlatan (ex-Entertainer [Acrobat], ex-Thief) 
  A one-time acrobat with a travelling troupe of entertainers, Pieter Vlugoog left to find other, 
  more profitable work.  The thrill and challenge of being one of many thieves in Marienburg 
  gained Pieter new experiences, but little money.  One day Pieter accidentally learned that 
  selling information in Marienburg was highly profitable.  Masquerading as a beggar during the 
  day, Pieter usually positions himself in areas where information and gossip flows freely.  Such 
  places include the open market as well as Guildhouses and "selected" taverns.  Concerned for 
  his well-being, Pieter is very careful not to put himself at unreasonable risk. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  40 
  42 
  3 
  4 
  10 
  53 
  1 
  54 
  48 
  51 
  54 
  52 
  61 
   
  Skills: Acrobatics, Blather, Charm, Concealment Urban, Disguise, Evaluate, Mimic, Palm 
  Object, Public Speaking, Secret Language-Thieves' Tongue, Secret Signs-Thieves', Seduction, 
  Silent Move Rural, Silent Move Urban, Wit 
  Equipment: Sword, d6 Hats (assorted), Ordinary Clothes, Quality Clothes, University 
  Reference (forged), and Purse (2d6 Gu, 2d6 shillings, 2d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  13 
  Nachtrabe, a witch-hunter of Mórr has arrived 
  led by an Omen from his god. Sergeant 
  Kuilstier of the Black Caps is investigating 
  the gang murders and beginning to realise 
  things are not as they seem. Last but not least, 
  the PCs are to given the chance to save 
  Marienburg. 
   
  A Day in the Life 
  As the PCs are enjoying a meal or drinks at the 
  Shipwrecked Tavern (or another local tavern), 
  a moderately well dressed man approaches 
  them.  "Good day.  I apologise for the 
  interruption, but may I have a word with you?"  
  He sits down before the PCs can reply or ask 
  questions.  He continues, "I am Thijs Boekarts 
  and I have need of your services."  He looks 
  around nervously and then says in a low voice, 
  "I understand you have considerable talents and 
  skills that are useful in discretionary matters.  I 
  am prepared to pay you very well to handle a 
  rather delicate task.  Unfortunately, this is not a 
  place where I can speak freely.  If you are 
  interested, and I pray you are, please meet me 
  at my flat in two hours.  It is at 39 Natsteen 
  Straat, room 6.  Now I must go."  With that, 
  Thijs jumps up and hurries off before the PCs 
  are able to reply. 
   
  Being what they are, the PCs may decide to 
  scramble after Thijs in the hopes of following 
  him. PCs moving quickly should pass an I test 
  to avoid falling over their chairs or one 
  another in their haste.  The only opportunity 
  any PC has to spot Thijs before he disappears 
  down an alley requires the PC to pass an 
  Observe test once they get outside the tavern. 
   
  Should the PCs decide to chase Thijs, the GM 
  may decide to use the Chase Rules provided 
  (see “Giving Chase” sidebar above).  Thijs 
  has M 4 and I 43. 
   
  PCs who succeed in following Thijs are not 
  alone.  Those with the Sixth Sense skill realise 
  this at once.  Unfortunately, they will not be 
  able to discern who is following them.  
  Sidebar: Giving Chase in WFRP 
  (Optional Rules).  There are occasions, 
  especially in urban settings like this scenario, 
  where PCs find that an individual with critical 
  information runs away from them.  At times, 
  the GM weighs whether allowing the PCs to 
  catch the informant advances the plot line or 
  not and decides the outcome after due 
  consideration.  While this approach keeps the 
  game moving, it can be frustrating for some if 
  their characters do not get a chance to run 
  down the fleeing individual. 
  A GM wishing to run a chase should use a 
  series of I tests with proper modifiers.  The M 
  score of both pursuer and quarry should also be 
  considered.  If the pursuer has the higher M, 
  then she has a reasonably good chance of 
  catching her quarry assuming that nothing 
  untoward happens to her (like a bad slip 
  resulting in a twisted ankle).  If the quarry has 
  the higher M, then he has the better chance of 
  escaping.  When M scores are the same, I tests 
  become so much more important. 
  Assuming the same M rate for illustration 
  purposes, if both pursuer and quarry succeed 
  with their respect I test (with whatever modi-
  fiers the GM deems appropriate), then the 
  chase continues with no ground lost or gain.  If 
  both fail, then the relative positions should be 
  judged on how badly they failed.  A failure of 
  30 or less should mean that the character lost 
  some speed by bumping into other people, 
  being knocked slightly off-balance by a 
  lamppost or bench, etc.  Failures of more than 
  30 should be indicative of getting knocked 
  down by an obstacle or losing one’s footing 
  and falling down with an injury (no more than 
  1D2 W, irrespective or armour or T is recom-
  mended.  If one succeeds and the other fails an 
  I test, then the one who failed loses ground. 
  GMs could add the element of the pursuer 
  having to pass an Observe test to spot her 
  quarry should the pursuer fail the I test while 
  the quarry succeeds. 
  The GM decides how long to run the chase 
  before the quarry is either captured or escapes. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  14 
  Fearing that he is being pursued, Thijs hurries 
  down the dark alleys and narrow streets that 
  characterise this part of Marienburg.  Shaken 
  by his fears, Thijs hopes to lose his pursuer. 
  If the PCs went directly to his flat, they will 
  wait for over an hour before the fearful Thijs 
  appears.  Looking around nervously, he 
  invites them to accompany him upstairs.  He 
  hurries ahead of them and fumbles with the 
  keys before finally managing to unlock the 
  door. 
   
  "Please be seated," Thijs tells the PCs as he 
  motions to some chairs about a table.  "I need 
  a drink. Just to calm my nerves before I can 
  put forth my proposal to you."  Thijs walks to 
  another table where a decanter of dark 
  brownish-red liquid sits by a small glass.  
  Quickly, Thijs pours then drinks the beverage, 
  "ahhhh, that's better.  Good brandy is the 
  elixir of the gods, I tell you.  Now to business.  
  My life is endang...".  Thijs swiftly grabs his 
  throat and gives off a choking sound.  His 
  eyes widen as he realises that he has been 
  poisoned.  Dropping the 
  glass and bottle (which 
  shatters), Thijs looks at the 
  PCs with pleading eyes.  
  He then convulses before 
  collapsing on the floor 
  dead.  PCs with Brewing, 
  Cook, or Prepare Poison 
  skills may detect the 
  scent (or taste) of 
  something foreign to the 
  remnants of brandy on a 
  successful Int test.  A second successful 
  Int+10 test by a character with Prepare 
  Poison can determine the poison as 
  Nightshade. 
   
  As the amount of poison used is equal to two 
  doses, the PCs will be unable to do anything 
  to save Thijs unless they have access to a 
  Cure Poison spell.  If the spell is cast straight 
  away, Thijs will be drowsy for a time. 
  Should the PCs try to stop Thijs from rapidly 
  downing the brandy, allow them an I test to 
  succeed.  Should they fail, they are unable to 
  save Thijs from his fate.  Should they succeed 
  and the poison is detected, Thijs will thank 
  them profusely.   
  Once he has gathered his wits, Thijs will 
  quickly come to the conclusion that things are 
  worse than he assumed and immediate flight 
  from Marienburg necessary.  Somebody wants 
  him dead and he is not sticking around to find 
  out who.  “I will talk as I pack, if you do not 
  mind. A war is brewing between factions in 
  the city, which is bad for business.  I have had 
  a recent meeting with a few of my… contacts 
  about the situation.  We suspect that some 
  other party is involved in inciting this 
  unpleasantness.  While I am not in a position 
  to actually do something about it officially, I 
  have to do something.  That is where you 
  come in, if you are willing.  I can advance you 
  each fifteen Guilders and pay you an 
  additional sixty-five each upon you gathering 
  enough evidence to identify and expose these 
  culprits. I need to get out quickly but you can 
  send word upriver to Kalkaat.  The innkeeper 
  at the Hog and the Weasel Tavern will know 
  where to find me.” 
   
  Finishing his packing, Thijs turns to the PCs 
  and says, “There are two rumours that might 
  be related.  The first has to do with a shipment 
  that is expected to arrive within a day or so 
  from The Empire.  You might have to nose 
  about the dock area.  The second thing is the 
  theft of some artefact from Hendryk’s a few 
  nights ago.  I cannot really give you any 
  further information as to do so would 
  needlessly compromise my employers.  That 
  is not a wise thing.  It would be safer for you 
  to remain ignorant of them.  Still, I suspect 
  there will be some danger.  Right.  Are you 
  willing to do this for me?  If so, I need your 
  signature or mark on this.”  Thijs hands the 
  PCs a contract.  PCs with the Read/Write skill 
  can read the contract [Handout #1]: 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  15 
  Handout #1 
   
   
  Once the PCs have signed or fixed their mark, 
  Thijs places the contract in his bag.  He then 
  walks over to his desk in the far corner and 
  unlocks it (CR 5) with one of the keys he 
  carries on a chain.  From the top drawer, Thijs 
  pulls out another key and tells the PCs to wait 
  a moment.  Thijs then walks over to another 
  room in the flat where he slides the rug from 
  the middle of the room.  Thijs then lifts a 
  loose floorboard to reveal a locked strong 
  box. Opening it, he doles out the promised 
  advance.  The remaining guilders he stuffs in 
  his purse.  “I take my leave of you now, so if 
  you would be so kind to close the door as you 
  depart.” 
   
  He will not reveal his employer nor know 
  much more than he is telling.  Moreover, 
  Thijs is rather anxious to get out of town 
  quickly and quietly.  Should the PCs be 
  reluctant to take the job, Thijs looks 
  somewhat dejected and says simply, “I guess I 
  misjudged you, my apologies for wasting your 
  time.  I trust you can see your way out.”  If he 
  gave them the money, Thijs demands its 
  return.  If the PCs refuse, then Thijs lets them 
  leave with it.  There should be time in the near 
  future when he can inform his employer of the 
  PCs’ theft of The League’s funds (Suiddock 
  natives will know The League of Gentlemen 
  Entrepreneurs by other names, see "Murder in 
  the Streets"). 
   
  Should Thijs have died from the poison a 
  search will yield a key chain with several keys 
  (one of which opens the desk) and a pouch 
  with 12 Gu and 20 shillings.  Searching the 
  room the PCs will find nothing of interest 
  unless they check in the drawers of the desk. 
  On top of the stack of paper, is a sheet of 
  paper [Handout #2] and a card [Handout #3] 
  with writing. 
   
  Handout #2 
   
  Unique cargo due to arrive from eastern 
  Stirland and Artefact stolen from 
  University. Are they related to the troubles 
  plaguing Suiddock? 
   
  N. Zomer  
   
   
  Handout #3 
   
  Change in ownership of Crimson Claw 
  Cabaret. Is the new owner on The 
  League’s payroll yet? 
   
  PCs with the Read/Write skill must pass an 
  Int (+10 for Forgery) to notice that the card is 
  written in the same handwriting as the note.  
  Most of the rest of the materials are of a 
  mundane nature.   
   
  A rather unusual medallion can also be found 
  jutting out from beneath the 
  desk on a successful Search 
  test.  It is in the shape of a 
  tulip with the letters “AvR” 
  etched upon its centre.  
  Unless the PCs are well 
  versed in the more obscure 
   We, the undersigned, have agreed to 
  undertake the task as laid forth by 
  Mijnheer Thijs Boekarts of 
  uncovering the party responsible for 
  commencing the conflict that is 
  disrupting the business of the major 
  Suiddock interests.  Evidence of 
  their identity and involvement will 
  be collected and represented to 
  Mijnheer Thijs Boekarts so that he 
  can take further action with his 
  employer.  In compensation, we, the 
  undersigned, will receive an 
  advancement of fifteen Guilders 
  each with an additional sixty-five to 
  be paid to each upon completion of 
  this task. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  16 
  heraldry of the minor merchant houses of 
  Marienburg (-20 modifier to any Heraldry test 
  for a native of the city) they will not recognize 
  he symbolism as belonging to the House of 
  van Rugkils.  The medallion was accidently 
  left here by Reiner Derschakal (who re-
  appears in Act Three), an assassin employed 
  by Alfons van Rugkil. 
  Reiner has had Boekarts under surveillance off 
  and on for the past two years, ever since the 
  bookkeeper left van Rugkil’s employ.  Only 
  recently did Reiner notice a change in 
  behaviour and habits that looked suspicious.  
  Though Reiner did note a dalliance with (he 
  assumed) a prostitute, the assassin discounted 
  her as a source of the problem.  So, the 
  decision was made to assassinate the 
  bookkeeper. 
   
  A second successful Search test turns up a 
  partially burnt letter under the leg of the table 
  [Handout #4] 
   
  Handout #4 
   
  Have you hired them yet? 
   
   NZ 
   
  Having done all they can here, the PCs may 
  decide to depart quickly and silently before 
  they are discovered near the dead Thijs 
  Boekarts.  Some (the more foolish) may 
  decide to seek out the Watch. 
   
  As they leave, an old lady opens her door 
  down the hall from Thijs’ flat.  “Oh, I am 
  terribly sorry,” says the woman who will 
  introduce herself as Greta should the PCs 
  politely ask. “I was hoping you were that nice 
  young lady friend of Mijnheer Boekarts.  I 
  wanted to ask her if they had plans since 
  Mijnheer Boekarts is a shy young man.  Do 
  you know if they have? Really, I am surprised 
  that he has not even introduced me yet?  
  Goodness, these young people are so private 
  about their affairs, especially those of the 
  heart.  Ah, I can see in your eyes that you’re 
  curious about the lady.  Young men, you’re so 
  easy to read.  I can see why. Such beautiful 
  dark hair and a fine figure.  Good for at least 
  four, maybe five children.  She does need to 
  get on with her life I daresay, as she’s not 
  getting any younger.  But she has good 
  breeding - such pride and confidence.  You 
  know, she reminded me of myself when I was 
  her age.  By the way, how is Mijnheer 
  Boekarts?  He seems so nervous these days.” 
   
  This may be the PCs’ opportunity to escape.  
  Greta is a lonely old lady and gossip who will 
  continue to talk to the PCs. After she has 
  finished prying about Thijs, she will turn her 
  attention to the PCs.  If the PCs engage her in 
  conversation, she will work her way into 
  asking them very personal and embarrassing 
  (and perhaps cruel) questions.  For example, 
  Greta asks a female PC, “So, you have been 
  travelling around these men for sometime, eh 
  dearie?  Which of them do you plan to settle 
  down with?  None?  How can that be? 
  [Turning to the male PCs] What in Shallya’s 
  name is wrong with you men?  Do you not see 
  that this lovely lady’s life will be meaningless 
  without a good husband and several children? 
  Or, do you prefer the company of small boys?” 
   
   
  Murder in the Streets 
  Known affectionately as “The League of 
  Gentlemen Entrepreneurs”, this Suiddock 
  organization is also called the "Guild We Have 
  Never Heard Of" or simply, "The League."  As 
  the adventure opens, the locals have discovered 
  the bodies of two brutally murdered members 
  of The League.  Evidence located at the scene 
  implicated Bretonnian and Tilean gangs in 
  perpetrating these heinous crimes.  Word of the 
  connection is beginning to spread. 
  Unknown to most Suiddockers is the fact that 
  the bodies of several Bretonnian and Tilean gang 
  members have also turned up viciously slain in 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  17 
  their respective quarters.  In the Bretonnian case, 
  evidence points to the involvement of The 
  League and a Tilean gang in the murders.  With 
  respect to the Tileans, both the Bretonnians and 
  The League are implicated. 
   
  PCs following up on the murders will not get 
  much more than rumours of a potential move 
  by either the Bretonnians or Tileans (or both) 
  to encroach upon The League's territory.  Wild 
  speculation on the reasons for this sudden 
  move runs the spectrum.  This is where the GM 
  can let their imagination run wild. 
   
  Should the PC approach a Watchman on the 
  streets, they must make a Fel test.  Failure 
  results in the Watch informing them to "move 
  along" and "mind your own business”.  If 
  successful, then the PCs are referred to Watch 
  Sergeant Reinbert Kuilstier at the Suiddock 
  Watch Barracks near the Draaienbrug Swing 
  Bridge on Sikkeleiland Isle.  Finding the 
  Barracks is relatively easy.  All Suiddockers 
  know its location and will provide directions 
  for a small fee (a couple of shillings are typical).  
  Getting into the Barracks is also relatively 
  easy.  Seeing Sergeant Kuilstier is not. 
   
  The Duty Watchman will ask that the PCs 
  identify themselves and state their business. If 
  the PCs are willing to wait about a week or 
  so, they can schedule an appointment with the 
  Duty Watchman. The only way they will get 
  to see Kuilstier without an appointment is by 
  greasing the palm of the Duty Watchman and 
  successfully passing a Bribe test.  Any bribe 
  less than a Guilder will result in a -10 
  modifier to Fel (-25 modifier if offered less 
  than 10/-).  Likewise, offering more than 5 
  GU will result in a modifier of -10 (too much 
  money arouses suspicion).  If the Bribe test is 
  failed, the Duty Watchman will strongly 
  suggest that the PCs leave.  As this is the 
  main Watch Barracks in the Suiddock, there is 
  more than enough Watch available to ensure 
  that any trouble caused by the PCs is brutally 
  quashed.  To add further insult, trouble making 
  PCs may find themselves fined up to 10 GU or 
  jailed for the night in a cold, dank holding cell. 
   
  Should the PCs successfully bribe their way in, 
  the Duty Watchman will point them to 
  Kuilstier's office.  There they will find Sergeant 
  Kuilstier at his desk reviewing some papers.  
  Anyone with the Art skill will recognise the 
  papers as sketches of dead men with slashes 
  and other bodily wounds.  After a brief 
  moment, Kuilstier will place the pictures down 
  and inquire after the PCs' name and business.  
  Should the PCs (foolishly) reveal themselves as 
  adventurers, Kuilstier will tell them, "Your 
  kind is not needed here.  I will assume that 
  since you found your way into my office, you 
  can find your way out."  PCs wanting to help 
  will have to convince Sergeant Kuilstier of 
  their sincerity and ability.  Test vs. Fel-10 (+10 
  if past or current career of Watchman or 
  Mercenary) to determine whether Kuilstier 
  accepts their offer. 
   
  If successful, the Watch Sergeant will share 
  what he knows.  Kuilstier is well aware that 
  members of the Bretonnian and Tilean gangs 
  were killed the same night as the ones 
  belonging to The League.  Additionally, he 
  knows that each was killed in a different 
  manner.  Those in The League had a thin line 
  about the neck (suggesting a garrotte) and stab 
  wounds in the back.  The stab wounds were 
  not as clean as one would expect from a 
  straight-edged dagger.  Rather, the wounds 
  were ragged indicating that the edge of the 
  blade was irregular.  The throats of the dead 
  Tileans were slashed.  Again the cuts were not 
  as clean as one normally finds. The 
  Bretonnians were killed in a third, more 
  gruesome manner.  In both cases, some edged 
  object thrust upward into the abdomen killed 
  the men. If asked how he knows so much 
  about wounds, Kuilstier comments that he 
  spent some years in the eastern Imperial 
  provinces and has seen wounds of all kinds.  
  Furthermore, the evidence found near the 
  bodies seems to be deliberately placed. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  18 
   
  While he believes that there is an obvious 
  connection, Kuilstier will not volunteer his view 
  that a heretofore unknown gang committed these 
  murders, especially since Kuilstier refuses to 
  speculate without further evidence.  If the PCs 
  offer up their views of conspiracy Kuilstier will 
  dismiss the more outrageous but will listen to 
  any that are reasonable.  If the PCs obtained any 
  clues from Thijs Boekarts' flat, they may present 
  these to sergeant Kuilstier.  The mysterious 
  medallion will certainly stir his curiosity.  
  Kuilstier will also be mildly interested in N. 
  Zomer, but since there is no other clue to the 
  identity of that person, he will not pursue it at 
  this time.  Kuilstier then interrogates the PCs 
  about the Boekarts affair, sometimes repeating 
  his questions to ensure consistency.  Once he is 
  assured of their tale, Kuilstier informs the PCs 
  that he will keep the medallion as it may help his 
  investigations. 
  If the PCs enquire about a more "official" 
  position with which to provide assistance, 
  Sergeant Kuilstier will consider their request 
  for several moments.  "I can only offer to pay 
  you each eight shillings per day.  You will not 
  be official Black Caps, although you will be 
  paid almost as well.  Still, you will be able to 
  go about this investigation without too much 
  hassle.  Come by my office in a day and I 
  have the proper warrant for you.  Until then, 
  you will report your progress to me." 
   
  Should the PCs return the next day to see 
  Kuilstier, the Watch Sergeant will not be 
  available.  The Duty Watchman will have the 
  dated warrant and four days advance for the 
  PCs [Handout #5]. 
   
  Handout #5 
   
  On this day of _________ the ___ in the 
  month of _____ in the year of _____, the 
  following individuals have been deputised 
  to act as agents for the Suiddock Black 
  Caps as authorised by Sergeant Reinbert 
  Kuilstier for the duration of one week from 
  the date of this warrant. 
   
   
   
  The individual PCs' names are listed on the 
  warrant. 
   
  Reinbert Kuilstier, Watch Sergeant, ex-Watchman, ex-Mercenary 
  Watch Sergeant Reinbert Kuilstier has spent years fighting Orcs, Goblins, and the like on the 
  eastern borderlands of the Empire before returning to Marienburg.  Knowing what valuable 
  lessons war can give someone living and working in the Suiddock, Captain Kalahaan re-hired 
  Kuilstier and promoted him to the rank of Sergeant.  Kuilstier is a direct and tenacious man 
  who has proven his mettle by solving a number of murders that had stumped the rest of the 
  Suiddock Ward.  Kuilstier's ability to ascertain the type of weapon used from the resulting 
  wound it made is unmatched by even most physicians.  He is even more knowledgeable about 
  an individual gang's preferred method of execution (and the message that it conveys) at any 
  given moment than anyone else in the Watch. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5* 
  50 
  38 
  5* 
  4 
  9 
  44 
  2 
  30 
  41 
  40 
  48 
  37 
  34 
   
  Skills: Animal Care, Art, Disarm, Dodge Blow, Drive Cart, Fleet Footed*, Luck, Ride-Horse, 
  Sing, Secret Language-Battle Tongue, Strike Mighty Blow, Strike to Stun, Very Strong* 
  Equipment: Sword, Mail Shirt (1AP body), Shield (1AP all over), Crossbow (R 32/64/300, ES 
  4, 1 round to fire, 1 to load) with ammunition, and Purse (d6 Gu, 3d6 shillings) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  19 
  Streets of Suiddock 
  This section is mostly for background noise, 
  red herrings, and other distractions that give 
  atmosphere to the adventure unless otherwise 
  noted.  As the adventure progresses, there will 
  be a need to amend (in some way) the 
  descriptions in this section.  
   
  The streets of the Suiddock are normally full 
  of life and character, but are a very dangerous 
  place at night.  During the day and early 
  evening hours, businesses and markets are 
  active.  The streets are full of people cutting 
  deals, struggling to get ahead, and taking 
  advantage of the unwary.  The PCs may well 
  come across drunken sailors, prostitutes, an 
  unlucky gambler considering whether to 
  throw himself in the water, slumming nobles 
  or members of the Directorate households, 
  urchins, buskers, a bounty hunter close to a 
  capture, pie sellers, or any one of the 
  individuals that make up life here. 
   
  Anyone walking the streets at night will rarely 
  (5% chance every twenty minutes) run into a 
  Black Cap patrol (composed of 2d3 
  Watchmen).  Shops are generally closed and 
  the action moves to the numerous taverns, 
  gambling halls, drug dens, and brothels that 
  litter the Suiddock.  Those remaining on the 
  streets tend to engage in some of the illegal 
  and unwholesome activities that give the 
  Suiddock its unsavoury reputation. 
  These are not, however, normal times in the 
  Suiddock.  The killings have begun a ripple 
  effect that threatens the fragile peace established 
  between gangs.  A GM can convey the changes 
  simply by describing a scene where the PCs 
  come across a blind beggar and his small dog at 
  the same corner the first few days of the 
  scenario.  Then one day they come across the 
  whimpering dog with no sign of its master. 
   
  The PCs may well, in the first two days, roam 
  the Suiddock streets at night looking for 
  trouble (sure, they will sugar coat their 
  intentions if they run into a Black Cap patrol, 
  but the tendencies of self-styled adventurers to 
  cause trouble are legendary).  PCs taking to 
  the streets in the late afternoon will notice that 
  various businesses (except taverns, gambling 
  halls, and brothels) are unusually closing their 
  shops tightly well before sunset. If the PCs 
  approach any shopkeeper to inquire about 
  their closing time, most will reply that 
  business has been dropping off late in the day 
  and that there is no good reason to stay open 
  longer.  While that may sound plausible, 
  allow any persistent PC a Fel test to persuade 
  the shopkeeper to divulge the real reason for 
  the early closures: fear of the fallout resulting 
  from gang reprisals.  No one is sure when or 
  where these reprisals will occur, but the 
  certainty that they will is beyond question. 
   
  As the days progress, lawlessness increases in 
  the Suiddock as the Black Caps find 
  themselves drawn deeper into spiralling 
  events.  The following list details some of the 
  situations GMs could use to convey this 
  atmosphere of disorder.  The likelihood of 
  such events occurring increases on each 
  succeeding night. 
   
  Arson - One or two people can be spotted 
  sneaking about in the shadows.  Closer 
  inspection reveals that the would-be 
  perpetrators are in possession of flammable 
  materials (lamp oil, rags, flint and steel, etc.). 
  Arsonists are: (1) either hired by someone or 
  acting on their own to extract revenge on the 
  owner of the establishment; (2) hired by a 
  landlord to "burn out" pesky (or undesirable) 
  tenants; or (3) pyromaniacs.  Once the fire is 
  set, all but the pyros quickly vacate the area to 
  avoid possible capture.  Arsonists prefer to 
  find the right vantage point from where they 
  can appreciate the splendour of their work.  
  PCs who intervene before the fire is set will 
  always chase away arsonists from the scene.  
  Once the fire starts the PCs can bring the 
  arsonists to justice; or vacate the area before 
  they are mistakenly implicated.  Mobs have a 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  20 
  tendency to do unspeakable things to anyone 
  they believe to be an arsonist. 
   
  Assault - A band of thugs (d6+2) can be seen 
  roaming the narrow streets and dark alleys 
  looking for a victim to beat into a bloody 
  pulp.  These street roughs will attack anyone 
  that they outnumber just for the fun of it.  
  They will also attack anyone suspected of 
  being a member of a rival gang to "teach 'em a 
  lesson." PCs may, of course, intervene. Well-
  armed PCs will probably chase away the thugs 
  and rescue a grateful victim.  In contrast, a 
  more cautious approach, may find the thugs 
  reacting aggressively. 
   
  Break-in - An individual is spotted attempting 
  to enter a building through a window or locked 
  door.  In most instances, it is a thief else a 
  prelude to some other crime.  This is a perfect 
  situation for imaginative GMs to add some red 
  herrings to the adventure. 
   
  Kidnapping - Most of the time, the aim is to 
  make money.  In some cases, it is a press gang 
  looking for a few good hands to man a 
  merchant ship bound for faraway lands.  More 
  rarely does the kidnapper sell his victim to the 
  slavers who frequent Suiddock's seedier areas. 
  Kidnapping also occurs whenever powerful 
  people want to talk to certain individuals in 
  "private."  Many of these are never seen again.  
  Not expecting much trouble from elsewhere, 
  kidnappers will scatter should armed 
  individuals intervene.  The chances of catching 
  a kidnapper are not very high, as they know the 
  streets of Suiddock intimately.  Those captured 
  will not talk for fear that their employer will 
  silence them once their loose tongue becomes 
  known.  Rescued victims will likewise keep 
  their mouth shut in the vain hope that their 
  silence will save them.  It rarely does.  
   
  Some kidnap victims taken by the various 
  gangs may tell the PCs that the war between 
  The League, Bretonnians, and Tileans is 
  escalating (among other bits of information). 
   
  Looting - There are many Suiddockers 
  looking for the right opportunity to enrich 
  themselves, especially in times this unsettled.  
  Looting usually begins when a group of 
  (d6+4) individuals with seemingly nothing to 
  do congregate.  All it takes is one action (e.g., 
  shattering a store front window with a rock) to 
  get them whipped up into a mob.  Once 
  looting begins, d6 individuals join in every 
  three rounds until the Watch shows up en 
  masse.  The looters then scatter quickly. 
  Sometimes looters will attack the Watch to 
  defend their "right" to steal.  PCs acting 
  quickly may disperse the crowd before any 
  looting actually takes place.  Once it begins, 
  however, the PCs must act decisively or leave 
  quickly.  Otherwise, they may find themselves 
  involved in a minor riot if they intercede. 
   
  Murder - Most murders involve family and 
  some from criminal activity that does not 
  quite work as planned.  A very few murders 
  are planned hits by a professional.  After the 
  first day, the frequency of killings increases.  
  PCs are more likely to come across the body 
  of a murdered victim than encounter a murder 
  in progress.   
   
  Street Robbery - Most robbers are 
  pickpockets who slyly relieve their victims of 
  their burdensome purses while others are 
  more aggressive.  PCs capturing or otherwise 
  overcoming robbers have a reasonable chance 
  of recovering money or other valuables from 
  previous victims. 
   
  Surveillance - Lurking in the shadows and 
  other less than obvious places are those who 
  are paid for their eyes.  The targets of these 
  "shadows" may include other shadows, rival 
  gang members, innocents, Watch patrols, or 
  even the PCs.  Detecting surveillance is more 
  difficult than running into other nocturnal 
  activities due to its indirectness.  PCs must 
  pass an Observe-20 test (+10 for Sixth Sense, 
  +10 for Night Vision) to detect the shadow 
  who has them under surveillance.  If the 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  21 
  shadow is watching someone other than the 
  PCs, then the PCs' base chance of detecting 
  them is Observe-30 (+10 if any PC has the 
  career of Bounty Hunter or Spy).  Most will 
  retreat immediately if discovered. Clever PCs 
  will come up with creative schemes to trail, 
  entrap, or otherwise engage a shadow.  The 
  information that PCs can obtain from a 
  captured shadow will depend on whom was 
  being observed and why.  GMs can use 
  captured shadows as a means to communicate 
  critical bits of information (or help) to the 
  PCs.  Moreover, the more involved the PCs 
  become, the greater the chances that someone 
  wants them followed. 
   
   
  Two Certain Encounters 
  Two critical events need to take place, the 
  first occurring sometime during the first or 
  second night of the adventure. Its location is 
  any narrow street in the Suiddock (except 
  Hightower Isle) at least several blocks from 
  any waterfront.  As the PCs walk the streets 
  the PCs notice a person watching them.  
  Before any PC can react, a second shadowy 
  cloaked figure appears behind the first.  The 
  first figure will bend backward and emit a 
  choking, gurgly noise before collapsing.  The 
  second figure flees. 
  Checking the fallen figure, they find a dead 
  man lying in an expanding pool of blood. The 
  man had been stabbed in the back while being 
  strangled.  The latter can easily be determined 
  by the thin wire cutting into the neck.  If the 
  PCs have not reached the conclusion that there 
  is no way any one person can both strangle 
  someone with a garrotte while stabbing them, 
  allow them an Int test to reach that deduction.  
  The killer was a Skaven assassin, but no need 
  to let the PCs in on that revelation at this time. 
   
  Should PCs give chase to the killer, they will 
  not be able to catch the killer.  Any Wizard will 
  find it impossible to cast a spell while on the 
  run as the killer is never in sight long enough.  
  After turning the third corner, the PCs will see 
  the cloaked figure drop down a manhole to the 
  sewers below.  Next to the metal grate that 
  covered the manhole, the PCs see a large 
  bloody dagger with a serrated edge.  At this 
  point, the PCs will have to decide whether to 
  follow the killer into the malodorous sewers or 
  let him go.  Moreover, the PCs will hear the 
  whistle of a Watch patrol. 
   
  Even if they went straight down, the killer 
  will escape the PCs.  Naturally, they may wish 
  to slop around the sewers in the vain hope of 
  capturing the killer.  Let them for as long as 
  they're willing.  Feel free to further entice 
  them with any odd noise you wish to describe.  
  The constant dripping of water and occasional 
  rush of effluence is more than enough to 
  confuse its direction. 
  The next critical event takes place either on 
  Guilstag (Konistag) or Angestag.  By this 
  time, the PCs should be well aware of the 
  increase in killings resulting from the 
  escalating gang war.  If they met Sergeant 
  Kuilstier, and are talking with him regularly, 
  they will know that the method of killing 
  varies from one body to the next.  
  Additionally, none of these recent killings 
  seem to match the methods detailed by 
  Sergeant Kuilstier. The difference in 
  methodology has to do with the gangs killing 
  one another rather than the Skaven. 
  As the PCs patrol the streets late that night, 
  they spy two suspicious individuals in the 
  shadows.  They are dressed in long black 
  hooded cloaks trimmed with red.  Their 
  attention seems to be focused on a slightly 
  built man in tattered clothes.  As the two 
  figures watch, another two, similarly attired, 
  leap out of the shadows and quickly subdue 
  him.  Should the PCs be content to watch, the 
  two observing individuals turn towards the 
  PCs and watch them while the others drag 
  their captive away.  Once the abduction is 
  safely completed, the two retreat. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  22 
  If the PCs intercede, the four-armed draw their 
  weapons.  These cultists of the Scorpion are 
  fanatical followers of the murderous god, 
  Kháine, who will normally fight to the death 
  when cornered.  Since there are plenty of 
  potential sacrifices in this city, the cultists will 
  opt to flee if the PCs prove to be too powerful.  
  This could entail another chase scene. Should 
  the PCs capture a cultist alive, they will be 
  unable to extract one ounce of information. 
   
  As soon as their task is completed, the cultists 
  will try to scatter.  PCs may opt to let these 
  cultists go in the hope of following one of 
  them.  That would be a bad idea.  Being 
  members of a proscribed cult has sharpened 
  the abilities of these individuals to lose any 
  pursuit on the narrow and winding streets and 
  alleys of the Suiddock.  If the PCs 
  successfully get within reach, the cultist will 
  turn on them to prevent the PCs from any 
  further pursuit. 
   
  If the PCs will search the body of any cultist 
  they have slain, they find a signet ring on each 
  bearing a scorpion motif that matches the 
  figure scarred onto their chests. On one of the 
  bodies, the PCs will find a note [Handout #6]. 
  Handout #6 
   
  Crimson Claw Cabaret 
  11:00 P.M. Festag  
   
  The Mysterious Shipment 
  As the largest port in the Old World, 
  substantial numbers of ships arrive and depart 
  Marienburg daily.  The particular ship for 
  which the PCs are looking will arrive in the 
  Suiddock on Guilstag (Konistag).  The ship is 
  unique in that it is the only ship to arrive from 
  the barony of Langwald in eastern Stirland in 
  recent memory.  As such, nearly all 
  Marienburgers (even those with the Heraldry 
  skill who must test with a -20 modifier to 
  their Int) are unfamiliar with its colour and 
  coat of arms.  Except for rumour, the PCs will 
  be unable to substantiate anything until the 
  ship's arrival.  They can proceed with the 
  information they obtained through rumour in 
  one of two ways.  They can either start at "The 
  Lord Harbourmaster's" or "The Brotherhood 
  of Seamen and Pilots." 
   
   
  The Lord Harbourmaster's 
  Located next to the Niederbrug Bridge on 
  Hightower Isle, the Lord Harbourmaster's 
  building is a large, three-storey, green-painted 
  affair.  Within these walls, the arrival and 
  departure of all ships conducting (legitimate) 
  business in Marienburg is recorded. The Lord 
  Harbourmaster is responsible for collecting all 
  duties and docking fees and enforcing Port 
  Law. The Lord Harbourmaster doubles as the 
  Commandant of the Marienburg Harbour 
  Cultists of the Scorpion, Cut-Throats of Kháine 
  Current Profile: 
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  3 
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  32 
  1 
  31 
  28 
  26 
  34 
  29 
  28 
   
  Skills: Silent Move Rural, Silent Move Urban, Strike to Stun 
  Equipment: Sword, Club, Leather Jack (0/1AP arms/body), Crossbow (R 32/64/300, ES4, 1 
  round to fire, 1 to load) and Ammunition, Black Hooded Cloak with Red Trim, Black Mask 
  with Red Scorpion on Forehead, Signet Ring with Scorpion Motif, and Purse (d6 Gu, 2d6 
  shillings).  
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  23 
  Watch and has jurisdiction over everything 
  waterside.  During the day (when the harbour is 
  the busiest), the Lord Harbourmaster Odvaal van 
  den Huister, is present with a number of Clerks, 
  Collectors, and Harbour Watchmen.  Any 
  attempt by the PCs to see the Lord 
  Harbourmaster will be doomed to failure.  
  Instead, they will be directed to one of the Lord 
  Harbourmaster's secretaries, Watze Schiptoren.  
   
  PCs wanting to see the logs of incoming ships 
  are going to have a problem.  Namely, they will 
  have to convince Watze that they have legitimate 
  cause.  If the PCs are foolish enough to divulge 
  their real task, Watze will scoff at their assertions 
  and tell them to leave.  Persistence on the PCs' 
  part will result in Watze calling the Harbour 
  Watch to escort the PCs off the premises.  PCs 
  concocting a cover story should be allowed a 
  Bluff test to convince the reluctant Watze of 
  their need. If all else fails, any PC may try a 
  Bribe test.  Under no circumstances will threats 
  intimidate Watze (in fact, the Harbour Watch 
  may find it amusing as the PCs are tossed into 
  the brig). 
   Success in viewing the records presents some 
  new problems for the PCs.  For one thing, 
  river traffic between Marienburg and the 
  Empire is common.  The vessels are usually 
  the larger, ocean going variety, but a number 
  of river barges also make the journey.  Unless 
  the PCs clearly state that they looking for 
  anything odd, this approach rapidly reaches a 
  dead-end.  PCs stating that they are looking 
  for the unusual and passing an Int test (a +10 
  modifier for those who have experience 
  trading merchandise or working on boats) will 
  find that only one river barge arriving from 
  The Empire is registered as a ship from the 
  Barony of Langwald; "The Schwarzdame".  
  More unusual is that its cargo is listing "One 
  crated luxury" (a PC with experience trading 
  will realise that the cost of transporting one 
  item from Altdorf - much less from an 
  unknown location further away - is generally 
  prohibitive).  In addition, the cargo was never 
  inspected.  The log indicates that the cargo 
  was off loaded at Berth 31 on the eastern side 
  of Riddra Isle. 
   
  Watze Schiptoren, Lord Harbourmaster's Secretary, Student, ex-Seaman, ex-Marine 
  Watze was once a hard drinking man of the sea like so many other seamen and marines.  Now, 
  however, Watze is a typical petty bureaucrat: fawning over and eager to please his superiors 
  (in other words, a brown noser); while contemptuous and snotty towards those he views as his 
  inferiors (anyone who holds a position lower than his).  Watze's snobbishness also extends to 
  those who are clearly of a lower social class (which includes foreigners and most adventuring 
  types).  Those of a higher social class (for example, Clerics, Wizards, Nobles, and upper class 
  Merchants) may elect to use their Ld when dealing with Watze. 
   
  Current Profile: 
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  Dex 
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  WP 
  Fel 
  4 
  46 
  40 
  4 
  3 
  8 
  44 
  2 
  28 
  27 
  48 
  41 
  44 
  46 
   
  Skills: Arcane Language-Magick, Astronomy, Cartography, Consume Alcohol, Disarm, 
  Dodge Blow, Drive Cart, History, Read/Write (Breton, Norse, Reikspiel, and Slavic), Row, 
  Sailing, Scale Sheer Surface, Secret Language-Battle Tongue, Secret Language-Classical, 
  Speak Additional Language (Breton, Norse, Slavic, and Tilean), Street Fighting, Strike Mighty 
  Blow, Strike to Stun, Swim 
   
  Equipment: Sword, Writing Kit, d3 textbooks (each on Astronomy, Cartography, and 
  History), and Purse (d3 Gu, 2d6 shillings, 2d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  24 
  Guildhall of the Brotherhood   
  The crooked streets of Stoessel will have to be 
  traversed until the PCs reach the middle of the 
  Stoessel waterfront and the guildhall of the 
  Brotherhood of Seamen and Pilots.  
   
  Unless they are members, the PCs will have 
  difficulty getting in to view records and two 
  guards prevent any unauthorised entry.  PCs 
  wishing to appeal to a higher authority will be 
  unsuccessful if they are not members.  If the 
  PCs try to overpower the guards (Hans 
  Dokhand and Egbert Kanaalgids) to gain 
  access, the two (hardly the brave, heroic 
  types) will shout an alarm bringing a Watch 
  Patrol within D6 rounds.  Breaking into the 
  guildhall at night is a possibility.  Careful 
  planning and execution of such plans has a 
  high degree of success.  
  PCs with some seafaring background receive 
  a +20 modifier to Bluff tests and apply 
  additional modifiers as appropriate for any 
  cover story the PCs concoct.  If all else fails, 
  heavy bribery may be the order of the day. 
  Once inside, the PCs can find the records 
  room.  An old scribe, Rolf Schrijven, can help 
  find the correct records, though it will take 
  some time.  The information here is that a 
  ship bearing an unknown coat of arms on its 
  flag was piloted to Berth 31 on Riddra Isle.  
  There is no mention of the ship’s cargo or any 
  other useful information. 
   
  Unlike the Lord Harbourmaster’s, the 
  Guildhouse has large maps on the wall of the 
  record room which details the location of each 
  berth in the Suiddock, including those in 
  Riddra.  Should none of the PCs have the 
  Cartography skill, they are reduced to 
  searching the Riddra waterfront on foot.  Or, 
  for a little monetary consideration, they can 
  ask Rolf to provide directions or services as a 
  guide.  The latter should cost the PCs at least 
  a couple of Guilders.  If Rolf agrees to guide 
  the PCs, then he will only lead them to the 
  point where he can point out Berth 31 to 
  them. 
   
  Hans Dokhand, Pilot, ex-Fisherman 
  Guard duty is not exactly a glamorous task for those who make their living piloting boats into 
  port.  Instead, it is used to punish those for violating some trivial rule of the Guild.  Being a 
  relative novice and "green about the gills," Hans is getting more than his fair share of guard 
  duty.  This makes the normally placid Hans a little irritable and uncooperative.  Should anyone 
  offer a Hans a drink (preferably ale, but whisky will do) or food, he'll become more affable and 
  willing to help. 
  Current Profile: 
  M 
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  WP 
  Fel 
  3 
  29 
  34 
  4 
  3 
  8 
  43 
  1 
  34 
  29 
  34 
  47 
  31 
  46 
   
  Skills: Boat Building, Consume Alcohol, Dance, Drive Cart, Fish, Orientation, Read/Write 
  (Reikspiel), River Lore, Row, Sailing, Swim 
  Equipment: Sword, Leather Jerkin (0/1AP body), Rope-10 yards, and Purse (2d6 shillings, 3d6 
  pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  25 
   
  The Dark Warehouse 
  Many centuries ago, Riddra was the heart of 
  the Suiddock.  As the islands upriver were 
  built (Stoessel first, then Luydenhoek), the 
  main dockyards moved eastward.  Now the 
  docks of Riddra are mostly empty, used 
  primarily by smugglers.  None of the berths 
  are identified in any way and only the locals 
  who frequent the waterside can correctly 
  identify them.  PCs attempting to learn such 
  from the locals must offer at least a Guilder as 
  a bribe. 
  Egbert Kanaalgids, Pilot, ex-Seaman 
  In contrast to Hans, Egbert is a long time member of the Brotherhood of Seamen and Pilots 
  who actually prefers guard duty.  Quite simply, it's a far easier task than piloting merchant 
  ships and other boats into the Suiddock.  Moreover, it is a good way to meet women.  Egbert 
  has found that women are very few on the ships that require pilots to guide them through 
  Marienburg's harbour.  There are far more on the streets to be whistled at and ogled over.  In 
  other words, Egbert is a typical lonely and crude slob who has absolutely no idea on how to 
  talk to or treat any woman he sees.  This is reflected by a -20 Modifier to Egbert's Fel 
  whenever he deals with women. 
  Current Profile: 
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  4 
  44 
  42 
  5* 
  3 
  9 
  37 
  2 
  42 
  32 
  32 
  45 
  30 
  41 
   
  Skills: Consume Alcohol, Dodge Blow, Orientation, Row, Sailing, Scale Sheer Surface, Sing, 
  Speak Additional Language (Albion, Breton), Street Fighting, Strike Mighty Blow, Swim, 
  Very Strong* 
  Equipment: Sword, Leather Jerkin (0/1AP body), Rope-10 yards, and Purse (2d6 shillings, 
  3d6 pennies). 
  Rolf Schrijven, Scribe, ex-Pilot 
  Rolf is a jolly old pilot whose ability to pilot watercrafts has diminished considerably.  For the 
  last fifteen years or so he has taken over the duties of recording the arrival and departure of 
  every ship, their registration (name of vessel, home port, captain's name, cargo, etc.), and the 
  piloting fees that each was made.  Rolf takes great pride in his work and is more willing to 
  share information (except the piloting fees) with anyone who asks.  Anyone wanting to review 
  the books on their own, however, must give Rolf some consideration (like a minimal bribe of 
  2 Gu) for his troubles. 
  Current Profile: 
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  Dex 
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  3 
  32 
  32 
  4 
  4 
  7 
  39 
  1 
  38 
  42 
  38 
  41 
  47 
  42 
   
  Skills: Acute Hearing, Arcane Language-Magick, Orientation, Prepare Poison (Herbal), 
  Read/Write (Albion, Breton, Estalian, Norse, Reikspiel, Slavic, and Tilean), Row, Sailing, 
  Secret Language-Classical, Sing, Speak Additional Language (Albion, Arabian, Breton, 
  Cathayan, Estalian, Norse, Slavic, and Tilean), Swim 
  Equipment: Sword, Dagger (I+10, S-2, Parry -20), Leather Jerkin (0/1AP body), Writing 
  Equipment, and Purse (d6 shillings, 3d6 pennies) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  26 
  The Schwarzdame will remain at Berth 31 
  until Angestag afternoon.  PCs searching for it 
  during its stay will find the black vessel 
  moored without any apparent guards.  An 
  orange flag with black borders and a crossed 
  swords motif in its centre flies from its stern 
  (the coat of arms of the Stirlander Barony of 
  Langwald).  In the event that the PCs merely 
  post a watch, they notice that no one comes 
  aboard until the ship is ready to depart.  At 
  that time, Captain Erich Wassermann and his 
  three crewmen approach from a direction 
  opposite the PCs.  The four men are anxious 
  to leave and board the ship quickly.  They will 
  not stop to talk to the PCs unless heavily 
  bribed (at least 10 Guilders or Imperial 
  Crowns each).  None of the four know much 
  other than the following: 
   
  • A man named Helmut Nachtwanderer in 
  Waldenhof, Sylvania hired them to 
  deliver a special cargo to Marienburg. 
  • Herr Nachtwanderer paid them a 
  considerable sum to carry forth their 
  task without question. 
  • The flag on board was Herr 
  Nachtwanderer's requirement. 
  • They were to report to a gentleman 
  named Anders Smid upon arrival. 
  • Herr Smid instructed the four to stay 
  away from the Schwarzdame until 
  departure. 
  • Each of the four felt a chill in their 
  backs until they were away from Smid's 
  presence. 
   
  Further questioning yields no other information 
  unless the PCs try to intimidate the foursome.  
  A successful Ld or Fel test will yield the 
  following information: 
  • Herr Smid was waiting on the docks 
  when they arrived in the early evening. 
  • The tone of Smid's instruction carried an 
  implicit threat if he were disobeyed. 
  • There was some shuffling movement in 
  the shadows behind Smid. 
   
  Wassermann reluctantly agrees to any request 
  the PCs make to examine the ship provided 
  that the Captain and his crew are allowed to 
  leave afterward.  PCs who do not agree will 
  find themselves in a fight, as Wassermann is 
  extremely eager to depart. 
   
  The PCs may opt to search the ship prior to 
  the crew's return.  In either event, the PCs find 
  nothing obvious in the hold except for 
  provisions.  A successful Search test 
  indicates a fragment of bone near an area 
  where a large crate was situated, judging by 
  the heavy dust ‘footprint’.  Any PC with a 
  suitable career is able to determine that the 
  bone is that of a Human finger.  Neither 
  Wassermann nor his crew know anything 
  about the bone. 
   
  Across from Berth 31 are two boarded-up 
  warehouses with a narrow alley separating 
  them.  Both have large double doors facing 
  the waterfront and are two-storeys.  PCs 
  checking the entrances find that both are 
  securely shut and the back entrances locked.  
  The one oddity is that the locks on the left 
  warehouse are new. 
   
  PCs searching the left warehouse will find a 
  concealed sliding wall facing the other 
  warehouse on a successful I test.  Once the 
  sliding wall is uncovered it will take just 
  moments to find the opening mechanism. 
   
  Should they enter during the day, the 
  warehouse is very dim (the windows have all 
  been covered up by boards).  The PCs must 
  take a moment to allow their eyes to adjust 
  unless they have a light source (torch or 
  lantern).  Once they are able to see, the PCs 
  notice at the far corner of the warehouse a 
  hooded woman in dark clothing (black with 
  red trim) removing a small container about 
  one cubic foot in size from a large opened 
  crate.  The woman notices the PCs if they 
  entered the warehouse noisily or during 
  daylight.  She ignores them as she opens the 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  27 
  trapdoor leading to the sewers below with 
  container in hand.  PCs crossing to intercept 
  the black-clad woman (or casting spells or 
  shooting arrows) are in for a surprise.  At the 
  start of the round that the second PC enters 
  the warehouse six figures, Kháinite Cultists, 
  charge from the shadows and attack [GM 
  Note: see page 22 for the profile of these 
  cultists].  Their intent is to allow the woman 
  to make good her escape with container in 
  hand.  Once her getaway is assured, the six 
  cultists will attempt to withdraw.  
   
  Assuming the PCs get past the cultist and go 
  after the black-clad woman they PCs will find 
  themselves in a narrow sewer line with no 
  sign of the woman.  Tracking her is 
  impossible given the delay.  Should the PCs 
  search the crate above, they will find an 
  opened coffin within.  The lid of the coffin is 
  propped up against the wall and bears a black 
  and yellow coat of arms with a red skull and 
  crossed swords motif.  PCs with both History 
  (Imperial) and Heraldry skills must 
  successfully pass an Int-10 test (due to its 
  obscurity) to identify the ancient coat of arms 
  (circa 1200 IC) of the Imperial province of 
  Sylvania.  PCs with only the Heraldry skill 
  must pass a test at half Int.  Should the PCs 
  fail, they can provide a description (or take 
  the coat of arms) to the Great Library of 
  Verena or the Temple of Mórr to discover its 
  significance. 
   
  Erich Wassermann, Boatman 
  Normally, Erich plies his trade on the waters of the Rivers Reik and Stir on his boat, 
  "Reikstolz".  Once in a great while, someone will pay Erich enough money to deliver cargo to 
  Marienburg.  In this adventure, Erich has been paid a considerable sum for himself and his 
  crew to transport a special cargo on someone else's vessel.  Needless to say, Erich is very 
  anxious to see this job completed so he can get back to his ship (currently moored in 
  Sylvania).  His discomfort has been growing with each day and is real apparent in the days he 
  is required to stay in Marienburg. 
  Current Profile: 
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  4 
  44 
  43 
  5* 
  4 
  8 
  47 
  1 
  31 
  36 
  35 
  42 
  40 
  38 
   
  Skills: Astronomy, Boat Building, Dodge Blow, Fish, Orientation, River Lore, Row, Scale 
  Sheer Surface, Very Strong* 
  Equipment: Sword, Leather Jack (0/1AP body/arms), River Barge, and Purse (d3 GC, 2d6 
  shillings, 3d6 pennies) 
   
  Axel Laut, Gregor Narbe, Herpin Kurz, Boatmen 
  The three men are Wasserman's hard-working crew and, at this moment, would like nothing 
  better than depart from Marienburg. 
  Current Profile: 
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  4 
  43 
  35 
  3 
  3 
  8 
  41 
  1 
  29 
  29 
  29 
  39 
  29 
  29 
   
  Skills: Fish, Orientation, River Lore, Row, 50% chance of Very Strong, 25% chance of 
  Consume Alcohol, 25% chance of Boat Building 
  Equipment: Sword or Axe, Leather Jack (0/1AP body/arms), and Purse (2d6 shillings, 3d6 
  pennies) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  28 
   
  The Stolen Artefact 
  Befitting the largest city in the Old World, 
  Baron Hendryk's College of Navigation and 
  Sea Magicks (also known as the University) is 
  the one of the largest and most diverse 
  institutes of learning known. Baron Hendryk's 
  is also considered by Marienburgers to be the 
  wealthiest institute of higher learning in the 
  Old World and houses the largest collection 
  of artefacts from ancient civilisations (thanks, 
  in part, to the patronage Marienburger 
  explorers and scholars enjoy). 
   
  One such collection was obtained from the 
  ancient tombs of eastern Araby by the late 
  explorer and scholar Doctor Diederich 
  Grafzoekener.  He claimed that the artefacts 
  were three thousand years old and came from 
  an ancient kingdom.  Through means he never 
  divulged, Diederich somehow smuggled these 
  ancient treasures from under the very noses of 
  suspicious Arabians and brought them to the 
  University several months ago. 
  Unfortunately, Diederich contracted a 
  mysterious wasting disease on the return 
  voyage.  By the time he arrived at the 
  University, he was a shadow of his former 
  robust self.  When he died soon after, 
  Diederich's face had taken on a reddish hue 
  and had virtually shrunk down to the skull. 
   
  Guild Physicians were unable to develop any 
  reliable treatment for this unfamiliar disease 
  and thanked the gods that it did not turn out to 
  be some new plague.  Suspicious sailors on 
  board believed the disease was a curse called 
  down upon Diederich's head for violating the 
  Doctor Lucas Grafzoekener, Explorer, ex-Student, ex-Scholar 
  Like his late brother Diederich, Lucas represents a new breed of explorer: one who combines 
  the desire to explore new places with the need to expand one's knowledge.  The fact that 
  potential treasure may likely be involved also whets the appetites of these "explorer-scholars" 
  (as well as their wealthy benefactors).  
  Due to the death of Diederich, Lucas has taken a keen interest in the ancient Arabian artefacts.  
  The theft of one item (the fetish) and the deaths of the guards have piqued Lucas' curiosity.  
  With his penchant for solving puzzles and astute observation, Lucas has begun to compile the 
  facts.  Lucas has also concluded that he needs outside help in investigating the mystery 
  surrounding the fetish (after all, the University's reputation would still be intact as they could 
  disclaim any knowledge of the situation should the outside help be caught in illegal 
  activities). 
  Current Profile: 
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  3 
  53 
  57 
  4 
  5 
  12 
  57 
  2 
  57 
  54 
  65 
  49 
  60 
  59 
   
  Skills: Acute Hearing, Arcane Language-Magick, Astronomy, Blather, Cartography, Drive 
  Cart, Evaluate, Follow Trail, History, Identify Plant, Law, Linguistics, Magical Sense, 
  Numismatics, Orientation, Read/Write (Arabian, Breton, Estalian, Norse, Reikspiel, and 
  Tilean), Ride-Horse, Rune Lore, Secret Language-Classical, Speak Additional Language 
  (Arabian, Breton, Estalian, Norse, and Tilean), Supernumerate 
  Equipment: Sword, Mail Shirt (1AP body), Shield (1AP all over), Crossbow (R 32/64/300, 
  ES 4, 1 round to fire, 1 to load) and ammunition, d6 Maps, Writing Equipment, and Purse 
  (4d6 Gu, 5d6 shillings) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  29 
  ancient tombs.  They remembered Diederich's 
  fixation on one of the artefacts (a fetish). 
  Dismissing the crew's foolish superstitions, 
  Baron Hendryk's College proudly exhibited its 
  "find" with Diederich's younger brother, 
  Lucas, assuming responsibility.  Days before 
  the scenario began, someone broke into the 
  room where the ancient Arabian treasures 
  were housed.  Several items were damaged, 
  but only the fetish (the Al-Qantram Shalem 
  Fetish of Kháine, see description in the “New 
  Magic Items” section) was taken.  In addition, 
  the two guards were brutally murdered.  
  Fearful of the publicity this crime would 
  arouse, the University regents decided to deny 
  its occurrence.  Lucas Grafzoekener disagreed 
  with that decision and began his own 
  investigation.  By the time the PCs arrive at 
  the University, Lucas will be ready to act. 
   
  Should the PCs inquire with the Watch, they 
  will be directed to the Tempelwijk Ward 
  Barracks.  Compared to the Suiddock Watch, 
  the Temple Watch have better tailored 
  uniforms, more orderly, less busy and are also 
  not as well armed as the Suiddockers.  
  Furthermore, the Temple Watch are more 
  attentive to the concerns of the upper class 
  and their households than they are to the less 
  influential (reflecting the political ambitions 
  of their Captain).  Unless they are of a high 
  social class, PCs will not even get their 
  questions considered without passing a Fel-20 
  test (+10 for Charm, +10 for Etiquette).  If 
  successful, they will learn that the University 
  reported any such incident. 
  If the PCs make inquiries at the University, 
  they must do so during daylight.  Neither 
  students nor faculty know anything about the 
  rumoured theft and will suggest that the PCs 
  take their questions to the administration.  
  There, the PCs will meet with a wall of 
  silence.  All University officials will deny that 
  any such crime took place.  PCs expressing an 
  interest in seeing the exhibit must convince 
  officials of their sincerity.  They will then be 
  directed to Doctor Lucas Grafzoekener at the 
  Hall of Antiquities. 
  Lucas' office is located next to the large room 
  where the ancient Arabian treasures are on 
  display.  The door to that room is locked (CR 
  10) at night, as is the one to Grafzoekener's 
  office (CR 15).  Since the murders, the number 
  of guards has been increased to four.  During 
  the day, Lucas is in his office and the exhibit is 
  only opened to those he admits.  PCs with Art 
  and History skills might find the exhibit rather 
  interesting though others will find it downright 
  dull.  The exhibit includes an ancient 
  sarcophagus (nothing is in it), carved stone 
  figurines of men with exotic animal heads 
  (mutants, perhaps?) intricate jewellery, and 
  some stones with bas-relief imagery. 
   
  Lucas is a very astute observer and will 
  quickly see through any pretence that the PCs 
  are interested in the ancient Arabian exhibit.  
  With his usual directness, Lucas will ask 
  probing questions to determine their reasons 
  for coming to the University.  PCs who try to 
  bribe Lucas, act in a disrespectful or dishonest 
  manner, or resort to threats will immediately 
  be told where to find the exit.  If the PCs 
  manage to avoid any pitfalls, then allow them 
  a Fel test to convince him that they can be 
  trusted.  Only then will he ask them if they are 
  willing to undertake a task for him.  Lucas 
  will initially offer to pay the PCs twenty 
  Guilders each to recover the stolen artefact, 
  no questions asked (if need be, Lucas is 
  willing to pay more for the task so long as it 
  does not exceed thirty Guilders to each PC). 
   
  Once the PCs agree, Lucas will tell them that the 
  artefact is a foot long fetish in the shape of a 
  scorpion's tail.  Three dried, real scorpion tails 
  dangle from the barbed end with three unusually 
  well preserved vulture tail feathers attached to 
  the other end.  Should the PCs inquire, Lucas 
  will inform them that fetishes are generally used 
  in rituals.  He is not certain, however, just what 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  30 
  kind of ceremony this scorpion-tail fetish would 
  be used in (Lucas does suspect it is used in 
  rituals concerning the dead). 
  If prompted, Lucas will also add that the two 
  guards on duty the night the fetish was stolen 
  were murdered in a ritualised fashion and 
  their hearts and eyes taken.  Naturally, 
  University officials were worried about 
  unwanted publicity.  As they did not trust the 
  local City Watch, they referred the matter to 
  the Star Chamber (from whom the University 
  officials are still awaiting word).  The PCs 
  will probably ask Lucas for a lead to get them 
  going.  After a momentary pause, Lucas will 
  direct them to a Suiddocker named Kaspar 
  Glibberig, a dealer in antiquities located on 
  Sikkeleiland Isle.  On Marktag, Lucas had 
  asked Kaspar to make some discreet inquiries 
  about the fetish in the hope of uncovering 
  some lead to its whereabouts. 
   
  Exotic Curios 
  If the PCs hope to get anywhere, they need to 
  pay a visit to Kaspar Glibberig before 
  Angestag.  After that date, Kaspar's shop, 
  "Exotic Curios," will be boarded up and 
  empty.  Assuming they get there in time, the 
  PCs find "Exotic Curios" closed.  This will be 
  clearly out of place should they visit during 
  daylight.  Glancing through the windows will 
  only reveal that the interior is unlit and no one 
  is in.  Anyone looking more intently must 
  pass an I test (+10 for Excellent Vision, +10 
  for Night Vision) to notice that there is a faint 
  light behind the clutter-covered table in the 
  back.  The only way the PCs can investigate is 
  by entering the shop through either locked 
  door (CR 10 for the front and back doors).  
  Once inside the shop, they will have to step 
  carefully around the items strewn about the 
  floor (if they are searching at night the PCs 
  need a light source). 
   
  Behind the desk, the PCs find the corpse of 
  Kaspar Glibberig.  So hideous is the state of 
  the corpse that anyone viewing it must make a 
  Cl test (failure causes the PC to lose their 
  lunch while gaining 1 Insanity Point).  Once 
  the PCs overcome their revulsion, they will 
  notice that there is nothing left of Kaspar 
  other than skin and bone.  All muscle and 
  other tissues seem to have vanished from the 
  dead husk.  What's left of Kaspar's face has 
  taken on a reddish hue that gives it the 
  appearance of a grimacing red skull.  The eyes 
  are empty sockets with tracks of ooze running 
  down the cheeks.  PCs checking the body will 
  find red markings on the back resembling a 
  skeletal hand.  PCs studying the murder scene 
  will conclude that a tremendous struggle took 
  place between Kaspar and his assailant.  PCs 
  thoroughly searching the area must make an 
  I+10 test to find a crumbled piece of paper 
  under the desk [Handout # 7].  
   
  Handout #7 
   
  The trail leads to the Crimson Claw. 
   
  A second test, this time at I-20 test, allows the 
  PCs to find a piece of black cloth with a red 
  trim nearby. 
   
  At this point, the PCs may be torn between 
  reporting the murder to the Suiddock Watch 
  or returning to Lucas Grafzoekener with the 
  news.  PCs (foolishly) considering the first 
  course of action need to make an Int test (+10 
  if they had a career as a Militiaman or 
  Watchman) to realise that the Watch, perhaps 
  even if they have a warrant, will probably lock 
  them up as prime suspects until the situation 
  can be sorted out (anywhere from three days 
  to three weeks). 
   
  News of Kaspar's death will not sit well with 
  the Doctor Grafzoekener as they were very 
  good friends.  Once he has regained his 
  composure, Lucas asks the PCs how Kaspar 
  died.  He will listen dispassionately until the 
  PCs describe Kaspar's facial appearance.  At 
  that point, Lucas will stare at them wide-eyed 
  and inform the PCs that his brother had died 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  31 
  from a mysterious disease that caused similar 
  disfigurement and relates the story of his 
  brother's fate. 
  If the PCs present Kaspar’s note about the 
  Crimson Claw, Lucas looks at it before 
  handing it back.  “I have not heard of ‘the 
  Crimson Claw’ before this moment.  Is it a 
  tavern?  Could you follow up on this note in 
  case it’s related?” 
   
  If the PCs are unsure of how to proceed, 
  Lucas reveals his suspicion that the stolen 
  fetish was used in rituals involving the dead 
  and suggests that they may find answers at the 
  Temple of Mórr in the Ostmuur district.  
  Visibly shaken, Lucas will then ask the PCs to 
  leave. 
   
  The Witch-Hunter Cometh 
  The Temple of Mórr is easily distinguished 
  from the other temples by its dark grey basalt 
  walls and unique gate-like, lintel-covered 
  entrance.  The Temple is currently severely 
  understaffed as most of the clerics (including 
  the entire senior staff) had departed two weeks 
  previously to attend the cult's convocation 
  (held once every ten years) in the Tilean city-
  state of Luccini.  Thus, only a skeleton staff 
  remains.  As soon as they enter the temple, an 
  Initiate greets the PCs and asks them their 
  names and business, information is required for 
  them to gain an audience.  Should the PCs 
  invent a cover story, allow them a Bluff to 
  succeed.  Once they succeed, the Initiate will 
  ask them to wait for a few moments. 
  Minutes later, the Initiate returns with a much 
  older cleric, whom he introduces as Lodewijck 
  Raffleugel.  Normally, Lodewijck is the chief 
  librarian of the Temple and its expert on cult 
  lore.  At the moment, the venerable Lodewijck 
  is in charge.  PCs trying to be coy (or otherwise 
  cute) will try Lodewijck's patience.  He is a 
  busy man after all.  If they persist in being 
  evasive, Lodewijck will give the PCs two 
  warnings before ordering them out.  PCs who 
  refuse to comply with that instruction will get 
  an opportunity to meet Rutger Nachtrabe, a 
  Witch-Hunter of Mórr, in less than ideal 
  circumstances. 
   
  Anyone dealing with Lodewijck in a direct 
  manner finds him an affable, intelligent man.  
  When the PCs ask about the information 
  regarding the stolen fetish, Lodewijck requests 
  that they divulge all they know of the object 
  and its assumed purpose.  At the first mention 
  of ancient Araby, rituals involving the dead, or 
  - if the PCs can make the leap - Kháine, 
  Lodewijck interrupts the PCs in order to escort 
  them to his private office in the Temple's 
  library.  Once there, Lodewijck closes the door 
  before asking them to continue.  The 
  description of the fetish confirms the 
  connection to Kháine as far as Lodewijck is 
  concerned.  He informs the PCs that the 
  scorpion and its barbed tail are symbols of the 
  God of Murder.  Moreover, Kháine was once a 
  major deity in some ancient kingdoms of Araby 
  whose demented civilisations were eventually 
  crushed.  With that, Lodewijck stands up and 
  asks that the PCs give him a moment to 
  summon an individual that they ought to meet. 
   
  In his absence, the PCs may want to explore 
  Lodewijck's office. The drawers of the desk 
  are easily opened and contain scraps of paper, 
  a writing kit, and a large locked book (CR 
  10).  Should the PCs open the untitled book, 
  they will find that it contains references to the 
  worship of Kháine as well as rituals dedicated 
  to him from other lands.  All are described in 
  such lurid detail with illustrations that anyone 
  reading the text carefully must make a Cl test.  
  Those who fail gain 1 Insanity Point and will 
  be plagued by nightmares for the next d4 
  nights. If they continue, the PCs will come 
  across references to suspected Kháine cults in 
  some of the major cities in the southern Old 
  World.  Before they read those sections, 
  however, Lodewijck returns with a large 
  individual.  PCs successfully passing a Listen 
  test for normal noises (+10 for Acute 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  32 
  Hearing) will be able to close, lock, and put 
  away the book in time.  The Priest of Mórr 
  will be most displeased if he finds that the 
  PCs abused his hospitality. 
   
  Upon entering the office, Lodewijck introduces 
  Rutger Nachtrabe as a follower of Mórr who 
  specialises in handling situations involving 
  those who violate the sanctity of Mórr's realm.  
  Rutger had recently arrived from Middenheim 
  where he received a vision (anyone making a 
  wisecrack will find neither Lodewijck nor 
  Rutger in the mood for such).  Rutger then tells 
  the PCs of his vision where he saw a large 
  seaport crossed by many canals.  Rising from 
  the dock area was a large black scorpion whose 
  claws would scoop up the terrified populace 
  and snap them in two.  The carnage continued 
  until the scorpion took on a crimson hue.  Then 
  the scorpion's carapace split emitting pinkish 
  smoke that soon began to coalesce into some 
  form.  The vision ended before the form 
  revealed its true nature.  Rutger set forth 
  immediately to Marienburg.  Since his arrival 
  Rutger has been unable to learn more.  
  Lodewijck turns to the PCs and comments 
  that Rutger's vision, coupled with the 
  description of the stolen fetish, clearly 
  indicates that a secret temple to Kháine is 
  somewhere in the city.  Lodewijck assumes 
  that either the Doodkanaal or Suiddock are the 
  likeliest place for the Kháinite temple because 
  of their reputations, but he cannot rule out the 
  Kruiersmuur district. 
  Should the PCs offer to pass the problem of the 
  stolen fetish or the cult of Kháine to Lodewijck 
  and Rutger, the priest will tell them that their 
  services are essential for eliminating this threat 
  to Marienburg as the cult’s resources is 
  stretched too thin at the moment.  Rutger then 
  states his preference that the PCs continue their 
  work while he continues his.  Further, Rutger is 
  willing to meet them to be briefed on any 
  additional information they come across.  If the 
  PCs mention the note they found that suggested 
  something would occur at the Crimson Claw 
  Cabaret Festag evening to Rutger (assuming 
  they have made a connection between Rutger's 
  dream of a crimson scorpion and the cabaret's 
  name), he will suggest they try to gain 
  admittance.  Rutger plans to find his own way 
  into that "special event."  Should Lodewijck 
  hear the name of the establishment ("The 
  Crimson Claw Cabaret"), he will recall that its 
  previous owner, Edwin Schaap, passed away 
  over a week ago.  Lodewijck vaguely recalls 
  that the new owner (Count somebody) is some 
  distant relative from Nuln.  With that, both 
  Lodewijck and Rutger bid the PCs good luck. 
   
   
  Enter the Crimson Claw 
  Finding the Crimson 
  Claw Cabaret is as 
  easy (and costly) as 
  obtaining directions 
  for any other location 
  in Marienburg.  It is 
  located at the western 
  end of Stoessel Isle 
  across from Riddra 
  Isle. 
   
  The establishment is 
  closed during the day 
  and opens for business at dusk.  Given the 
  condition of the rundown neighbourhood, it is 
  surprising that the patrons of the Crimson 
  Claw tend to be fairly well to do.  They 
  include upper-middle-class merchants and 
  artisans, as well minor members of the great 
  merchant families of Marienburg.  The quality 
  of the Crimson Claw is further exemplified by 
  the fact that the majority of its patrons stay 
  until the establishment closes around 2am.  
  Admission is by membership only and the 
  Crimson Claw’s bouncers know most 
  members.  PCs trying to gain entrance can 
  only do so if they force their way in. Such 
  action will guarantee that the PCs will 
  become involved with the Watch. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  33 
  Lodewijck Raffleugel, Cleric-Lvl 2, ex-Student, ex-Scholar, ex-Initiate 
  The seventy year old Lodewijck has been the chief librarian and keeper of the cult's lore for the 
  last forty years or so.  His ability to remember details far exceeds what one would expect from 
  someone Lodewijck's age.  Lodewijck is also a busy man, very direct, and has little patience for 
  people who waste his time.  Towards those who handle themselves in a straightforward manner, 
  Lodewijck is quite the amiable chap.  He will assist them in any matter to the extent that he is 
  able, especially if that issue involves the eradication of Necromancers and followers of Kháine. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  3 
  43 
  36 
  3 
  3 
  9 
  46 
  1 
  35 
  40 
  62 
  44 
  62 
  52 
   
  Skills: Acute Hearing, Arcane Language-Magick, Arcane Language-Necromantic Magick, 
  Astrology, Astronomy, Augury, Cartography, Cast Spells-Cleric 1, Cast Spells-Cleric 2, 
  Cryptography, Divining, History, Identify Plant, Identify Undead, Linguistics, Magical Sense, 
  Meditate, Night Vision, Numismatics, Public Speaking, Read/Write (Arabian, Breton, 
  Estalian, Norse, Reikspiel, and Tilean), Rune Lore, Scroll Lore, Scrying, Secret Language-
  Classical, Speak Additional Language (Arabian, Breton, Estalian, Norse, and Tilean), 
  Theology  
  Magic Points: 21 
  Spells: 1st Level: Destroy Undead, Funeral Rite, Locate Corpse, Nameless Funeral, Zone of 
  Life 
   
  2nd Level: Control Undead, Dedicate Staff, Exorcism, Retribution 
  Equipment: Plain, Black-Hooded Robes; Raven Medallion (under Robes), d3 Books on a 
   
  Rutger Nachtrabe, Witch-Hunter, ex-Pit Fighter, ex-Judicial Champion 
  Favouring black attire, the 6 ft 5 in Rutger is the archetype Witch-Hunter of Mórr.  A very 
  stern, rather humourless man, Rutger has dedicated his life to uncovering and eliminating 
  hidden covens of Kháinite cultists, Necromancers, and nests of Undead.  Like a few others in 
  the High and Chivalric Order of Deserved Rest (Raven Knights), Rutger receives some of his 
  information on his quarry through visions (dreams) sent directly by Mórr.  Rutger usually 
  works alone and as such prefers to surprise his quarry, especially since he is most often 
  outnumbered. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  73 
  66 
  5* 
  6* 
  13 
  71* 
  3 
  49 
  63 
  38 
  44 
  72 
  27 
   
  Skills: Cure Disease, Dance, Disarm, Dodge Blow, Heal Wounds, Identify Undead, Immunity 
  to Disease, Lightning Reflexes*, Marksmanship, Night Vision, Public Speaking, Resistance to 
  Illusionist Magick, Ride-Horse, Scale Sheer Surface, Silent Move Rural, Silent Move Urban, 
  Sixth Sense, Specialist Weapon-Crossbow Pistol, Specialist Weapon-Fencing, Specialist 
  Weapon-Fist, Specialist Weapon-Flail, Specialist Weapon-Lasso, Specialist Weapon-Net, 
  Specialist Weapon-Parrying, Specialist Weapon-Throwing Knife, Specialist Weapon-Two-
  Handed, Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Resilient*, Very Strong* 
  Equipment: Sword, Full Plate Armour over Mail Coat (2AP body/arms/legs), Crossbow Pistol 
  (R 16/32/50, ES 1, 1 round to fire, 2 to load) and ammunition, 4 Throwing Knives (R 4/8/20, 
  ES C, 1 round to cast), Medallion with a Raven perched atop an open portal (under his 
  armour), Rope-10 yards, and Purse (2d6 Gu, 4d6 shillings) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  34 
   
  The Crimson Claw has recently experienced a 
  change in ownership.  Having arrived from 
  Nuln the month before, Count Stefan von 
  Schweinfort found his newly discovered half-
  brother and owner of the Crimson Claw, 
  Erwin Schaap, dead in his sleep over a week 
  ago.  The Count assured the employees at the 
  Crimson Claw that the establishment planned 
  to continue providing its patrons with the 
  service they've come to expect.  Moreover, the 
  only change that the new owner planned was 
  to bring in additional help for the next few 
  days in preparation for the festivities. 
  In reality, Count Stefan von Schweinfort - 
  alias Wolfgang Schwarz - assisted Erwin 
  Schaap's passing from the world.  Since the 
  method of removal was simply a pillow held 
  firmly over the face (thus leaving no mark), a 
  board of inquiry was not needed.  As Erwin's 
  only "relative" in Marienburg, Count von 
  Schweinfort's take-over of the Crimson Claw 
  was uncontested.  This move enabled the Cult 
  of the Scorpion (for which Wolfgang Schwarz 
  is a high ranking member) to consecrate a new 
  shrine to Kháine in the basement.  The ritual 
  of consecration involved the sacrifice of 
  several drunken indigents whom no one 
  would miss.  Additionally, the Cult dedicated 
  the ancient Arabian fetish to Kháine's foul 
  service by the sacrifice of the two slain 
  University guards' hearts and eyes.  Thus the 
  stage was set for Festag. 
   
  Any daylight surveillance on Festag will not 
  detect any unusual activity outside - most of 
  the preparation is taking place in the 
  basement and adjoining sewers.  Around 
  noon, the PCs will notice a young man about 
  seventeen years of age nailing a pamphlet on 
  a nearby street lamppost.  He will also pass 
  out one or two (carefully selected) pamphlets 
  to passing individuals reciting the same 
  information as appears in the text.  If the PCs 
  call out or try to nab the young man, he will 
  flee.  If the PCs catch the individual (I 34 if 
  one wants to run another chase scene), the 
  young man simply states that he is Seth den 
  Breems, a student from the University.  He is 
  doing nothing more than helping a friend 
  who is ill.  Other than that, Seth claims to 
  know nothing else. 
   
  Bored (or  nosy) PCs might decide to expend 
  some energy reading the pamphlet [Handout 
  #8]. 
  Handout #8 
   
  OPPRESSED PEOPLE OF 
  MARIENBURG! 
  Tired of the Killing in the Streets? 
  Angered by the Corruption that Allows It 
  to Continue Apace? 
  THE TIME FOR ACTION IS NOW! 
  Join Us at 5:00 pm Aubentag, Draaienbrug 
  Bridge. 
  We Will March on the Staadtholder's 
  Palace and Demand that the Directorate 
  Step Down. 
  We Want a Government Elected by and 
  Amenable to the People Now! 
   
  ORDESA 
  An hour or two before dusk, one of the new 
  doormen (a Kháinite cultist) emerges from the 
  Crimson Claw.  Smartly dressed in black, he 
  posts a sign upon its main door [Handout #9]. 
  Handout #9 
   
  Notice to our esteemed patrons, 
  The Crimson Claw Cabaret will open its 
  doors at 10:00 pm this Festag evening for 
  a special celebration.  Commencing 
  promptly at 11:00 pm, the merriment is 
  guaranteed to be a heart-stopper. 
   
  Sincerely, 
    Count Stefan von Schweinfort 
   
   
  Overzealous PCs may try to overcome the 
  Doormen and force their way into the 
  Crimson Claw. The door has been locked 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  35 
  behind him and will only open for him when he 
  knocks in a specific coded manner.  He will 
  sound an alarm at the first sign of trouble (and 
  bring at least three patrols of the Suiddock 
  Watch within d6 rounds).  There are others 
  within the building that will do whatever it 
  takes to keep anyone from entering the 
  establishment before it is opened. 
   
  Eventually, the time arrives for the Crimson 
  Claw to open its doors. Anyone carrying more 
  than a hand weapon and dagger is required to 
  surrender the excess at the door.  The bouncers 
  "escort out the door" (forcibly if necessary) 
  anyone who refuses to comply.  Any individual 
  wearing armour is considered a troublemaker 
  and denied entrance.  Any PC may make an Int 
  test (+10 for Etiquette) to realise this limitation 
  before trying to Bluff their way in.  With the 
  anticipation of the night’s activities, the 
  bouncers have been instructed to relax the 
  normal restrictions on attendance and allow 
  any who seem to be of the right social level 
  admittance, even if they are not members. 
   
  From the time the doors open until the festivities 
  commence, PCs gaining admittance are free to 
  mingle.  Unless PCs have the Etiquette skill or 
  some social status, most of the patrons will look 
  down on them as "riff-raff". 
  The celebration begins with the curtains rising 
  on stage to reveal female dancers in attire 
  more revealing than concealing.  The music is 
  engaging as are the dancers themselves.  In 
  between the dance routines, other entertainers 
  perform.  During the show, von Schweinfort 
  makes the rounds playing the perfect host.  
  PCs looking around will notice that the black-
  clad bouncers (there are be six cut-throats plus 
  any who survived the encounter at the Riddra 
  warehouse) are taking up positions by the 
  doors exiting the room.  With the exception of 
  the stage door, all the others are locked or 
  barred at this time to ensure that no one 
  escapes prematurely. 
  Minutes before midnight, the room is darkened 
  as the lamps on the wall are extinguished and 
  the curtains drop.  The only light in the room 
  emanates from the candles on each table.  Soon 
  the musicians begin to play an ominous melody 
  and the curtain rises again. 
   
  During this time, PCs with Acute Hearing 
  hear a banging on a far door if they successfully 
  pass a Listen test.  At the same time, PCs with 
  Night Vision need to successfully pass an 
  Observe test (+10 for Excellent Vision) to notice 
  that the bouncers are silently and quietly 
  retrieving swords and crossbows from nearby 
  hiding places.  Two of these seem to be drawn to 
  a far door while Count von Schweinfort places 
  himself in front of the stage.  A second Observe 
  test is needed to pierce the darkness on the stage 
  to see a cloaked figure standing next to a table or 
  platform of some sort with what appears to the 
  PCs as a sizable pile of rags (enough to cover a 
  body) on its top. A second cloaked figure kneels 
  next to the rags.  Before the PCs can act, the 
  light from numerous black candles flare into 
  brilliance and illuminates the stage. 
   
  The PCs can now clearly see that the first 
  figure is a man cloaked in black with red and 
  yellow trim and wears a grotesque mask.  Any 
  PC with the Theology skill must successfully 
  test vs. Int (+20 for clerics of Mórr) to 
  identify the mask as representing Kháine, the 
  god of murder and undead.  In one hand, the 
  man holds a small, open casket over which he 
  waves his other hand while chanting. 
   The second figure is that of a woman 
  similarly dressed (minus the mask) who yanks 
  up the head of the person from the pile of rags 
  on the table by their hair. Any PC involved in 
  the encounter ("Streets of Suiddock") may 
  make an Int test to connect the person on the 
  table to the victim abducted some nights 
  before by the men dressed in black (if the PCs 
  did not prevent that crime from occurring).  
  Another successful Int test allows the PCs to 
  recognise the woman from the Riddra 
  warehouse. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  36 
   
  The late Bram Scherplemmet, Cleric-Lvl 4, ex-Bounty Hunter, ex-Initiate 
  Murdering his way to the top, Bram is the ambitious High Priest of Kháine in Marienburg and 
  leader of the Cult of the Scorpion.  Bram is a cold, cruel, and ruthless killer more concerned 
  for his grandiose (and murderous) plans than for the lives of anyone.  Naturally, his long 
  service to Kháine has taken its toll on him. 
  For many years, he and his followers have been preying on the weak and hopeless in the 
  streets while coldly plotting for their day (referred to as the “Time of Murders”).  Plans were 
  put into effect in which the ashes of a long-dead cult hero were recovered from the desolate 
  lands of Sylvania and shipped henceforth to Marienburg.  Coupled with the arrival of 
  Wolfgang Schwarz, the escalating gang warfare came at the most opportune time for Bram.  It 
  provided the cover under which the Cult of the Scorpion can now implement their designs in 
  turning Marienburg into the ideal killing ground.  One of their first objectives was to retrieve 
  from the University and activate the ancient Al-Qantram Shalem Fetish of Kháine.  Their next 
  objectives were to find an appropriate sacrifice and dedicate a site for the coming ritual. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4* 
  48 
  43 
  3* 
  4* 
  9* 
  62 
  1 
  65 
  67 
  67 
  60 
  63 
  30 
   
  Skills: Arcane Language-Magick, Arcane Language-Necromantic Magick, Cast Spells-
  Clerical 1, Cast Spells-Clerical 2, Cast Spells-Clerical 3, Cast Spells-Clerical 4, Fleet Footed*, 
  Follow Trail, Identify Undead, Magic Awareness, Magical Sense, Manufacture Potions, 
  Manufacture Scrolls, Meditate, Public Speaking, Read/Write (Arabian, Breton, Reikspiel, 
  Tilean), Scroll Lore, Secret Language-Classical, Shadowing, Silent Move Rural, Silent Move 
  Urban, Specialist Weapon-Lasso, Specialist Weapon-Net, Strike Mighty Blow, Theology, 
  Very Resilient* 
  Magic Points: 16 (normally 36, but the special ritual costs 20 MPs) 
  Spells: 
  1st Level: [Battle] Fire Ball, Steal Mind; [Necromancy] Hand of Death, Summon Skeleton 
  Champion, Summon Skeletons 
  2nd Level: [Battle] Cause Hatred, Lightning Bolt; [Necromancy] Control Undead, Hand of 
  Dust, Stop Instability, Summon Skeleton Minor Hero 
  3rd Level: [Battle] Animate Sword, Cause Cowardly Flight; [Divine] Withering Hand of 
  Kháine; [Necromancy] Life in Death, Raise Dead, Summon Skeleton Horde 
  4th Level: [Battle] Blast 
  Disabilities: Animal Aversion (Stage 1), Strength Loss*, Wound Loss* 
  Insanities: Morbidity 
  Equipment: Sword, Staff (Carved from Human Bone), Black Robes with Red and Yellow 
  Trim, Elaborate Mask (Depicting the Horned, Fang Jawed Face of Kháine), Al-Qantram 
  Shalem Fetish of Kháine. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  37 
   
  Wolfgang Schwarz (alias Count Stefan von Schweinfort), Assassin, ex-Bounty Hunter 
  Wolfgang hides his sadistic and murderous impulses behind the veneer of a caring and 
  likeable chap.  Most of the time, he varies his identity and appearance from one town to the 
  next.  Since escaping from Talabheim (just ahead of the Witch-Hunters of Mórr), Wolfgang 
  has assumed the identity of Count Stefan von Schweinfort of Nuln.  A cunning and 
  calculating man, Wolfgang became one of Bram's lieutenants (Helena Koel being the other) 
  and helped solidify Bram's plans for turning Marienburg into a bloodbath.   Furthermore, 
  Wolfgang used his charm and wits to weasel himself into a position whereby he could 
  "obtain" a place of high visibility for the sacrifice. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  52 
  47 
  4 
  4 
  10 
  69* 
  3 
  61 
  46 
  45 
  58 
  48 
  51 
   
  Skills: Charm, Concealment Rural, Concealment Urban, Disguise, Etiquette, Follow Trail, 
  Lightning Reflexes, Marksmanship, Prepare Poisons, Scale Sheer Surface, Shadowing, Silent 
  Move Rural, Silent Move Urban, Specialist Weapon-Blowpipe, Specialist Weapon-Fist, 
  Specialist Weapon-Flail, Specialist Weapon-Lasso, Specialist Weapon-Net, Specialist 
  Weapon-Parrying, Specialist Weapon-Throwing Knife, Specialist Weapon-Two-Handed, 
  Strike Mighty Blow, Wit 
  Equipment: Sword, Garrotte, Mail Shirt (1AP body), 4 Throwing Knives (R 4/8/20, ES C), 3 
  Doses of Blade Venom (2 Manbane, 1 Elfbane), Formal Dark Red Clothing, Black Cape with 
  Red and Yellow Trim, Signet Ring with Scorpion Motif, Purse (10d6 Gu, 6d6 shillings). 
  Helena Koel, Cleric-Lvl 1, ex-Protagonist, ex-Initiate 
  Helena's beautiful appearance belies her true self: quick to lose her temper and bloodthirsty.  
  Before joining the Cult of the Scorpion, Helena was known as a cruel individual who thought 
  little of killing anyone who gave her the slightest insult.  Convicted of killing an upper class 
  merchant just because he glanced in her direction, Helena was sentenced to be executed on 
  Rijker's Isle.  She broke free of her captors and disappeared.  Naturally, she caught the eye of 
  Bram who quickly took her under his wing.  Helena currently serves the Cult as one of Bram's 
  trusted lieutenants (although she is beginning to think of herself as Bram's soon-to-be 
  successor). 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  3 
  44 
  27 
  4 
  4* 
  8 
  42 
  2 
  36 
  29 
  34 
  54 
  40 
  31* 
   
  Skills: Arcane Language-Magick, Arcane Language-Necromantic Magick, Cast Spells-
  Clerical 1, Disarm, Dodge Blow, Meditate, Public Speaking, Read/Write (Arabian, Reikspiel, 
  and Tilean), Scroll Lore, Secret Language-Classical, Street Fighting, Strike Mighty Blow, 
  Theology, Very Resilient 
  Magic Points: 11 
  Spells:  1st Level: [Battle] Cause Animosity, Fire Ball, Steal Mind; [Demonic] Summon 
   
  Guardian; (Necromancy) Hand of Death 
  Disabilities: Cadaverous Appearance (Stage 1) 
  Insanities: Morbidity 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  38 
  Anyone who tries to interfere with the ritual will 
  become a target of the bouncers.  The cultists' 
  strategy is quite simply to shoot first, then close 
  for hand-to-hand combat.  Obvious spellcasters 
  are prime targets.  Count von Schweinfort will 
  head off anyone rushing the stage. 
  The ritual continues with the woman slitting 
  the victim's throat with an odd-shaped knife 
  while proclaiming to all, “As foretold by the 
  Prophet Urian Heartrender, let the Time of 
  Murders begin.”  The blood flows onto a foot 
  long object (the fetish) on the floor.  As this 
  occurs, the chanting Kháinite priest pours ash 
  from the casket on to the fetish so it mingles 
  with the blood.  A bone-white coloured cloud   
  rises from the mixture of blood and ash to hang 
  in mid-air. 
   
  Once all the blood and ash dissolve, the cloud 
  begins to pulsate and glides towards one of 
  the frightened patrons.  The man screams as 
  the cloud grasps him with reaching tendrils, 
  lifts him high into the air, and drains him of 
  blood and other bodily fluids.  The same fate 
  overtakes the priest that brought the cloud 
  into being.  Anyone watching this must make 
  a Terror test to overcome the impulse to 
  scream hysterically and join the madding 
  crowd seeking escape. 
   
  If the PCs do not act, the now pink coloured 
  amorphous cloud will continue to grab victims 
  to satiate its millennium-long hunger.  This takes 
  another four victims before it departs the cabaret 
  through a narrow, open window to seek a host 
  body.  In addition, doing nothing means that 
  Wolfgang Schwartz and the other cultists will be 
  free to join up with that which the Kháinite 
  priests resurrected later in the scenario. 
   
  Should the PCs react decisively to attack 
  those perpetrating the foul deed, the pinkish 
  cloud departs immediately after slaying its 
  first two victims. 
  If the PCs have mentioned the Crimson Claw 
  to the Mórrians, the far door breaks down at 
  whatever moment the GM deems appropriate.  
  The Witch-Hunter Rutger Nachtrabe crashes 
  the festivities and ploughs into two Kháinite 
  cultists.  The Mórr Cleric Lodewijck 
  Raffleugel follows him into the fight. 
   
  With the death of her master, the second 
  Kháinite priest seeks to escape the chaos of the 
  cabaret.  The priestess hurls fireballs at 
  different areas of the room to start a fire and 
  cover her escape into the sewers below.  The 
  rest of the cultists, including Count von 
  Schweinfort, fight a rearguard action to prevent 
  the PCs and any allies from reaching the 
  Kháinite priestess.  As soon as she is away, the 
  rest of the cultists attempt their own escape. 
   
   
  Aftermath 
  No matter how the combat ends, the Crimson 
  Claw Cabaret should be ablaze.  Alarms 
  sound throughout the immediate area and 
  locals begin to form lines to put out the fire. 
  There is the possibility that several surviving 
  patrons may mistakenly identify the PCs as 
  being active participants in the horror that 
  occurred within the Crimson Claw.  This 
  guarantees their arrest and incarceration until 
  the situation can be sorted out unless they 
  have a warrant from Sergeant Kuilstier. 
   
  Should Lodewijck Raffleugel be present he 
  comes to the PCs' aid by stating that they were 
  working as agents for the Cult of Mórr.  If 
  such is the case, the PCs may use the 
  opportunity to ask the Priest if he has heard of 
  Urian Heartrender or the “Time of Murders.”  
  Lodewijck pauses for the moment in 
  reflection.  He then tells the PCs that Urian 
  Heartrender was a murderer and madman who 
  lived in Sylvania in the latter years of the 
  reign of the last von Drak (circa mid-18th 
  century IC).  He is said to have ranted what he 
  claimed were the prophecies of Kháine before 
  he was drawn and.  The “Time of Murders” 
  was Urian’s most memorable utterances.  He 
  claimed that a plague of murders would herald 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  39 
  the rise of a Kháinite champion who will lead 
  the deranged on such a killing spree that 
  would cause the mightiest of Imperial cities to 
  fall to the Raving Dead.   If asked, Lodewijck 
  does not believe that such a time has come.  
   
  After a long harrowing night at the Crimson 
  Claw, the PCs will probably return to their 
  lodgings.  As they move away from the 
  Crimson Claw, a man runs at the PCs from 
  the shadows screeching hysterically, "Run!  
  Run!  It's after me!  That devil cloud killed my 
  woman!  And now it's after me!  You're next!  
  Run away!  Flee!"  The crazed man then pulls 
  himself away from the PCs and sprints away 
  into the darkness.  Any PC looking around 
  will see nothing.  A few moments later, the 
  PCs will hear a scream coming from the 
  direction in which the deranged man fled.  
  Should they follow they eventually find the 
  man's body - a look of horror is etched upon 
  his pale, cold face.  Careful inspection reveals 
  two puncture holes in his neck. 
  Act Two: Upheaval   
   
  As the Skaven grow nearer, and Alfons van 
  Rugkil gathers his forces, Marienburg enters a 
  period of chaos and confusion. It is very likely 
  that Klara von Teufelheim, now a Vampire, is 
  now loose in the city, hiding out in the slums 
  of Doodkanal. If Rutger Nachtrabe survives 
  the Crimson Claw he hunts her down but 
  becomes another victim. The PCs are led to 
  the area by a dream but are too late. Doktor 
  Lucas uncovers the truth about the Vampire 
  and will be killed. 
   
  Klara von Teufelheim will soon cross paths 
  with Walewijn Droomer, sensing the coming 
  violence he will bring. At the same time, 
  Walewijn’s movement is about to take its first 
  public steps. A rally descends in to planned 
  violence and the name ORDESA rings around 
  Marienburg. After the riot the leaders spilt up 
  and arrange to meet later that night at an 
  abandoned warehouse.  
  Meanwhile, assuming they are still around, 
  the PCs are beginning to be noticed. Elisabeth 
  van Rugkil tries to guide them to her own 
  ends from the shadows, aware they are being 
  watched by the Skaven. The Ratmen 
  meanwhile kill Sergeant Kuilstier, and use his 
  death to try and frame the PCs and ORDESA. 
  The Watch begin to hunt down the agitators 
  with a vengeance. 
   
  The Skaven enter the city setting fires to cause 
  confusion and panic. 
   
   
  The Raven’s Message 
  No matter what the PCs do next, one of the 
  PCs has a strange dream that very night.  
  Should there be any followers of Mórr among 
  the PCs, they will have the following dream 
  (if not then randomly select a PC): 
   
  The dreamer finds himself (or herself) on a 
  Suiddock street following a man and a woman 
  arm in arm.  The couple are evidently familiar 
  with each other.  As they turn the corner, a 
  mist rises and the dreamer is filled with a 
  sense of foreboding.  Within moments, the 
  mist gathers itself into a distinctive nebulous 
  mass behind the couple.  The dreamer quickly 
  seeks the hand weapon that must surely be at 
  their side, but is not. 
   
  Attempting to warn the couple, the dreamer 
  instead looks dumbfounded as the horror 
  engulfs the blond-haired woman.  Her 
  piercing screams are quickly muffled as the 
  mist enters through her nose and mouth.  In a 
  blink of an eye, the mist is entirely within the 
  woman and she begins to convulse.  Her lover 
  shrieks as his mind snaps and he runs away 
  screaming. 
  The dreamer is transfixed as the sight of the 
  woman’s changing form entrances, as well as 
  repulses, the dreamer.  Once her 
  transformation is complete, the taller, slimmer, 
  black-haired woman looks towards the dreamer 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  40 
  and smiles a grin both alluring and suggestive 
  of something menacing.  With that, she turns 
  towards the direction where her first victim's 
  lover fled and strides away with purpose. 
   
  Suddenly a large raven caws from the top of a 
  nearby building then flies over to the 
  Westenpoort Gate near the Doodkanaal where 
  it lands facing the dreamer.  The raven then 
  turns towards the direction of the woman who 
  confidently strides into the filthy streets of 
  that district.  As soon as she disappears, the 
  raven takes flight and the dreamer follows 
  until the bird reaches an old dilapidated 
  building.  The sign on the building shows a 
  pig on a spit over a fire.  Inside the window, 
  the dreamer can see several sides of beef 
  hanging from the meat hooks as well as a 
  naked body of a human. 
   
  The dreamer wakes covered in sweat.  A 
  successful Cl test means they are momentarily 
  shaken, while failure gains them 1 Insanity 
  Point and a -10 modifier to Cl for the next 24 
  hours. 
  On the Hunt 
  Depending upon what they have 
  accomplished in the last few days, the PCs 
  know some or all of the following: 
   
  1) The ashes used in the ritual raising the 
  killer cloud must have been of someone 
  important to the Kháinite Cult of the 
  Scorpion. 
  2) Identification of the seal on the coffin 
  could narrow the scope to establishing 
  whose ashes were used. 
  3) The description of the possessed and 
  now dark-haired woman in the dream 
  represents that long dead individual.  
   
  If they are cautious, the PCs will conclude 
  that the identity of the mysterious woman is 
  integral to their understanding.  To this end 
  they may go to the University or the Temple 
  of Mórr.  More foolhardy PCs may try to find 
  out what lies near the Westenpoort Gate. 
  The University Revisited 
  Should the PCs go to the University before 
  late on the night of Aubentag, they will be 
  able to see their old acquaintance Doktor 
  Lucas Grafzoekener.  Once he learns of the 
  use of the stolen fetish, Lucas begins delving 
  deeper into those circumstances.  He is 
  anxious to find out what the PCs know and 
  will question them.  Lucas knows the 
  following after ten minutes alone with his 
  references on ancient Araby: 
   
  1) The ancient Kháinite High Priest Al-
  Qantram Shalem created the fetish. 
  2) Once ritually charged, the fetish could be 
  used to summon a demon of Kháine and 
  bring forth from the dead an important 
  cult figure. 
  3) Outside ancient Araby, the worship of 
  Kháine has been historically centred in 
  such places the Border Princes, Mousillon 
  in Bretonnia, and the Imperial province of 
  Sylvania.  In essence, areas strongly 
  associated with the Undead. 
   
  If the PCs provide a description or drawing of 
  the coat of arms found on the lid of the coffin 
  at Berth 31, Lucas is unable to place it.  He 
  will arrange for someone to quickly get 
  heraldry books from the University Library. 
  After some research, the person reviewing the 
  book on "Imperial Coat of Arms during the 
  Age of Wars" finds the answer.  The coat of 
  arms on the coffin was that of the ruling von 
  Teufelheim family of Sylvania from the late 
  12th through early 13th century IC.  While the 
  book doesn't state what happened to the von 
  Teufelheim family, Lucas recalls that they 
  died out when the peasants rebelled against 
  the continuing atrocities perpetrated by Baron 
  Adelbert von Teufelheim and his family.  If 
  the PCs want to learn about any connections 
  between the Cult of Kháine and the von 
  Teufelheims, Lucas suggests that they should 
  visit the Temple of Mórr.  With that, Lucas 
  asks the PCs to keep him informed of 
  anything they come across. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  41 
  Should the PCs seek Doktor Lucas 
  Grafzoekener after Aubentag, University 
  officials will inform them that Grafzoekener’s 
  mutilated body was found in his office early 
  Marktag morning.  His throat had been ripped 
  and his eyes gouged out by some unknown 
  assailant.  Moreover, no blood was found 
  anywhere.  Any request by the PCs to search 
  Lucas' locked office will be denied unless they 
  can convince the officials that they were 
  working for him (a successful Bluff test, +10 
  for Etiquette).  Upon entering, the PCs find that 
  nothing seems to have been disturbed.  On 
  Lucas' desk is a large book entitled, "The 
  Halfling Guide to Herbs and their Curative and 
  Culinary Properties."  Allow the PCs an Int test 
  to realise that this book is out of place in this 
  office.  Anyone examining the book will find a 
  note [Handout #10] under the chapter on garlic, 
  near the portion of the text describing its 
  reputed effects on the Undead. 
  Handout #10 
   
  My friends, 
  Be warned.  I have stumbled upon a secret 
  so dark that I now fear for this city.  
  Unfortunately, I think that I have been 
  found out. I may not survive the next few 
  days.  Seek help from those who protect the 
  dead.  If I can, I will contact you.  If this is 
  all I can do, may the gods protect you. 
   
     Your friend, 
      Lucas 
   
  The House of the Dead 
  At the Temple of Mórr, the PCs find an 
  alertness and concern in the clergy heightened 
  from what existed prior to the events at the 
  Crimson Claw Cabaret.  Since then Lodewijck 
  Raffleugel has been closeted with his books.  
  He has learned that: 
  1) The coat of arms found on the coffin bore 
  the heraldic device of the notorious von 
  Teufelheim family of Sylvania. 
  2) The von Teufelheim family came to power 
  in 1168 IC during the Imperial Age of 
  Wars and ruled until 1232 IC. 
  3) The patriarch of the family, Bela "the 
  Serpent" von Teufelheim was murdered in 
  his sleep in 1199 IC.  Speculation was that 
  his son, Manfred "the Wicked" hacked 
  Bela forty times with an axe, but no 
  magistrate had the nerve to arrest the 
  homicidal fiend.  Shortly after, Manfred 
  poisoned his first wife, Etelka (who bore 
  him five children), so he could wed his 
  young stepmother, Beatrix. 
  4) In 1213 IC, it was Manfred's turn to be 
  murdered.  The perpetrators were his 
  youngest son, Adelbert, and eldest 
  daughter, Sophia.  The incestuous siblings 
  paralysed their entire family by poisoning 
  their supper during the Geheimnistag 
  celebrations.  Then each was sacrificed in 
  turn to consummate Adelbert's and Sophia's 
  unholy pact with Kháine.  It was said that 
  the couple's eldest daughter, Klara, was 
  conceived amidst the blood and gore shed 
  that night.  Thus began a reign of blood and 
  terror previously unseen in The Empire. 
  5) In 1232 IC, the peasants in Waldenhof and 
  the surrounding countryside rose in 
  rebellion against the von Teufelheims.  
  Tired of that family's depredations and the 
  rise of the Cult of Kháine, the peasants 
  stormed the castle and slew the family.  
  Only Klara was unaccounted in the 
  slaughter. 
  6) During the summer of 1276 IC, the Order 
  of the Raven Knights uncovered the still 
  active Cult of Kháine in Sylvania.  
  Attacking one night, they succeeded in 
  killing the High Priestess Klara von 
  Teufelheim and burned her body.  
  Unfortunately, her followers counter-
  attacked and, in the ensuing confusion, 
  escaped into the night with her ashes. 
  7) At the time of her death, Klara still looked 
  as she did at the time of the Peasants' 
  Revolt of 1232 IC.  No doubt, her eternal 
  youth was maintained through nefarious 
  means.  Some say she regularly bathed in 
  the blood of virgins, while others maintain 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  42 
  that she was made ever youthful through 
  her service to Kháine. 
  Should the PCs inform Lodewijck of their 
  dream (following the Crimson Claw incident), 
  he will remark that clearly Mórr has chosen 
  them to eradicate the abomination.  He 
  believes that the dream suggests that the PCs 
  should search the nearby Doodkanaal area for 
  the raised servant of Kháine. It is a very 
  dangerous and run-down district where the 
  Watch rarely patrols.  The creature may have 
  taken to that area in order to gather its wits 
  and make murderous plans (as do all its kind). 
   
  As a starting point, Lodewijck recommends a 
  visit to the small temple of Shallya in that 
  district.  The Shallyan clergy have good 
  relations with the denizens there and perhaps 
  they will have heard something of importance. 
   
  If the Witch-Hunter Rutger Nachtrabe fought 
  and survived the Crimson Claw incident, 
  Lodewijck informs the PCs that he believes 
  that Rutger is searching the Doodkanaal area 
  led by his vision.  He comments that the sad 
  truth of the matter is that many individuals 
  disappear from that area with nary a concern 
  from the authorities. 
   
  Lodewijck will admit that he cannot be certain 
  that is where Rutger went as Witch-Hunters of 
  Mórr typically work outside the cult's clerical 
  hierarchy.  If Rutger died that Festag night, 
  Lodewijck will implore (if necessary) the PCs 
  to undertake the task that Mórr has set before 
  them.  As an enticement, he will offer the PCs 
  twenty-five Guilders each (the cult is not 
  terribly wealthy) and the gratitude of the Cult 
  of Mórr. No small thing if the PCs have a care 
  for their eternal souls. 
  Along the Doodkanaal 
  The Doodkanaal is the worst of Marienburg's 
  slums, named for the sluggish waterway that 
  runs along the southern edge of the city.  For 
  the most part, the water here carries an 
  unhealthy odour (and the occasional 
  waterborne plague), especially since several 
  grated openings in the base of the city wall 
  enable water to flow from the fens beyond.  
  Except for the Westenpoort Gate, the Black 
  Caps only occasionally patrol the Vloedmuur 
  along the Doodkanaal. 
   
  Murderous cutthroats prey upon the poor, 
  even in broad daylight. Arrogant and strutting 
  youths travel in gangs to battle over “turf” in 
  the vain attempt to prove their worth to the 
  more “worldly” criminal gangs in other 
  districts like the Suiddock.  Deranged killers 
  also seem to gravitate to the Doodkanaal.  
  There are many hidden places in this slum for 
  danger to lurk, made worse by the deteriorating 
  conditions of the grates to the fens. 
   
  The "Outcasts" (as they are commonly called) 
  are the bottom-dwellers of the Doodkanaal 
  social order.  They have created their own 
  society governed by the strong among them.  
  Those with less severe mutations find 
  acceptance among the Outcasts.  All generally 
  avoid the "Normies," although there are 
  circumstances where they have been known to 
  take advantage of a companionless outsider.  
  Only the clergy of Shallya are able to travel 
  freely among them. 
   
  Since the incident at the Crimson Claw, a 
  number of Outcasts have fallen prey to some 
  horror that leaves the corpse of the victims 
  mutilated and bloodless.  The killings 
  generally occur at night, although a few have 
  taken place during the day (in shadowy areas 
  such as alleys).  The killings will become less 
  frequent in the nights that follow the Aubentag 
  riot.  PCs entering this area will be shunned by 
  the Outcasts.  The only hope they have of 
  talking to an Outcast (initially) is if there is a 
  Shallyan cleric in their number (Fel-20).  The 
  PCs will have to make their way to the local 
  chapel of Shallya.  The chapel is easily 
  recognisable as it is the cleanest building by 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  43 
  far.  As evident by the number of Outcasts - the 
  doors are always open for the needy. 
  Most likely, the PCs will find the two 
  Shallyan priestesses here in mourning.  One of 
  their number was savagely killed by an 
  unknown assailant during Wellentag night.  
  The older of the two, Sister Marie Serenite, is 
  the only one able to contain her grief and talk 
  to the PCs.  Initially, she will be reluctant to 
  answer any of their questions unless the PCs 
  can convince her that their intentions in 
  solving this crime are in line with Shallyan 
  beliefs.  This will be tricky (and doomed to 
  failure) due to Shallyans loathing of killing. 
  This is even extended to the execution of 
  murderers.  Thus, any hint that the PCs intend 
  to make the killer pay in kind will result in the 
  lack of co-operation of the Shallyans.If the 
  PCs inquire about a building with a sign of a 
  pig on a spit with a window with meat, the 
  Shallyans will ask if they mean the Butcher 
  Shop.  The last such person left the 
  Doodkanaal some years past and his shop has 
  been deserted even since.  The sign outside 
  the building is still there, but very 
  weatherworn.  The windows have been 
  boarded up since the shop closed.  The 
  Shallyans will provide directions so long as 
  the PCs don’t mention that they intend to kill 
  whatever is resting there. 
   
  All is not hopeless as the Outcasts who clean 
  the chapel see things differently.  The two, 
  Herman Klopknie and Anna Springer, see 
  nothing wrong with bringing the murderer of 
  their beloved Sister Eveline Goedhart to 
  justice.  Seeing that the PCs' attempts to enlist 
  Sister Marie Serenite's aid will fail, the two 
  slip out the door so as to engage the PCs as 
  they depart.  In their awkward manner, the 
  two offer to lead the PCs to the place where 
  Sister Eveline Goedhart's remains were found 
  as well as to the old butcher shop. The pair 
  will not ask for anything but will gladly 
  accept anything offered. 
  Herman and Anna will lead the PCs through 
  the narrow, filthy streets that make up the 
  slum.  At no point will they be threatened by 
  any Outcast, even though the sight of two of 
  their number leading a group of powerful 
  Normies is more than enough to draw a 
  following of Outcasts.  After ten or fifteen 
  minutes, this unusual ensemble arrives at the 
  location amid three boarded-up tenements 
  where the slain Shallyan cleric was found.  
  Outside the centre tenement is an old placard 
  still hanging from the building.  Though the 
  paint has worn away, the PCs can still make 
  out a pig on a spit. Herman and Anna will 
  inform the PCs of the following: 
   
  • Many of the slain Outcasts lived in these 
  buildings  
  • A large male Normie wearing black was 
  poking about these buildings on 
  Wellentag.  Has not been seen since the 
  early evening hours. [Only true if Rutger 
  Nachtrabe survived the Crimson Claw 
  incident]. 
  • The mutilated and bloodless corpses were 
  mainly young males. 
  • Many of the dark, draughty rooms are 
  falling apart.  There are many holes in the 
  rotten ceilings, walls, and floors. 
  • There are cellars in each of the three 
  buildings.  The entryways are covered by 
  debris, leaving only crawl spaces.  Since 
  the killings began, no one dare enter. 
   
  If they are offered substantial incentives (at 
  least two Guilders), a few of Outcasts (d3+1) 
  escort the PCs to the cellar entryway in each 
  of the three tenement buildings.  Under no 
  circumstances will they enter the cellars.  PCs 
  who try to coerce one will find themselves 
  faced with a mob of angry Outcasts. 
  No matter the time of day, the PCs will need 
  illumination when they enter the tenements.  
  The atmosphere of the place is creepy with a 
  feeling of foreboding.  Odd noises and 
  squeaky sounds periodically cause the PCs 
  some nervous moments.  For PCs not inclined 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  44 
  to crawl on their hands and knees, the debris 
  about the cellar entrances requires d6+3 man-
  hours to clear.  Otherwise, the crawl space is 
  large enough not to cause too many problems 
  for even heavily armoured PCs. 
   
  The cellars of the two tenements on either 
  side are empty of anything other than rats and 
  debris.  The cellar of the tenement in the 
  centre is quite different with a strong smell of 
  decay there.  Bold PCs entering the cellar find 
  a makeshift wooden crate (which looks 
  suspiciously like a coffin) containing a layer 
  of soil, in the far corner.  Lying near the crate 
  is a mutilated corpse.  If he survived the 
  incident at the Crimson Claw, Rutger 
  Nachtrabe is the corpse. His body is badly 
  ripped and torn but with no trace of blood 
  anywhere.  The PCs can find the Witch-
  Hunter’s sword nearby.  If Rutger perished at 
  the Crimson Claw, then the remains are of an 
  Outcast. 
   
  The coffin was a temporary abode fashioned 
  by the vampire to provide a resting place to 
  pass the hours of daylight. The vampire has 
  consecrated the coffin in the name of Kháine, 
  but a simple fire will destroy it.  The PCs will 
  have to be careful to avoid burning the 
  building as well. 
   
  Anyone searching the room further 
  must successfully pass an I test (+10 
  for Excellent Vision) to spot a partially 
  concealed pamphlet [see Handout #8]. 
   
  Sister Marie Serenite, Cleric Level 2 (ex-Student, ex-Physicians' Assistant, ex-Initiate) 
  A native of Bretonnia, the black-haired, blue-eyed Marie Serenite had a promising career as a 
  Physician before her.  Unfortunately, her desire to help the poor and sickly did not sit well 
  with the Physicians' Guild of Gisoreux (bad precedent to have one of their members work for 
  chickens and the occasional pig instead of serving the rich and affluent aristocrats and upper 
  class merchants).  Marie stubbornly refused to ignore the needs of the masses in order to 
  placate those are considered insensitive and corrupt. 
  Denied her petition for membership Marie found her only opportunity to heed her heart's 
  desire was to join the Cult of Shallya in Couronne.  There she spent years learning her 
  responsibilities while honing her healing skills.  When her time came to help the needy in the 
  world beyond, the Shallyan superiors sent Sister Marie to Marienburg where she was assigned 
  to one of the more difficult missions: to help those residing along the Doodkanaal.  Through 
  her unceasing concern for the welfare of her charges and unending effort on their behalf, Sister 
  Marie became the head of the mission five years ago. 
  Current Profile: 
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  Dex 
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  WP 
  Fel 
  5 
  42 
  41 
  4 
  5 
  9 
  50 
  1 
  38 
  40 
  47 
  40 
  54 
  47 
   
  Skills: Arcane Language-Magick, Cartography, Cast Spells-Clerical 1, Cast Spells-Clerical 2, 
  Cure Disease, Heal Wounds, Herb Lore, History, Identify Undead, Magical Sense, 
  Manufacture Drugs, Meditate, Public Speaking, Read/Write (Breton and Reikspiel), Scroll 
  Lore, Secret Language-Classical, Speak Additional Language (Reikspiel), Surgery, Theology 
  Magic Points: 21 
  Spells:   1st Level: Aura of Resistance, Cure Light Injury, Cure Poison 
   
    2nd Level: Aura of Protection, Treat Illness 
  Equipment: Heart Medallion with Drop of Blood, Hooded White Robe with a Heart Symbol 
  Embroidered in Gold Thread on Left Breast 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  45 
   
  Outcasts (Beggars) 
  These residents of Doodkanaal have a 10% chance of having slight mutations (see below). 
  Current Profile: 
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  Fel 
  4 
  43 
  35 
  3 
  4 
  9 
  30 
  1 
  29 
  29 
  29 
  29 
  29 
  29 
   
  Skills: Begging, Concealment Urban, Secret Language-Thieves' Tongue, Secret Signs-Thieves' 
  Signs, Silent Move Urban, 25% chance of Consume Alcohol 
  Equipment: Begging Bowl, Tattered Clothes, Heavy Stick, 25% chance of Dagger or Knife 
  (I+10, S-2, Parry -20) 
  Mutations (d10): 
  1 
  Abnormally Thin 
  6 
  Extremely Fat (provides 1 AP all over) 
  2 
  Big Ears 
  7 
  Long Legs (M increased to 5) 
  3 
  Bulging Eyes 
  8 
  Moronic (subject to Stupidity) 
  4 
  Extra Fingers 
  9 
  Short Legs (M reduced to 2) 
  5 
  Extra Joints 
  10 
  Very Warty 
   
  Herman Klopnite, Labourer (ex-Beggar) 
  Herman has spent more years in a drunken stupor than he can remember.  Two years ago, a 
  caring Shallya priestess named Etelka Goedhart found him near death and nursed him back to 
  health.  Since then, Herman has become the chief handyman of the Chapel of Shallya near the 
  Doodkanaal and is very loyal to the priestesses.  Due to her efforts in helping him resist the 
  temptation of alcohol, Herman is taking Sister Goedhart's death very hard.  More than 
  anything, Herman wants her killer brought to justice. 
  Current Profile: 
  M 
  WS 
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  S 
  T 
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  I 
  A 
  Dex 
  Ld 
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  Cl 
  WP 
  Fel 
  5 
  48 
  39 
  5* 
  4 
  8 
  35 
  1 
  35 
  25 
  28 
  29 
  37 
  31 
   
  Skills: Begging, Carpentry, Concealment Urban, Consume Alcohol, Drive Cart, Scale Sheer 
  Surface, Secret Language-Thieves' Tongue, Secret Signs-Thieves' Signs, Silent Move Urban, 
  Very Strong* 
  Equipment: Leather Jack (0/1AP body/arms), Dagger (I+10, S-2, Parry -20), and Purse (4d6 
  pennies). 
   
  Anna Springer, Servant (ex-Beggar) 
  Another victim of an uncaring society, Anna is an orphan of the streets who somehow found a 
  way to survive all its dangers.  About a year ago, Anna showed up to the door of the Shallyan 
  chapel half starved and beaten (though she has never identified her assailant).  Sister Goedhart 
  took Anna in and healed her.  Since then, Anna has been working as a cleaning woman at the 
  Doodkanaal chapel and aspires one day to becoming an Initiate of Shallya. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
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  Cl 
  WP 
  Fel 
  5 
  41 
  41 
  2 
  4 
  8 
  34 
  1 
  37 
  35 
  33 
  29 
  47 
  40 
   
  Skills: Animal Care, Begging, Concealment Urban, Cook, Dodge Blow, Drive Cart, Etiquette, 
  Secret Language-Thieves' Tongue, Secret Signs-Thieves' Signs, Silent Move Urban 
  Equipment:  Dagger (I+10, S-2, Parry -20), and Purse (3d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  46 
  Riot! 
  Try as they may, the PCs will not be able to 
  learn about ORDESA nosing about the 
  Suiddock.  No Suiddocker they come across 
  has ever heard of ORDESA.  ORDESA has 
  just moved their headquarters from the 
  University to the Suiddock days before word 
  of their assembly spread.  The PCs will have 
  to go to the Aubentag gathering to get an idea 
  of what ORDESA is about.  
   
  Should the PCs ask about ORDESA in the 
  taverns near the University, they will not learn 
  much unless they visit “the Pen and the Sword” 
  tavern, a place frequented by politically active 
  students and faculty.  There, the PCs can learn 
  (on successful Fel tests and the timely use of 
  money) that ORDESA is a small group of 
  politically motivated students who believe that 
  the “Marienburg experiment” has not reached 
  its logical conclusion: namely the belief that 
  political legitimacy can only be conferred by 
  the citizens of the city.  The leader of the group 
  is a popular, but former, scholar from the 
  University named Walewijn Droomer.  Some 
  say that he ran into problems at the University 
  and his organisation has relocated elsewhere.  
  ORDESA’s new location is a matter of 
  speculation. 
   
  Assuming the PCs arrive early, they will see 
  people gathering at the Sikkeleiland end of the 
  Draaienbrug Swing Bridge minutes before the 
  time stated on the pamphlets.  These are 
  mostly curious locals who have come to see a 
  show of sorts.  At one end of the open area 
  stands a platform with a podium.  As the 
  crowd grows, a number of young men and 
  women surround the podium.  Looking about 
  the crowd, PCs will notice a sizeable 
  contingent of Suiddock Watch (twenty-one in 
  all) posted on the outside fringes.  Each is 
  equipped in the manner of the Suiddock 
  Watch: mail shirts, swords, and clubs.  Closer 
  examination reveals that every third 
  Watchman has a crossbow. 
   
  Soon a horn sounds from the podium and a 
  young, petite woman introduces "the most 
  wise and gifted philosopher of our time and 
  man of the people, Walewijn Droomer" to the 
  crowd of yawning on-lookers.  Similarly 
  dressed but clearly older than his ardent 
  supporters next to him, Walewijn looks 
  around the crowd before he begins his speech. 
   
  "Good people of Marienburg, I come before 
  you in this hour of disorder and concern to 
  speak to you of an idea whose time has come." 
   
  "Throughout history, Society has dictated that 
  the Privileged Few dominate the majority of 
  the common people.  Our dreams and 
  aspirations have been put aside, crushed by 
  the Few who believe that it is their Divine 
  Right to live off of your sweat and hard 
  labours.  These Few live in luxury without a 
  care in the world while you toil to survive and 
  provide for your families.  It is they who have 
  their leisurely pursuits while every day you 
  struggle to survive in this hostile world." 
   
  On a successful I test, PCs looking around 
  them will see that the charismatic Walewijn's 
  words are having some effect on the crowd.  
  He has definitely caught their attention: 
   
  "Do any of them speak of your needs and 
  wants?  I don't hear them.  Do any of them 
  speak for your security and your family's well 
  being?  I still do not hear them!  Do any of 
  them speak of these things?  Not one!  Nor do 
  they care.  Why?  Because your voices cannot 
  be heard over their merriment, their 
  festivities.  How do we get them to hear us?  
  How do we get their attention so they will 
  listen to you?" 
   
  Walewijn pauses to let his queries sink in.  By 
  now, the PCs notice the crowd is more 
  restless and agitated as Walewijn's words 
  strike a chord within them.  Some of the 
  audience glance warily in the direction of the 
  Watch. The demagogue pushes on: 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  47 
  "We must use our strongest assets: our number 
  and collective voice.  It is we who should 
  exercise the Power, not them!  Not the few! 
   
  "Gather about for we will march across the 
  Hoogbrug to bring our voice to them.  We must 
  demand representation!  We must demand the 
  right to decide our leaders!  We must demand 
  that our leaders be answerable to us! 
   
  "But what if they refuse to listen?  What then?  
  I'll tell you.  We remove them.  By sheer 
  numbers, we have the Power to dispense with 
  them!  By force, if they refuse!  Even they 
  [Walewijn gestures towards the clearly 
  nervous Watch] cannot refuse us. 
   
  "The only thing I ask is ‘are you with me?'  
  'Will you join me in the overthrow of the 
  oppressors?!'  Then, rise and come to me!" 
   
  With this, the once passive audience surges up 
  to the podium.  A number menacingly 
  approach the Watch.  All of a sudden the 
  scene erupts into violence (thanks in part to a 
  Wizard in Walewijn's retinue who secretly 
  casts a Cause Hatred spell on one group of 
  townsfolk and Cause Panic on another in 
  order to incite the mob to action.  Sadly, the 
  poor chap is one of the first killed in the 
  ensuing riot).  Fighting breaks out 
  everywhere, especially along the fringes 
  where the Watch stand.  The twang of 
  crossbows, the clash of metal on metal, and 
  the thud of clubs hitting flesh and bone can be 
  heard above the screams and shouting.  
  Several individuals will take swipes at the 
  PCs, but most avoid them.  Soon, the whistles 
  of the Watch can be heard, signalling more 
  trouble.  PCs who have their wits about them 
  can use the chaos of the moment to get out of 
  the area.  Once the Suiddock Watch 
  reinforcements arrive (within d6+4 rounds), 
  there will be hell to pay.  Any PC looking 
  about will notice that several of the Watch 
  have been killed by the unruly mob.  
  There is an opportunity for the PCs to 
  ingratiate themselves with the Watch. They 
  see two wounded Watchmen (Sergeant 
  Matthias Scherp and Norbert Groen) beset by 
  a group of thugs bent upon murdering them. 
   
  It does not matter whether the assailants are 
  killed or driven off, any PC rescuing the two 
  besieged men will earn the gratitude of the 
  Suiddock Watch.  This gratitude will enable 
  the PCs to continue their activities (for the 
  duration of the adventure) without the Watch's 
  interference, unless they subsequently commit 
  a serious crime or harm a member of the 
  Watch.  In some instances, the Watch may 
  offer limited assistance. 
   
  As they leave, the PCs hear the Suiddock 
  Watch making short work of the remaining 
  mob.  Moreover, the PCs will have lost track 
  of Walewijn Droomer.  Not surprisingly, the 
  demagogue disappeared with his accomplices 
  soon after the crowd became a mob.  Should 
  the PCs return to the area where the podium 
  (now in pieces) stood within an hour after the 
  Watch carted off the last of the mob, they will 
  see an old beggar picking up some of the 
  debris.  Should the PCs ask the old man about 
  his activities, the beggar looks them over and 
  then replies, "man's gotta find wotever 'e can 
  ta get a drink 'ereabouts.  Wot is rubbish ta 
  one is another's gold, if ye catch me meaning 
  o' course.  From ta looks o' ye, ah says that we 
  can make a deal.  Fer five shillin's, ah will 
  turn over sumpthin that will 'elp ye.  Wot ye 
  say?"  If the PCs agree, they must give the 
  beggar the coins first.  Once done, he gives 
  them a small booklet which he says "wuz 
  dropped by one o' ta loudmouth's stooges." 
   
  PCs with the Read/Write skill notice that the 
  title of the booklet is "Completing the 
  Marienburg Revolution" and is written by H. 
  Markvalt [Marienburg: Sold Down the 
  River, page 99].  Thumbing through its pages, 
  the PCs learn that the author views the 
  independence of Marienburg as the first step 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  48 
  in the process of freeing the masses from the 
  depravity of the nobles.  The author 
  denounces The Ten for usurping the power 
  that rightfully belongs to the people.  He also 
  advocates the use of violence to assert the 
  rights of the masses if all other means are 
  exhausted.  The rest of the booklet is nothing 
  more than a recipe for revolt.  PCs will also 
  notice that 'Harmitage Printing' published the 
  booklet.  PCs inquiring about such a print 
  shop will have no success.  There is, however, 
  a 20% chance of finding someone who is 
  familiar with Armitage Books on Luydenhoek 
  Isle.  Perhaps the print shop is related?  For 
  several Guilders, the PCs can get directions. 
   
   
  Armitage Books 
  Armitage Books is located in the middle of 
  Luydenhoek Isle.  It is in a ramshackle 
  building with a single front door and semi-
  opaque windows.  Inside, a large number of 
  books line the many shelves while others are 
  hastily stacked on tabletops.   
   
  .Anyone browsing the shop will find some of 
  the most unusual, and obviously nonsense, 
  books conceivable.  Titles like "Theories on 
  the Medicinal Value of Fimir Blood," 
  "Poetry of the Slann," and "Tsu Ling's Guide 
  to Karmic Equilibrium" can be found 
  alongside ancient texts as "Ibn Amin's 
  Exploration of Nehekhara, Land of the 
  Walking Dead" (translated circa 1000 IC), 
  "Chronicles of the Estalian Crusade" by 
  Esteban Nuno de Ávila (1562 IC), and 
  "Alchemical Properties of Water and Earth" 
  Matthias Scherp, Watch Sergeant (ex-Watch) 
  Matthias is a tough, streetwise Watch Sergeant who has been on the force twenty years.  He is 
  a native Suiddocker and has little tolerance for outsiders (those living outside the Suiddock, 
  as well as Imperials, Bretonnians, Elves, etc.) and troublemakers (agitators, criminals, and so 
  on).  Matthias's sense of honour, however, is much like a Dwarf's and he will overlook the 
  faults of those who have befriended him or performed some service unto him (like saving his 
  life).  If one wanted a friend in the Suiddock Watch, Matthias is one of the best to have. 
  Current Profile: 
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  40 
  4 
  3 
  9 
  43 
  2 
  29 
  35 
  32 
  35 
  35 
  32 
   
  Skills: Strike Mighty Blow, Strike to Stun 
  Equipment: Sword, Club, Mail Shirt (1AP body), Watchman’s Whistle 
   
  Nobert Groen, Watchman 
  Nobert is as raw a rookie as one will find in the Suiddock Watch.  He is somewhat of an 
  idealist believing that most people tend towards goodness.  It is for this reason that Watch 
  Captain Kalahaan named Matthias as Nobert's instructor.  The Aubentag riot is Nobert's first 
  under fire and has shocked him by the ease that mob behaviour becomes violent.  It is this 
  shock that placed Nobert and Matthias in peril. 
  Current Profile: 
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  4 
  42 
  35 
  4 
  3 
  9 
  40 
  2 
  29 
  29 
  29 
  29 
  29 
  29 
   
  Skills: Strike Mighty Blow, Strike to Stun 
  Equipment: Sword, Club, Mail Shirt (1AP body), Lantern 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  49 
  (circa 750 IC).  Rummaging through the 
  store looking for a specific book can easily 
  take days, even weeks. 
  If the PCs decide to look through the books, 
  there’s a 5% cumulative chance per hour 
  (+10 for the Luck skill) of finding a thin 
  book entitled “De Las Rattas y Los Hombres: 
  Una Estudia de la Plaga Negra” by Julio 
  Sanchez de Barboza (circa 1200 IC).  
  Despite the language of its title, the book is 
  actually written in Classical.  The topic deals 
  with the Black Plague that swept across the 
  Old World during 1111-1115 IC and has a 
  small section that details a subterranean race 
  of black-clad 'Ratmen'.  Several “packs” are 
  identified with their symbols, including the 
  Hand of Death pack, which uses a hand 
  holding a serrated knife dripping with blood. 
   
  Henri Armitage inherited the shop and his 
  love of books from his paternal grandfather 
  who had to leave Bretonnia in haste amid 
  controversy over some of his books.  The 
  fact that Couronne nobles were the ones who 
  sent Witch-Hunters after his grandfather is 
  not lost on Henri.  Henri has these 
  "forbidden" books locked in a closet in the 
  back room. 
   
  Armitage Books has one further surprise; 
  stairs lead from the back room down to a 
  locked cellar where Henri keeps his secret 
  printing press.  Through connections at 
  Baron Hendryk's, Henri Armitage has 
  become the printer of choice for budding 
  authors and demagogues whose views are 
  not quite in line with the ruling class of 
  Marienburg.  A rebel at heart, Henri prefers 
  to work in the background and naively 
  believes that he has avoided putting himself, 
  or his shop, in jeopardy.  
   
  To this end, Henri denies any knowledge of 
  Harmitage Printing or anyone whose work 
  was published by such.  Henri contends some 
  enemy of his is using something similar to 
  his good name to mislead authorities.  If his 
  claims ring false, it's because Henri is a poor 
  liar.  Passively sympathetic to ORDESA, 
  Henri can be threatened into providing 
  information on the upcoming gathering of 
  ORDESA's Inner Circle.  If the PCs convince 
  Henri that they will not expose him to the 
  authorities, he will tell them the meeting is 
  scheduled for 11:00 P.M. on Backertag at 10 
  Kleinvinger Steeg, Luydenhoek Isle. 
   
  Should the PCs arrive at Armitage Books 
  before Marktag, they will find Jean-Paul 
  Mainsoyeux [see "Old Man Houder's 
  Bordering House" page 9] looking for a rare 
  book, "Les Habitudes Sexuel du Dépravé et 
  Athlétique."  Some obscure Slaaneshi cultist, 
  who was also known for his "prophesies", 
  wrote the book in 18th century Parravon.  
  Not finding the book in the shop, Jean-Paul 
  asks Henri about it in whispered Breton.  
  Henri will get the book if he thinks the risk 
  low; otherwise he denies any knowledge of 
  it.  Any denial will upset Jean-Paul as he 
  needs the book.  In an increasingly louder 
  voice, Jean-Paul insists that Henri has the 
  book and must sell it to him.  Torn between 
  exposing himself by fetching the book or 
  having Jean-Paul expose him, Henri makes 
  some feeble excuse to leave for a moment 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  50 
  loud enough for other patrons to hear.  
  Moments later, Henri returns with a book 
  and quietly completes the transaction. 
  The above situation provides some colour 
  with the introduction of this red herring and 
  provides a means to introduce some obscure 
  publication to assist the PCs in their 
  investigations should they not gain access to 
  the Great Library of Verena. 
   
  If the PCs arrive at Armitage Books on 
  Marktag or Backertag, they will find Jolanda 
  Rolgoers, a follower of the ORDESA leader 
  Walewijn Droomer.  Her task is to negotiate 
  terms for the printing of a new ORDESA 
  manifesto (which hasn't yet been written) 
  with the nervous Henri.  Jolanda's manner is 
  clearly terse and agitated. 
   
  PCs may attempt a Listen test for soft noises 
  (+10 for Acute Hearing, +10 for Lip 
  Reading) to eavesdrop on the conversation.  
  Should they make the connection, bold PCs 
  may approach Jolanda in the hope of 
  obtaining some information.  The situation is 
  delicate, as the young woman does not know   
  them and she is under some duress.  A failed 
  Fel test makes Jolanda suspicious and she 
  will either brush them off or give them some 
  wild story and misinformation. 
  A successful Fel test gives Jolanda the 
  confidence to confide her "concerns" for her 
  mentor Walewijn, especially where the 
  Imperial harlot with the odd accent is 
  involved.  If asked, Jolanda says that the 
  raven-haired woman met Walewijn 
  sometime during the night after the 
  Aubentag speech.  All Jolanda knows is that 
  the tart has not left his side since.  Jolanda 
  will accept any PC offer to "off" the woman 
  on the condition that they do not harm 
  Walewijn.  If the PCs cannot give her that 
  assurance, Jolanda will thank them tersely 
  and take her leave.  Should they then follow 
  her, Jolanda calls the Watch and accuses 
  them of accosting her with the intent of 
  robbery or something worse.  In the event 
  that the PCs "promise" to not harm 
  Walewijn, Jolanda tells them details of the 
  meeting. 
   
  Jolanda Rolgoers, Student 
  One of the students in last class, the dark brown-haired Jolanda joined Walewijn Droomer's 
  movement as she believes in his vision.  The fact that she has a crush on him does not lessen 
  the strengths of her beliefs one iota.  It is Jolanda who introduces Walewijn at the Aubentag 
  rally and who looks after him.  Due to her feelings for her old teacher (now mentor), Jolanda 
  has abandoned all ties to her middle class family. 
  Moreover, Jolanda has developed a jealousy with respect to Klara von Teufelheim.  From 
  nowhere this Imperial tart has joined the group and somehow gained influence with Walewijn.  
  Though intimidated by the woman, Jolanda longs for the day someone removes that vixen 
  from the scene. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  37 
  34 
  2 
  4 
  8 
  41 
  1 
  36 
  30 
  44 
  41 
  34 
  39 
   
  Skills: Arcane Language-Magick, Cartography, History, Public Speaking, Read/Write 
  (Reikspiel), Secret Language-Classical 
  Equipment: Sword, Leather Jack (0/1AP body/arms), d3 Textbooks (corresponding to each 
  knowledge skill), Writing Kit, and Purse (2d6 shillings, 5d6 pennies) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  51 
   
  Entrapment 
  This event takes place during the night of 
  either Aubentag or Marktag if the PCs are on 
  the streets [GM Note: If the PCs are instead 
  in their rooms at the Boarding House, the note 
  will be slipped under their door around 5PM 
  on Marktag.].  A boy in his early teens calls 
  out to the PCs from his skiff in the nearest 
  canal.  "'Ello mates.  I gots 'ere a message that 
  I was paid to bring ya.  Afore ya ask me 'oo 
  sends the message let me says that 'e did not 
  show 'isself from the shadows an' 'e paid me 
  several coins not to try an' look." 
   
  If the PCs do not reach for the note [Handout 
  #11], the boy throws it at them and departs.  If 
  the PCs want the kid to talk, they're going to 
  have to lighten their purses a bit (say, d6+6 
  shillings as the starting price.  If they threaten 
  or otherwise cajole the kid, the price goes to at 
  least 2d6+8 shillings).  PCs who do not pay can 
  say good-bye now as the Canal Rat has no 
  intention of letting them close enough to grab 
  him. 
  Handout #11 
   
  I have information that might help you. I 
  presume you have some for me as well.  
  Meet me at my flat at 11:30 pm. this 
  Marktag.  26 Zwartmistig Weg on 
  Sikkeleiland Isle, upriver from the 
  Draaienbrug Swing Bridge. 
   
  Kuilstier 
   
  Should they pay (and depending upon the 
  amount), the PCs will learn that the sender 
  wore a large overcoat and wide-brimmed hat. 
  The sender seemed a bit hunched over and 
  smelled. The boy reckons he was a foreigner. 
  He made sure he stayed in the shadows when 
  passing the message and money.  
   
  Should they inquire about the contents of the 
  note, the Canal Rat replies, "Do I looks like 
  one o' them rich folk?  I 'ave no time fer 
  readin'.  Besides, the bleeding message was 
  fer you blokes, not me." 
   
  There is a possibility that the PCs will get 
  suspicious as their only other meeting with 
  Kuilstier was at the Barracks. They could opt 
  not to go, but what if the message is legit? 
  Henri Armitage, Artisan [Printer] (ex-Student, ex-Artisan Apprentice) 
  The grandson of a Bretonnian émigré, Henri is a revolutionary and anarchist at heart, as well 
  as a coward.  He tries to compensate for his weak-kneed tendencies by being more than 
  willing to print highly inflammatory literature for distribution to others who seek to disrupt the 
  political status quo.  To further proof his commitment to changing the status quo, Henri 
  unwittingly includes his name as printer on such material. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  28 
  30 
  4 
  4 
  9 
  53 
  1 
  54 
  42 
  47 
  38 
  38 
  42 
   
  Skills: Acute Hearing, Arcane Language-Magick, Cartography, Cryptography, Drive Cart, 
  History, Magical Sense, Read/Write (Breton, Reikspiel, and Tilean), Scroll Lore, Secret 
  Language-Classical, Secret Language-Guilder, Secret Signs-Artisan, Speak Additional 
  Languages (Breton and Tilean) 
  Equipment: Sword, Leather Apron (0/1 Body), Ordinary Clothes, Tools (Printers), and Purse 
  (5d6 Gu, 2d6 shillings). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  52 
  PCs inquiring at the Barracks for Sergeant 
  Kuilstier will be directed to the Duty 
  Watchman.  He informs them that the 
  Sergeant has been on an assignment for the 
  past few days.  He will not divulge the 
  Sergeant's home address nor confirm nor deny 
  the validity of any address given by the PCs.  
  The only area where the Duty Watch may co-
  operate is verifying the writing as being 
  Kuilstier's. 
   
  Any suggestions by the PCs that Kuilstier is 
  the victim of foul play will be dismissed out 
  of hand (the entire Barracks knows that 
  Kuilstier's hours are unusual).  Persistent 
  probing will become tiresome and result in 
  the Duty Watchman giving them an ultimatum 
  to leave immediately without another word 
  being uttered or to be locked up for the night. 
   
  PCs scouting the area in hope of uncovering an 
  ambush find nothing.  Checking the premises, 
  the PCs find that Kuilstier's flat is located on the 
  uppermost floor of a small tenement with 
  families occupying the flats on either side.  
  During this whole time scouting, PCs with Sixth 
  Sense will realise they are being watched but no 
  amount of effort will pinpoint the watcher. 
   
  Should the PCs try to enter Kuilstier's flat early, 
  they will find the door locked (CR 10).  
  Beyond this is a one bedroom, sparsely 
  furnished home. The living room consists of a 
  large chair and oil lamp on a small table by the 
  window; another table with two chairs across 
  the room; a large rug on the floor; and 
  cupboards containing the usual.  Inside the 
  bedroom is a small bed, another rug, a small 
  closet containing the Sergeant's limited 
  wardrobe, and a candleholder with a partially 
  burned candle.  There will be an obvious 
  temptation for the PCs to trash the place in 
  their pursuit for any sort of clue.  Remind them 
  that the Watch Sergeant would be most 
  displeased when he found out that it was the 
  PCs who were trying to spy on him. 
   
  At the appointed time (or near that), the PCs 
  arrive to find the door to Kuilstier's flat slightly 
  ajar.  Should the PCs knock on the door or call 
  out, there is no response.  Entering the dimly lit 
  room, the PCs find (the deceased) Kuilstier 
  apparently sleeping in the chair next to the 
  slightly opened window.  Clearly, the only way 
  they will get any response – though not one to 
  their liking – is by trying to shake the Watch 
  Sergeant awake.  As soon as they touch him his 
  head rolls off his body.  Examining the 
  Sergeant's head will show it was neatly severed 
  and that there is no trace of blood on his 
  clothing or within view.  PCs concluding that 
  Kuilstier was killed elsewhere and returned to 
  his flat for a purpose are correct. 
   
  Searching for premises they can find a trapdoor 
  under the bed.  No hinges on the topside 
  indicate that the door opens downward (the fact 
  it is closed means that there is no access from 
  Kuilstier's flat).  Making their way downstairs, 
  the PCs quickly find the flat underneath 
  Kuilstier's.  The door is locked.  Upon entering 
  the room, the PCs find it covered in blood.  A 
  tub of congealing blood lies in the middle of 
  the room resulting in the need for a T test 
  (failure means losing one's last meal).  On the 
  far wall, the letters "O...R…D...E...S...A" are 
  spelt out in blood.  PCs searching the room 
  find bits of coarse hair (mostly brown, though 
  some splotched with black or white) 
  throughout and have a 20% chance of detecting 
  a rather musky odour beyond the stench of 
  blood.  Anyone with a career as a Game 
  Keeper, Hunter, Poacher, Rat Catcher or 
  Trapper will recognise the hair as actually tuffs 
  of fur on a successful Int+10 test.  Those with 
  a career as an Alchemist, Physician, Physician's 
  Assistant, or Torturer need to pass an Int test to 
  realise the quantities of blood in this room 
  exceeds that of one man. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  53 
   
  In the event that the PCs did not extinguish the 
  light in Kuilstier's flat, a cry from the tenement 
  across the street shouts out "Murderers!"  PCs 
  realise that the last thing they need is for the 
  Watch to find them with Kuilstier's corpse, 
  even if they are working for the Watch.  They 
  are outsiders to the Watch, after all. If they 
  decide to flee, they hear the whistle of the 
  Watch sound from the street, as they reach the 
  foot of the stairs.  The exit towards the back 
  alley is the only one that will allow the PCs to 
  escape without being seen. 
   
   
  Something Is Burning 
  It does not matter where the PCs have holed-up 
  since the Aubentag riot, they will receive a 
  rude awakening in the middle of the night on 
  Backertag morning.  Someone has decided to 
  burn down the building where they are 
  residing. 
   
  If any of the PCs are actively on watch during 
  the night – e.g. constantly looking out the 
  window – allow them an Observe test (+10 for 
  Excellent Vision, +10 for Night Vision, +10 for 
  Sixth Sense).  If the PC succeeds, they will 
  notice hunched figures in heavy cloaks moving 
  in the shadows outside their window.  These 
  are Skaven Gutter Runners.  They have been 
  given the task of burning down the PCs’ 
  lodging.  Unbeknownst to the PCs, Reiner 
  Derschakal has decided that their earlier 
  interaction with Thijs Boekarts have marked 
  them as a group that should be removed just to 
  be safe.  After all, what are a few more dead 
  people in Suiddock going to matter?  
  Implicating ORDESA in this action serves the 
  purpose of making the radical group even more 
  feared, thereby advancing the anarchy van 
  Rugkil seeks. 
   
  PCs who throw open a window and shout at 
  the Skaven will succeed in driving them off 
  before any harm could come.  The Skaven do 
  not want to be recognised at this stage and will 
  scamper away without looking at whomever is 
  screaming at them.  
   
  If the PC on watch fails to see the Skaven, 
  allow that PC an I test to smell smoke coming 
  from the hallway some time after the ratmen 
  have left.  Initial success means they will have 
  12 rounds to awaken their fellows and sound 
  an alarm before the raging fire begins to burn 
  the building around them.  Test each round 
  until success is achieved (cumulative +5 
  modifier to I per round).  Each round of failure 
  gives the PCs less time to escape unscathed.  
  Once the fire reaches their room, the building 
  will be totally destroyed in another 15 rounds. 
  There is only a small chance that the building 
  can be saved if the alarm is sounded within the 
  first two rounds. 
   
  GMs should add a few I tests will give the PCs 
  a sense of urgency.  Putting on armour will 
  consume time otherwise used to make their 
  escape.  Of course, carrying armour creates 
  encumbrance and thereby reduces speed. 
   
  Other occupants could possibly be trapped and 
  may be in need of rescue.  Such situations may 
  provide moments of anxiety and grim humour.  
  The artiste and Slaaneshi cultist, Jean-Paul 
  Mainsoyeux, could well be wearing some 
  night-time attire that most men would find 
  unseeming, shrieking for help while clutching 
  the book he obtained from Henri Armitage.  
  GMs could also allow PCs an Observe test 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  54 
  (+10 for Excellent Vision) to notice that Jean-
  Paul has the small left breast of a woman. 
  Another incident that a GM could use is having 
  Ernst appear at the top of the flaming stairway, 
  boldly shouting encouragement to any would-
  be rescuers.  The fact that the middle of his 
  trousers are soaking wet would be a good 
  indication of how fearful of impending death 
  the Imperial émigré truly is. 
   
  Once outside, the PCs will see a number of 
  locals helping put out the fire.  For each PC 
  joining this fire brigade, add 2% to the base 
  chance of 10% to save the boarding house from 
  total destruction (even though it will still 
  sustain serious damage).  PCs looking about 
  notice that there is still smoke coming from 
  nearby parts of the Suiddock for a number of 
  places are burning throughout the district.  PCs 
  searching the nearby area must pass an I+20 
  test.  Those successful will find a couple of 
  empty containers (which held lamp oil) and 
  flint and steel hidden among some garbage in a 
  nearby alley.  Inscribed on a nearby wall are the 
  letters "O...R…D...E...S...A."   
   
  PCs may decide to question the other residents 
  of the boarding house.  Of these, only Ingrid 
  Houder has heard something.  As she did not 
  think much of it at the time, she will not recall 
  anything without some coaxing (stern 
  questioning will frighten her into silence). 
  Ingrid awoke to the sounds of rats sniffing and 
  scratching outside her bedroom.  Since they are 
  frequent in the Suiddock and she was still 
  sleepy, Ingrid did not give it much thought.  
  With that, she rolled over and fell asleep until 
  the shouting alerted her to the fire. Now she 
  thinks the rats were trying to escape the fire. 
   
  Should the damage to their lodgings be such 
  that the PCs are compelled to move, the 
  existing situation in the Suiddock renders the 
  task of finding a place to stay very expensive.  
  There are few inns with a vacancy unless the 
  PCs offer a substantial sum of money.  
  Search and Destroy 
  With several of their comrades killed during 
  the Aubentag riots, the Suiddock Watch has 
  taken a more aggressive stance towards any 
  public agitation and the large assembly of 
  civilians.  In addition, the number of patrols 
  have increased with several earmarked to 
  search for and arrest members of ORDESA.  
  Their goal is simple: the eradication of the 
  organisation.  This mission is further fuelled 
  by the discovery of the body of Watch 
  Sergeant Kuilstier and the evidence found in 
  the flat beneath his own. 
   
  The Aubentag Riot has had a secondary effect 
  on the city.  The "Firebrand of Suiddock" (a 
  nickname given to Walewijn Droomer by 
  other underground dissenters and their 
  pamphlets) has caused great concern among 
  the ruling class: chiefly, Droomer's 
  demonstrated ability to whip up the masses 
  into an uncontrollable mob.  This, coupled 
  with his radical message of sweeping away 
  the current social structure and allowing the 
  commoners to choose their leaders, has 
  caused the Burgerhof to act.  They have called 
  upon the Black Caps in other districts to 
  support the Suiddock Watch and are offering 
  rewards for information leading to his capture. 
   
  If the PCs befriended the Watch, they are 
  invited to join the search and destroy mission. 
  If the PCs had not found a way to ally 
  themselves with the Watch, they can expect to 
  be harassed - or even arrested on suspicion. 
   
  Suiddockers have also reacted to the changed 
  environment.  Many are openly wearing 
  pieces of armour (mail shirt here, leggings 
  there) when they venture from the safety of 
  their homes.  Foot traffic has clearly 
  diminished with hostilities directed towards 
  outsiders and, behind their backs at least, the 
  Watch.  To make matters worse, a number of 
  agitators have tried to follow Droomer's lead.  
  Some of these have had the misfortune of 
  being caught by the Watch. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  55 
  If the PCs will attempt to talk to some 
  townsfolk about news or rumours then all 
  tests must be made with a base -15 modifier 
  to Fel, unless it’s someone with whom the 
  PCs were previously acquainted. 
  • “I tell you they found the body of an 
  agitator floating in the canal only an hour 
  after the Black Caps caught him posting 
  ORDESA pamphlets.  Serves the scum 
  right, I say.” 
  • “Did you hear about that riot that took 
  place in Handelaarmarkt on Marktag 
  morning?  They say someone named 
  Droomer incited the crowd.” 
  • “Times are changin’.  Did you hear 
  mercenaries have been hired to assist the 
  Black Caps.  If only I was younger…” 
  • “Things are getting worse, let me tell you.  
  The Black Caps have taken to bullying 
  citizens minding their own business.  
  Things cannot continue this way.” 
  • “Karl told me that rewards of one-
  hundred Guilders for the leaders of the 
  rioting have been posted.  I am of a mind 
  to get my father’s sword and look for the 
  lowlifes.  I could use the money.” 
  • “Lissen carefully, mate.  Dere is a truce 
  between Da League and da Bretonnian 
  and Tilean gangs.  Too many gang 
  members have died on each side.  Now is 
  not da time ta go it alone.” 
  • “Any fool caught sympathising with the 
  agitators risk getting worked over by the 
  Black Caps.” 
  • “Times like this make for strange 
  bedfellows.  I hear that enforcers from 
  The League have joined the Black Caps' 
  search for ORDESA agitators.” 
  • “Watch yer step.  The gangs are now 
  killing innocent people.” 
  • “They have no regard for the common 
  folk.  Town criers are saying the Great 
  Merchant Families are hiring mercenaries 
  in the event that the rioting spreads.  More 
  likely they want to save their own hides.” 
  • “Did you hear that a couple of members 
  of the Burgerhof have been killed in 
  Paleisbuurt?  Things are bad there, 
  murderers are still at large.” 
  • “I am not surprised about the rumours 
  that Rijkskamer members are barricading 
  their mansions.  You would think 
  someone was coming after them.” 
  • “I was on the docks when a shipload of 
  mercenaries arrived Marktag morning 
  bound for one of the merchant houses.” 
  • “Do not let the stories fool you.  I have it 
  on good authority that ORDESA 
  agitators are muscling in on The 
  League’s territory and rackets.” 
  • “I am going home to pack up my wife 
  and kids and get out of here.  I heard that 
  ORDESA is employing assassins to 
  bump off their opponents. I’m not going 
  to stick around for that and I suggest that 
  you consider doing the same.” 
   
  The Watch's version of search and destroy 
  starts with questioning people on the streets 
  about unusual activities.  Gatherings of several 
  individuals are prime targets.  Any suspicious 
  group is rounded up and taken to the Ward 
  Barracks for questioning.  As expected, most 
  people do not know much, or even if they do, 
  are not willing to talk without persuasion.  The 
  Watch, at times, will force themselves into 
  homes and roust any occupant whom they 
  deem an ORDESA sympathiser.  PCs helping 
  the Watch meet with the same suspicion, 
  loathing, and lack of co-operation usually 
  reserved for the Black Caps.  Reactions will 
  vary between fear and outright hostility. 
   
  Whether they are acting as agents of the 
  Watch or on their own, this encounter takes 
  place early on Backertag evening.  In a narrow 
  side alley, one of the PCs notices several 
  people arguing with obvious emotion and 
  overhears one of them uttering the names 
  “ORDESA” and “Droomer”.  The PCs have 
  1D3 rounds to act before the people in the 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  56 
  alley become aware of them and flee. Letting 
  them escape, though attractive to the 
  cowardly, will deny the PCs an opportunity to 
  learn critical information about ORDESA. 
  Should the PCs give chase use the rules on page 
  13 to determine how the action turns out. 
  Captured individuals will not freely talk without 
  some persuasion. Those who met in the alley 
  are: 
   
  Karel Hardnekkig:  Student radical, hard-
  line supporter, and lieutenant of Walewijn 
  Droomer.  Karel is willing to be a martyr for the 
  cause, but only if others learn from his example.  
  He is more than able to hold firm, even if 
  tortured, in front of potential followers.  If 
  isolated, Karel will be (comparatively) easier to 
  persuade to talk.  This is mainly due to his 
  concern that his death will be meaningless 
  without an audience.  He knows that following 
  Walewijn's main thrust is to use the masses to 
  overthrow and execute the current leaders of 
  Marienburg.  More uprisings are planned with 
  the next one likely to be in front of the 
  Staadtholder's Mansion. 
   
  He knows that a dark-haired beauty named 
  Klara has joined the movement with some of 
  her own followers.  She is Imperial, but he is 
  not sure from which province (he suspects 
  Sudenland). There's a meeting later tonight on 
  Luydenhoek Isle (he needs a bit more 
  persuasion to reveal the address of 10 
  Kleinvinger Steeg or the 11:00 P.M. start time). 
   
   
  Gustaaf Waferer:  Student from the University 
  who tends to join movements as a means of 
  finding acceptance.  Gustaaf is basically a wimp 
  looking for someone to lead him and "define his 
  life."  Any suggestion of violence (e.g. torture) 
  will reduce Gustaaf into a whiner pleading for 
  mercy.  He thinks Droomer has some strong 
  points in giving power to the people, but does 
  not really believe Walewijn intends violence.  
  However, he has not been to any meetings, but 
  is looking forward to being invited.  Gustaaf 
  thought he heard Karel say that there was one 
  tonight.  (He was too taken by Yvette to pay 
  attention.)  He believes the Watch started the 
  rioting. 
  Gustaaf did see a beautiful woman leaving the 
  Aubentag riot with Walewijn but he will only 
  offer this bit of information if directly asked 
  about the dark-haired woman. 
  Karel Hardnekkig, Agitator (ex-Student) 
  A son of a moderately successful and ambitious merchant, Karel is the epitome of a know-it-
  all student who believes that the older and less enlightened folk are, at best, fools.  A zealot 
  who sees Ruling Class conspiracies everywhere, Karel was more impressed by the ideas of 
  his History professor at the University, Walewijn Droomer.  As part of Droomer's Inner 
  Circle, Karel shared in his expulsion from the University (which, of course, was orchestrated 
  by the jealously and ignorance of the Board of Regents).  With the recent formation of 
  ORDESA, Karel has become the chief recruiter of the organisation. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  43 
  45 
  3 
  4 
  8 
  40 
  1 
  29 
  41 
  41 
  41 
  37 
  44 
   
  Skills: Arcane Language-Magick, History, Public Speaking, Read/Write (Reikspiel), Secret 
  Language-Classical 
  Equipment: Sword, Leather Jack (0/1AP body/arms), 2d10 Leaflets, and Purse (d6 Gu, 3d6 
  shillings, 2d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  57 
   
  Carlos Rodriguez Guzman Santana:  Thug 
  from the Estalian gang, "Los Muchachos 
  Grandes" who is posing (rather poorly) as 
  someone interested in the movement.  The 
  fact is Carlos likes the looting potential and 
  the violence.  He does not really give a hoot 
  about the group's ideals and will sell them out 
  for money.  He will not fold to threats or 
  torture (unless the latter is heavily applied) as 
  to do so is not in keeping with Carlos' 
  "macho" image of himself. 
   
  Carlos says there are many lovely ladies in the 
  group (such as a certain black-haired Imperial 
  beauty as well as a lovely Bretonnian señorita 
  with whom he was talking) who are in need of 
  a man.  He knows the next meeting is 
  sometime tonight on Kleinvinger Steeg in 
  Luydenhoek. 
  Carlos Rodriguez Guzman Santana, Protagonist (ex-Thief) 
  A typical Estalian gang member, Carlos sports a red bandanna identifying him as one of the 
  "Los Muchachos Grandes" (as opposed to the blue identifying "Los Malisimos" gang).  
  Taking part in the looting during the Aubentag riot, Carlos decided that jumping on the 
  ORDESA bandwagon will give him opportunities to enrich himself while giving him the 
  connections to challenge "El Jefe" for gang leadership.  As expected, Carlos believes in the 
  macho code which essentially means that he be a tough guy who never takes crap from 
  anyone.  Thus, threats of violence have no effect on him. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  40 
  41 
  4 
  3 
  8 
  47 
  2 
  48 
  28 
  30 
  50 
  34 
  45 
   
  Skills: Concealment Urban, Disarm, Dodge Blow, Evaluate, Ride-Horse, Secret Language-
  Thieves' Tongue, Secret Signs-Thieves' Signs, Silent Move Rural, Silent Move Urban, Speak 
  Additional Language (Reikspiel), Street Fighting, Strike Mighty Blow, Strike to Injure, Strike 
  to Stun 
  Equipment: Sword, Mail Shirt (1AP body), Bracers (1AP arms), Oversized Coat, Red 
  Bandanna tied about the head, and Purse (2d6 Gu, 4d6 shillings, 3d6 pennies) 
  Gustaaf Waferer, Student 
  A loner and only child of a hard working trader, Gustaaf is a type easily persuaded to join 
  groups shunned by those with better sense.  Always trying to please others in hopes of being 
  accepted and "liked", Gustaaf has a tendency towards hero worship and doesn't perceive 
  much beyond what is presented.  Should Gustaaf catch a hint that he might be rejected; he 
  becomes more clingy and whiny than normal for him. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  3 
  31 
  34 
  3 
  3 
  7 
  41 
  1 
  36 
  28 
  38 
  42 
  33 
  36 
   
  Skills: Arcane Language-Magick, Cartography, Consume Alcohol, History, Read/Write 
  (Reikspiel), Secret Language-Classical, Speak Additional Language (Breton) 
  Equipment: Sword, d3 Textbooks (for each knowledge skill), Writing Kit, and Purse (3d6 
  shillings and 4d6 pennies) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  58 
  Yvette Remuiste:  A Bretonnian spy from 
  Gisoreux masquerading as a radical University 
  student (though not as radical as Karel).  Yvette 
  fancies herself as a seductress who has the 
  ability to sweet talk any male in the group to 
  avoid any physical unpleasantness the PCs 
  might contemplate.  Failing that, she will 
  bargain any information she has on ORDESA 
  for leniency (or a healthy bribe). 
  Yvette knows that Walewijn Droomer is a 
  radical who plans to use commoners to 
  overthrow and exterminate the upper class.  
  He plans to set himself up as the leader of the 
  commoners (and hence, de facto ruler of 
  Marienburg).  She has seen that the glue that 
  holds ORDESA is Droomer.  No one else in 
  the group has the charisma, will, and vision to 
  succeed him. 
   
  There are a fair number of murderers, thugs, 
  and other opportunists (unlike herself, 
  naturally) swelling the ranks and a raven-
  haired woman (from some Imperial province) 
  and her entourage have joined Walewijn's 
  inner circle last Aubentag evening. She thinks 
  that a influential merchant is funding 
  ORDESA. 
  ORDESA’s leaders (Inner Circle) will next 
  meet tonight at 10 Kleinvinger Steeg on 
  Luydenhoek Isle.  The meeting is scheduled 
  for 11:00 P.M. 
   
  In most cases, the above individuals will, at 
  minimum, exchange information for their 
  lives (the only exception is Karel who wants 
  to be a martyr with an audience).  If the PCs 
  Yvette Remuiste (alias Jeanne-Marie Limon), Spy (ex-Gambler, ex-Charlatan) 
  A very attractive Bretonnian, Jeanne-Marie looks years younger (early twenties) than her age 
  (early thirties).  Gifted as a gambler and a spy, Jeanne-Marie has been in the service of the 
  king's cadet of spies, Les Sans Face, for six years.  Her teacher, Andre du Beaujalois, taught 
  her how to use her considerable charms to turn any situation to her advantage.  After 
  completing a successful tour in Quellenes, Jeanne-Marie was sent to Marienburg to find a 
  venue for mischief making with the goal of straining the relationship between Marienburg 
  and the Empire. 
   
  Taking the identity of Yvette Remuiste, she entered the University as a student from 
  Couronne whose father preferred to send her to the "best University in the Old World."  
  Eventually, Yvette was approached by Karel Hardnekkig and joined ORDESA in hopes of 
  finding a means to complete her mission.  Naturally, Yvette longs to leave this cold, fog-
  enshrouded city for her native Bretonnia.  Yvette is intelligent and very confident of her 
  abilities.  If confronted with a no-win situation, Yvette would rather flee than fight. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  58 
  54 
  3 
  4 
  10 
  54 
  2 
  58 
  53 
  55 
  71 
  54 
  71 
   
  Skills: : Act, Blather, Bribery, Charm, Concealment Urban, Cryptography, Dance, Disguise, 
  Evaluate, Flee!, Gamble, Linguistics, Luck, Mimic, Palm Object, Pick Lock, Public Speaking, 
  Read/Write (Breton, Estalian, Reikspiel, Slavic, and Tilean), Seduction, Shadowing, Silent 
  Move Urban, Sixth Sense, Speak Additional Language (Estalian, Reikspiel, Slavic, and 
  Tilean), Specialist Weapon-Fencing, Wit 
   
  Equipment: Rapier (I+10, W-1), Mail Shirt (1AP body) under tunic, Disguise Kit, Codebook, 
  and Purse (3d6 Gu, 2d6 shillings, and 3d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  59 
  found the flat beneath Watch Sergeant 
  Kuilstier's, they will probably want to question 
  them about his murder.  None of the four above 
  know of the murder though Karel and Carlos 
  would both express their approval.  Only Karel 
  and Yvette know with certainty that ORDESA 
  never planned on killing the Watch Sergeant.  
  There was nothing to gain by such a deed. 
  PCs may wish to interrogate any captive 
  member of ORDESA about the burning of 
  various buildings in the Suiddock (including 
  their boarding house).  Again, only Karel and 
  Yvette know for certain that setting fire to 
  buildings in the Suiddock was not part of any 
  plan.  If asked who would perpetrate such an 
  action, neither person really knows. Karel will 
  blame the upper class merchant families while 
  Yvette speculates that it is Imperial agents. 
   
   
  Rebels with a Cause 
  Anyone on Luydenhoek Isle can direct the 
  PCs to the south-western waterfront. 10 
  Kleinvinger Steeg is a small warehouse that 
  has been closed for a number of years.  The 
  large double doors in the front and the 
  windows (ten feet above the ground) are 
  boarded up, leaving the back door as the only 
  entry point (locked, CR 15). 
   
  During daylight hours, there is activity on the 
  waterfront and surrounding warehouses.  If 
  the PCs quietly observe the situation, they 
  will see no activity around.  The PCs will 
  notice that the stevedores are, unusually, 
  armed with hand weapons. Approaching them 
  can best be accomplished if they avoid using 
  whatever authority they believe they have.  If 
  the PCs foolishly put forth such authority, 
  then the 2d6+8 stevedores in the immediate 
  vicinity will ignore the pompous fools or a 
  fight will break out with a further d10+4 
  stevedores joining from nearby within d6+2 
  rounds.  Defeating the stevedores (wounding 
  or killing a quarter) will drive them off and 
  whatever information they have. 
  If the PCs successfully avoid confrontation, 
  the Stevedores will yield some or all of the 
  following information on a successful Fel test.  
  They know that no one has used 10 
  Kleinvinger Steeg in the last five years after 
  the previous owner, Herr Bruinwater, died 
  from the consumption. No one knows who 
  owns it now. Several uptown brats were 
  asking about the warehouse some days ago 
  but haven't been seen since. 
   
  The area surrounding 10 Kleinvinger Steeg is 
  deserted.  Thirty minutes before the meeting is 
  to begin, several armed students arrive and to 
  check the warehouse and immediate vicinity.  
  This is the ORDESA vanguard whose role is 
  to ensure that the location is secured for their 
  meeting.  The degree to which they are 
  concerned is predicated upon who (if anyone) 
  the PCs captured earlier.  Should the vanguard 
  find that the location is compromised, they will 
  flee in order to bring word to Walewijn 
  Droomer.  Luckily, ORDESA's vanguard is not 
  experienced.  As students, their thoroughness in 
  searching an area leaves much to be desired.  
  Unless they are totally inept, the hiding PCs 
  should escape detection.  Once satisfied, the 
  vanguard moves to the back of the warehouse, 
  and forces open the door. 
   
  Any PC successfully passing an Int test will 
  realise that there is a reasonable possibility 
  that ORDESA will view the vanguard's death 
  as being a chance encounter in the deadly 
  streets of the Suiddock.  Robbing the bodies 
  will further this perception.  At this point, a 
  couple of cultists will be sent forward to 
  check out the warehouse while the remaining 
  ORDESA members are fully alerted.  Should 
  the vanguard flee, the PCs can easily follow 
  them to the ORDESA Inner Circle.  
   
  Minutes before the commencement of the 
  meeting, the rest of ORDESA arrive in 
  several small groups.  Some of the other, 
  “important” members of ORDESA arrive on 
  their own or with another person.  The first 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  60 
  “large” group to arrive is Walewijn Droomer 
  with an entourage of five.  About five minutes 
  later, another group arrives and are led by a 
  tall, slender, black-haired woman, surrounded 
  by five people.  The PC who had the dream 
  [See “The Raven’s Message”, page 40] will 
  recognise the woman. 
   
  If the Helena Koel survived the incident at the 
  Crimson Claw, she will not appear here as 
  Klara has removed this competitor from the 
  world of the living.  Such is the gratitude of 
  Kháinites. 
   
  The PCs may use either opportunity to launch 
  a surprise attack.  The five protecting the 
  scholar will launch a frontal counterattack 
  against the PCs so that Walewijn can escape 
  to the warehouse (if Yvette was not captured 
  by the PCs, she will use the fight as a cover 
  for her retreat).  Unless the battle ends 
  quickly, Klara von Teufelheim's group will 
  hear the noise and move quickly to battle the 
  attackers.  The vampiric High Priestess of 
  Kháine's attack will be magical and directed at 
  a PC Wizard or Cleric.  At no time will the 
  Watch appear, they have other problems going 
  on at the moment. 
   
  If the PCs launch their attack at the second 
  group, Walewijn and his company will be out 
  of earshot of the fighting. 
   
  Should the battle go against ORDESA, Klara 
  will use the confusion to slip away.  Under no 
  circumstances will the Priestess endanger 
  herself to save ORDESA.  They have served 
  their purpose as unwitting pawns.  In the 
  event that it is the PCs who are 
  disadvantaged, they may well flee into the 
  night.  Klara will mark them for future 
  reckoning.  At this time, ORDESA declines to 
  chase down the routed PCs. 
   
  If the PCs wait until the meeting is well under 
  way to launch an attack, they will have to 
  figure out how to sneak into the warehouse 
  without being seen or heard.  Normally, two 
  guards at the door would be enough for 
  Walewijn.  If either Karel or Yvette were 
  captured earlier, one of Klara's entourage will 
  augment the normal detail.  Also, the entire 
  group will be alert to possible attacks. 
   
  Any PC searching the outside windows 
  discovers on a successful I test (+10 for 
  Excellent Vision) that a window in the back – 
  and furthest from the door – is not as well 
  boarded up as the others.  The boards are not 
  secured and the window glass missing.  A PC 
  with Scale Sheer Surface skill will find 
  enough handholds to easily reach these ten-
  foot high windows.  Further checking at the 
  window reveals that the roof of an interior 
  office is just beneath the window and 
  removing the two boards will require little 
  skill and a lot of luck (the PC must make a 
  Dex+10 test to remove one of the boards 
  silently).  Once both are removed, entry 
  through the window can be achieved.  Each 
  PC that tries to enter must first make a Dex 
  test to reach the window (automatic if they 
  have the Scale Sheer Surface skill) followed 
  by a successful I test (+10 for Contortionist, 
  Escapology skills) to get into the warehouse 
  silently and unseen.  Failure on either test 
  results in some noise (depending upon the 
  degree of failure), which will likely alert those 
  within (base 60% chance plus any modifier). 
   
  Should the PCs alert the group within, 
  ORDESA leaps to the attack.  If the PCs 
  successfully infiltrate the warehouse, they will 
  observe the following from Walewijn: 
   
  "Word on the street is that we, ORDESA, are 
  being blamed for the murder of the Watch 
  Sergeant... what's his name?" 
   
  Walewijn turns towards the woman who 
  introduced him to the crowd at the Aubentag 
  rally [Jolanda Rolgoers, “Armitage Books”, 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  61 
  page 51].  She answers him with "Kuilstier."   
  Walewijn continues: 
   
  "...Kuilstier.  We are also blamed for the fires 
  that raged across the Suiddock early this 
  morning.  I am not sure who framed us nor do I 
  care.  Why?  For the simple reason that these 
  acts put fear into the Ruling Class.  They are 
  now cowering behind the walls of their estates.  
  We could not have hoped for anything better.  
  We must now accelerate our timetable. 
   
  "Irina will go to the Ostmuur district and 
  gather her team to make a predawn attack on 
  several of the grand estates in Goudberg.  
  Keep away from the van Rugkil estate at this 
  time.  Not only have additional mercenaries 
  recently arrived there, but also I have other 
  plans for that House. 
   
  "Stefan, you will return to the University and 
  your charges.  Lead them to the Staadtholder's 
  Palace at dawn and surround it.  I'll be there in 
  the morning to rally support from the People 
  to ensure no interference from the Watch.  
  Not that I expect much as they'll be too busy 
  dealing with the fire and panic caused. 
  "Jolanda and Karel, you will gather our 
  Suiddocker followers and set additional fires 
  throughout the district.  Remember, there are 
  others with us who will wait for the fires to 
  signal them to fulfil the roles I have 
  previously assigned them. [GM Note: If Karel 
  did not escape the PCs earlier, then Walewijn 
  will name Yvette instead.  If neither is 
  available, then he names Vladimir.] 
   
  "Klara and her people will act as my escort.  
  They are capable of handling the unexpected.  
  Once we accomplish our initial tasks, the rest 
  will fall into place.  The People will see the 
  Ruling Class for what they are: cowardly 
  leeches that hide behind walls when they are 
  faced with what the People face in their daily 
  lives.  Immediately upon consolidating power, 
  we will rid ourselves of these parasites.  The 
  streets of Marienburg will run red with their 
  blood as we purge their ilk from this city.  
  Only then will we, who are the true 
  representative of the People take over the 
  government.  This is our destiny, even if all 
  who oppose me are put to the sword!" 
   
  By now the PCs should realise the true goals 
  of ORDESA and, in particular, Walewijn 
  Droomer.  In addition, the PCs should realise 
  that this is the opportunity to deal ORDESA a 
  fatal blow.  Attacking during or immediately 
  after the speech will gain the PCs automatic 
  surprise. If the fighting goes against them or 
  Walewijn is killed, the remaining members 
  will attempt to escape.  If Klara is slain, her 
  entourage will flee, leaving ORDESA to its 
  fate. 
   
  PCs who decide to avoid combat and reach 
  the Watch to alert them to ORDESA’s plans 
  will be met with scepticism and suspicion.  
  How did they come by that information?  Can 
  the PCs lead the Watch to the would-be 
  rebels?  Why did the PCs not try to bring one 
  of the leaders in for questioning?  Surely they 
  could have captured one of them when the 
  group dispersed.  Perhaps they should be 
  prepared to produce some evidence the next 
  time they wish the overworked Watch to react 
  to their wild stories. 
   
  If the PCs leave the area and did not bother to 
  alert the Watch, ORDESA’s plan proceeds, 
  resulting in property damage, deaths, injuries, 
  and a violent suppression of the rebels after a 
  day of rioting and mayhem.  Investigations 
  may soon follow and someone may have 
  noticed PCs lurking about when ORDESA 
  had their meeting.  Perhaps the PCs were on 
  the fringes of the seditious organisation? 
  Another possibility is that the PCs do attack 
  and are driven off.  They could simply run 
  away or they could then resort to laying an 
  ambush to waylay certain ORDESA members.  
  This approach will have some initial success 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  62 
  if the PCs launch their attack near the 
  warehouse.  If not, they may well miss the 
  different route that ORDESA members take 
  (each their own). 
  If the PCs ambush Walewijn, all members 
  of ORDESA and the cultists will come to 
  his aid.  At this point, Klara will watch to 
  see where this fight goes before committing 
  herself. 
   
  Searching Walewijn (dead or alive), the PCs 
  will find a note in his pocket [Handout #12]. 
   
  Handout #12 
   
  Droomer, 
  We have much to discuss about your future role in the new Marienburg.  Before further funds 
  become available, meet me at the White Shoal Café on Hightower Isle near the foot of the 
  Hoogbrug Bridge at 7:00 P.M. this Bezahltag.  Please come alone.   
    AvR 
   
  Walewijn Droomer, Demagogue (ex-Student, ex-Scholar, ex-Agitator) 
  Once Walewijn was a man with a mission to learn all he could of the Classical Old World.  
  Many were the days he could be found in the libraries of the University and Temple of 
  Verena.  Time after time, however, Walewijn had to suspend his scholarly pursuit to teach 
  basic Old World history courses to fulfil whatever obligations the University deemed 
  necessary.  One day Haam Markvalt (Marienburg: Sold down the River, page 99) gave 
  Walewijn an old text describing an experiment by an ancient city-state near Tilea with a 
  concept called democracy (demokratia in the classical tongue). 
  Intrigued, Walewijn shared this knowledge with his class.  As expected, the University was 
  less than pleased that Walewijn introduced such a revolutionary idea to impressionable 
  students.  Sensing that his life's mission was to see this concept become a reality, Walewijn 
  refused to stop. The University then expelled him along with several of his most ardent 
  supporters.  Walewijn left, threatening that "the world, as you know it, will come down on 
  your heads!" 
  With his group, Walewijn formed the Orde Democratisch Samenleving (ORDESA) and 
  began to lay plans to make his dream a reality in Marienburg.  He is more than willing to 
  sacrifice others to achieve his goals.  This willingness has become more pronounced since 
  Klara von Teufelheim joined the Inner Circle.  In some way, Walewijn is drawn to her as if 
  they were kindred spirits.  Little does he know her true nature. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  43 
  45 
  4 
  4 
  10 
  68 
  1 
  40 
  67 
  65 
  53 
  54 
  73 
   
  Skills: Arcane Language-Magick, Astronomy, Cartography, History, Identify Plant, 
  Linguistics, Luck, Magical Sense, Numismatics, Public Speaking, Read/Write (Breton, 
  Reikspiel, and Tilean), Rune Lore, Secret Language-Classical, Sixth Sense, Speak Additional 
  Languages (Breton and Tilean) 
  Equipment: Sword, Mail Shirt (1AP body) under tunic, Pamphlets, Purse (4d6 Gu, 3d6 
  shillings, 3d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  63 
   
   
  Irina Dopplezunge, Demagogue (ex-Student, ex-Agitator) 
  An Imperial demagogue sentenced to death for inciting violent riots in Talabheim and 
  firebombing several buildings, Irina fled to Marienburg fifteen months ago.  At first, she kept a 
  low profile in order to remain unnoticed by bounty hunters and Imperial agents.  Unfortunately, 
  Irina's anarchist leanings forced her to search for a cause worthy of her talents.  Eventually, she 
  heard and saw an opportunity to strike back against the oppressive ruling class. It didn't take 
  Irina long to find Walewijn and join his cause; not that she thinks he will succeed.  Irina enjoys 
  anarchy and believes Walewijn's movement will provide her with the means to enjoy herself. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  42 
  38 
  3 
  4 
  10 
  53 
  1 
  34 
  64 
  43 
  50 
  55 
  70 
   
  Skills: Arcane Language-Magick, Blather, Cartography, History, Public Speaking, Read/Write 
  (Reikspiel), Secret Language-Classical, Sixth Sense, Specialist Weapon-Incendiaries 
  Insanities: Pyromania 
  Equipment: Sword, Leather Jack (0/1AP body/arms), Tinderbox, 4 Incendiaries, Purse (5d6 
  shillings, 6d6 pennies) 
  Stefan Dwavolgen, Agitator (ex-Student) 
  A student of history, Stefan is an idealist who believes that the Ruling Class has exploited the 
  working class long enough.  All he has seen about him is the misery, suffering, and sadness of 
  the working class against the background of corruption and wanton pleasures of those in 
  power.  The fact that Stefan is the son of a well-to-do family and has never worked a day in his 
  life does not detract from his contempt for people like his father.  Stefan firmly believes that 
  Walewijn's way is the only one that will right all the past wrongs as well as finish the 
  "Marienburg revolution" (which began with the secession from the corrupt Empire). 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  39 
  41 
  3 
  4 
  8 
  46 
  1 
  28 
  43 
  42 
  46 
  32 
  41 
   
  Skills: Arcane Language-Magick, Astronomy, History, Public Speaking, Read/Write 
  (Reikspiel), Secret Language-Classical 
  Equipment: Sword, Leather Jack (0/1AP body/arms), 2d10 Leaflets, and Purse (4d6 shillings, 
  4d6 pennies) 
  Student followers of Walewijn Droomer (including ORDESA vanguard) 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  33 
  25 
  3 
  3 
  8 
  40 
  1 
  29 
  29 
  39 
  39 
  29 
  39 
   
  Skills: Arcane Language-Magick, History, Public Speaking, Various others. 
  Equipment:  Sword, Leather Jack (0/1AP body/arms), d3 Textbooks (corresponding to each 
  knowledge skill), Writing Kit, Pamphlets, Purse (2d6 shillings, 5d6 pennies) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  64 
   
  Klara von Teufelheim, Vampiric Cleric-Lvl 3 (ex-Initiate) 
  Conceived by incestuous parents on Geheimnistag amid the bloody sacrifice of the other von 
  Teufelheims, Klara was destined to be an instrument of Kháine.  Understandably, her 
  childhood was far from normal.  Killing and bloodletting were so routine that it became 
  second nature to Klara and her only joy.  At sixteen Klara became a High Priestess of Kháine, 
  succeeding her mother. 
  Sensing the rebellious mood of the peasantry in 1232 IC, she relocated the Temple of Kháine 
  from the castle to a hidden cave in the nearby mountains.  It was during this process that the 
  peasantry put an end to the von Teufelheims and their reign of terror.  Although now secured 
  in her mountain base, Klara was always concerned that Dwarfen scouts would uncover her. 
  In 1276 IC, the Dwarfs tired of her depredations on their Human neighbours and led a band of 
  Mórr Witch-Hunters to her mountain base.  Despite the power of Kháine she wielded, Klara 
  was killed by her foes and her body burnt.  Before her collected ashes could be further 
  sanctified, Klara's fanatical followers counterattacked and captured her ashes. 
  Klara has returned to the world to further Kháine's plans of murder and revenge.  To this end, 
  Klara plans to spread terror and murder throughout the city.  One method is the redirection of 
  ORDESA from a passionate, political movement to a more violent and bloody one.  The task 
  is made easier by Walewijn's petty hatreds, which Klara has been able to enhance (especially 
  after she seduced him). 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  63 
  61 
  5 
  6 
  21 
  67 
  4 
  57 
  62 
  66 
  63 
  68 
  66 
   
  Skills: Arcane Languages - Magick/Demonic Magick/Necromantic Magick, Cast Spells-
  Clerical 1-2-3, Demonic 1-2, Petty, Frenzied Attack, Hypnotise, Identify Undead, Magic 
  Awareness, Magical Sense, Manufacture Scrolls, Meditate, Public Speaking, Read/Write 
  (archaic versions of Arabian, Breton, Reikspiel, and Tilean), Scroll Lore, Secret Language-
  Classical, Seduction, Sixth Sense, Speak Additional Language (archaic words and speech 
  patterns of Arabian, Breton, and Tilean), Theology 
  Magic Points: 48 
  Spells:  
  Petty: Curse, Gift of Tongues, Magic Alarm, Magic Flame, Reinforce Door 
  1st Level: [Battle] Fire Ball, Steal Mind; [Demonic] Bind Demon, Summon Guardian; 
  [Necromancy] Hand of Death, Summon Skeletons 
  2nd Level: [Battle] Aura of Protection, Lightning Bolt; [Demonic] Stop Demonic Instability, 
  Summon Lesser Demons of Kháine; [Necromancy] Control Undead, Hand of Dust, Stop 
  Instability 
  3rd Level: [Battle] Animate Sword; [Necromancy] Life in Death, Raise Dead, Summon 
  Skeleton Horde 
  Disabilities: Animal Aversion (Stage 2) 
  Insanities: Hatred (Followers of Mórr, especially Witch-Hunters), Phobia (Dwarfs) 
  Equipment: Black Dress with Red and Yellow Trim, Sword, Staff (Carved from Human Bone). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  65 
   
  Where Are They? 
  Upon completion of the combat, the PCs may 
  well wonder where the Watch is.  Surely, 
  someone would have heard all the noise of the 
  fight and called them, but there are none to be 
  seen. Instead, the PCs will see Suiddock in 
  flames.  Shouts and screams can be heard 
  across the Bruynwater Kanaal with a number of 
  silhouetted figures running in panic.  Looking 
  in other directions reveals other portions of 
  Luydenhoek and Stoessel Isles are also alight. 
  Characters with Sixth Sense will suddenly realise 
  that something close by is watching and moving 
  towards them.  Other PCs must pass a Listen test 
  for soft noise (+10 for Acute Hearing) in order to 
  avoid surprise.  The PCs have inadvertently 
  placed themselves in the escape route of three 
  Skaven Gutter Runners.  With blades swinging, 
  the Skaven rush the PCs in the hopes of scaring - 
  if not killing - them. ORDESA captives  use the 
  opportunity afforded by the Skaven attack to flee 
  into the night.  The Skaven do not intend to get 
  drawn into a prolonged battle.
   
  Clan Eshin Gutter Runners, Skaven 
  Clan Eshin Gutter Runners scout far ahead of Skaven hordes, seeking the enemy, ensuring the 
  element of surprise, and stirring the rat packs of cities into action.  They are also used to spread 
  fear and create havoc to cover Skaven slaving raids. These have the smell of oil about them. 
   
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  48 
  40 
  3 
  4 
  10 
  55 
  2 
  39 
  34 
  34 
  28 
  39 
  24 
   
  Skills: Concealment Urban, Follow Trail, Scale Sheer Surface, Shadowing, Silent Move Rural, 
  Silent Move Urban, Specialist Weapon-Lasso, Specialist Weapon-Net, Specialist Weapon-
  Throwing Knife, Strike Mighty Blow 
   
  Equipment: Sword with serrated edge (S+1) coated with poison (+d3 additional W unless 
  Poison test successful), Garrotte, Leather Jack (0/1AP body/arms), 4 Throwing Knives (R 
  4/8/20, ES C), Dark Clothing 
  Klara von Teufelheim, continued 
  Special Rules: Klara may control friendly Undead within 24 yards in the same way as a 
  Necromancer.  Her gaze can have a hypnotic effect: this ability costs 2 Magic Points to use, but 
  if the victim fails a WP test he or she will become the Vampire's slave, even clearing away garlic 
  and other protections so she can feed.  Each time Klara feeds, the victim is allowed a further WP 
  test to throw off the compulsions. She can only control one person in this way at any time and 
  must be within 4 yards of the victim. 
  As a Vampire of Kháine she does not need to expend 10 Magic Points in order to survive.  This 
  is because she is powered by Kháine's hatred for all things living.  Klara may recover Magic 
  Points by meditation or draining the life force from living humanoid creatures.  Each wound or 
  Strength loss on the victim's part gives her 1 Magic Point (she cannot exceed her MP total).  
  Klara can use Magic Points to change from one form to another as well as casting spells.  Each 
  change costs 2 Magic Points and takes a full round to complete.  She may travel abroad on 
  cloudy days, but is unable to use her vampiric abilities until nightfall.  In physical form, if slain 
  by normal weapons, she will be instantly turned ethereal and lose all remaining Magic Points.  
  She will then reform in her coffin where she must stay for three nights.  At that time, she can 
  resume her activities.  She will be in a weakened state until she is able to refresh herself by 
  either drinking blood or using the Withering Hand of Kháine spell [see page 108].  
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  66 
  Act Three: Anarchy 
   
  Three Skaven assassins are sent to capture 
  Walewijn Droomer and bring him to Alfons 
  van Rugkil.  The Watch are also looking for 
  the PCs and bring them to meet Reiner 
  Derschakal. Derschakal realises they know 
  too much and to give himself time, arranges to 
  meet them the next day.  Elisabeth van Rugkil 
  becomes aware of this and murders him.  
   
  Elisabeth van Rugkil finally reveals herself to 
  the PCs, but they are attacked and separated.  
  They know enough to think that she has been 
  taken to the Alfons van Rugkil mansion.  
  There Alfons van Rugkil is ready to launch 
  his assault to “save” the city but his body is 
  mutating.  
   
  The Skaven forces launch their attack and 
  chaos reigns in the city. Nothing can be done 
  to stop them. However, the PCs actions will 
  decide how much damage is done. 
   
   
  Need A Place to Rest? 
  By this time, the PCs need a well-deserved 
  rest.  The threat of ORDESA and the 
  resurgent Cult of the Scorpion will have 
  hopefully been eliminated.  If not, the arrival 
  of the Skaven will put the two groups in the 
  background for the duration of the adventure.  
  Cold-hearted GMs may decide that the PCs' 
  current place of lodging has become a victim 
  of the latest fires. GMs taking pity on the PCs 
  will allow them to find their lodgings 
  undisturbed...for the moment. 
   
  Around them, fires rage for the remainder of 
  the night.  After setting the fires, the Skaven 
  Gutter Runners retreated into the sewers.  
  Anyone who had the misfortune to cross their 
  path (except the PCs) have been slain or 
  dragged off.  Unless the PCs had the foresight 
  to take a slain Skaven with them, the corpses 
  have been removed by other Gutter Runners.  
  Without proof, it is unlikely that anyone will 
  believe the PCs' story that Chaos Ratmen are 
  attacking the city. 
   
  In the predawn hours, a thick damp fog rises 
  helping those battling the fires to succeed in 
  their endeavours.  Almost all the fires have 
  been extinguished when the fog gives way in 
  the early afternoon to overcast skies.  The 
  darkening clouds to the north indicate that a 
  storm will likely be arriving by evening. 
   
  Those that need medical help they can obtain 
  a referral from the Suiddock Watch or one of 
  the staff at their once local tavern (for the sake 
  of this scenario this is the familiar 
  Shipwrecked Tavern).  Those in the Watch 
  usually see Doktor Rudolf Haamhand on 
  Luydenhoek Isle near the Nederbrug Bridge.  
  Doktor Haamhand usually gives a discount to 
  members of the Watch (1 Gu per visit paid by 
  the Watch Captain) and those they refer (1 
  Gu, 10 shillings). His office is reasonably 
  clean and his student, Birgitte van 
  Westenmoeras, assists him. 
   
  The staff of the Shipwrecked Tavern will send 
  their customers (mostly those who have the 
  misfortune of being within the reach of Olaf 
  when he explodes) to the local herbalist, 
  Halfling Samuel Branmuffin.  Located just a 
  couple of blocks upriver on Sikkeleiland Isle, 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  67 
  Sam maintains an immaculate workshop filled 
  with aromatic herbs and spices.  Sam’s small 
  and vicious dog Spat guards the premises.  
  Depending upon the need of the individual, 
  Sam will charge anywhere from 10 shillings 
  to 1 Guilder per visit.  Usually, he will allow a 
  patient to barter foodstuffs of equal (or 
  greater) value instead of paying in coin.   
   
  During the afternoon, rumours begin to 
  circulate the Suiddock regarding the previous 
  night.  The PCs will pick up some of the 
  following throughout the remainder of the day: 
   
  • “I hear that the fires were set by ORDESA 
  to cover their uprising.” 
  • “Did you hear that the ORDESA leaders 
  fled to Bretonnia to escape the Black 
  Caps?  Bloody cowards!” 
  • “I tell you, you cannot trust anybody.  I 
  heard that the ORDESA leaders have 
  reached an agreement with the Directorate 
  to stop the bloodshed.” 
  • “I’ll wager you five shillings that 
  members of the Ward Council secretly 
  belong to ORDESA and fled with them.” 
  • “I have heard that mansions north of the 
  Rijk were torched and the guards slain.” 
  • “Believe me when I say that anarchists 
  from Bretonnia were behind the fires.  
  They are no doubt in league with the 
  Sigmarites in Altdorf.” 
  • “I will tell ya what I think.  It was the Fen 
  Loonies who snuck across from 
  Doodkanaal.  They have sought revenge 
  on Marienburg for years.” 
  • “Smugglers will be happy.  Word has it 
  that the River Watch lost several vessels 
  during the fire.” 
  • “Several Black Cap barracks went up in 
  flames and a number of Black Caps slain, 
  so my brother-in-law tells me.” 
  • “Listen, looting occurred all over the city 
  during the fires.  Makes it unlikely that 
  you’ll be caught don’t it.” 
  • “At least we weren’t the only ones to 
  suffer.  I’ve heard tales that a number of 
  the Staadtholder's own men were slain.  
  Most likely ORDESA or some gang killed 
  them.” 
  • “The joke is that the garrison has been 
  moved to the richer districts to help the 
  Black Caps there restore some order.  
  That’ll be the day.  All other Wards and 
  their Black Caps are left to their own 
  devices.  Lucky for them.” 
   
  If the PCs have shown no interest in heading 
  to the White Shoal Café, a young girl runs up 
  to the PCs sometime late in the afternoon of 
  Bezahltag.  “’Ere, sirs, a woman paid me to 
  give this to you.”  She hands the PCs a cloth 
  which contains a note inside its folds 
  [Handout #13].   
   
  Handout#13 
   
  Did you realise that Walewijn Droomer, 
  leader of ORDESA had an appointment to 
  meet an important individual tonight?  Are 
  you interested?  It is to be at the White 
  Shoal Café on Hightower Isle near the foot 
  of the Hoogbrug Bridge at dusk.  Don't be 
  late. 
  The letter is folded twice on rather non-
  descript, but well-made paper.  The cloth is 
  actually a silk handkerchief with a stylised 
  "R" surrounded by a bed of tulips 
  embroidered in royal blue thread. 
   
  The lass knows nothing of the design of the 
  handkerchief, but does stay awaiting for some 
  payment.  Five pennies will do.  She does not 
  have a description of the woman since the 
  woman had a dark cloak and her hood pulled 
  well over her eyes and her hair was hidden.  If 
  asked where she met the woman, the girl 
  points back a few streets, “Over there.”  There 
  is no one standing there at the moment.  Any 
  attempt by the PCs to track down the elusive 
  woman will fail.  
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  68 
  Doktor Rudolf Haamhand, Physician (ex-Watchman, ex-Physician's Student) 
  Rudolf is an ex-Suiddock Watchman who decided that cracking heads appealed to him less 
  than bandaging wounds and healing the sick.  Given Rudolf's mediocre service as a 
  Watchman, the Watch Captain was more than willing to pull some strings to get Rudolf 
  apprenticed to the current Watch physician, Hendrick Botmes.  Rudolf was an apt pupil who 
  proved to be an asset to the Watch, especially since his mentor was killed in a barroom brawl 
  within six months.  Eighteen years has passed since then and Rudolf has patched up more 
  Watchmen than he can remember.  Only recently did Rudolf take on a student to assist him. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  43 
  42 
  4 
  4 
  9 
  41 
  2 
  62 
  50 
  63 
  53 
  56 
  39 
   
  Skills: Acute Hearing, Cure Disease, Disarm, Heal Wounds, Manufacture Drugs, Prepare 
  Poisons, Read/Write (Reikspiel), Scroll Lore, Secret Language-Classical, Strike Mighty 
  Blow, Strike to Stun, Surgery 
  Equipment: Sword, Leather Jack (0/1AP body/arms), Black Bag (containing Medical 
  Instruments), and Purse (5d6 Gu and 4d6 shillings) 
   
   
   
   
   
   
   
   
   
   
  Birgitte van Westenmoeras, Physician's Student (ex-Student) 
  The third daughter of a moderately successful merchant, Birgitte spurned her father's effort to 
  find her a suitable husband.  Tough-minded and very independent, Birgitte wanted a life that 
  would give her purpose.  She enrolled at Count Hendryk's College of Navigation and Sea 
  Magicks with the aspiration of becoming a scholar.  Birgitte soon tired of academia, however, 
  and decided that debating the finer points of some insignificant historical event rather boring.  
  Searching for something "more active" and more to her liking, Birgitte was referred to Doktor 
  Haamhand by a physician friend of hers.  Rudolf was impressed with Birgitte's intelligence 
  and enthusiasm and took her on as an assistant. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
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  Cl 
  WP 
  Fel 
  4 
  35 
  31 
  3 
  4 
  8 
  39 
  1 
  31 
  33 
  45 
  39 
  32 
  41 
   
  Skills: Ambidextrous, Arcane Language-Magick, Consume Alcohol, Cure Disease, Heal 
  Wounds, History, Read/Write (Breton and Reikspiel), Scroll Lore, Secret Language-Classical, 
  Speak Additional Language (Breton) 
  Equipment: Sword, Dagger (I+10, S-2, Parry -20), Medical Instruments (battered) in Case, 
  and Purse (2d6 Gu and 3d6 shillings) 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  69 
   
  The White Shoal Café 
  PCs arriving at the White Shoal Café, located 
  at the waterfront near the foot of the 
  Hoogbrug Bridge. They will also notice that 
  the place is closed tight.  Closer inspection 
  reveals that the windows are shuttered and the 
  doors locked (CR 15). 
   
  Should the PCs ask around, the White Shoal 
  was closed a couple of days ago by the 
  nervous owner who decided that a holiday 
  was in order.  Things have also been slow on 
  Hightower Isle as the 'Change has been 
  virtually shut down by all the recent troubles.  
  Only the Watch patrols have been in evidence 
  in their attempts at keeping the peace.  If any 
  are asked about van Rugkil, the only response 
  the PCs will get is that van Rugkil is one of 
  the merchant families and lives across the 
  Hoogbrug with "the rest of his kind." 
   
  Samuel "Sam" Branmuffin, Herbalist (ex-Rat Catcher) 
  Sam was the third of ten children born to Tom and Berda, owners of "The Sweet and Sour 
  Spice Shop" in the Halfling Quarter in Altdorf.  As a rat catcher working the sewers, Sam 
  witnessed a number of unsavoury activities taking place underneath the streets of the Imperial 
  capital.  On one occasion, Sam was spotted by a group of cultists making their way to a secret 
  meeting.  Knowing his days were numbered, Sam stowed away on a barge bound for 
  Marienburg.  Rat catching proved very lucrative in Marienburg and soon Sam was able to 
  finally escape the sewers.  Unfortunately, he still resides in the Suiddock... 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  3 
  35 
  44 
  2 
  3 
  6 
  58 
  1 
  56 
  19 
  48 
  35 
  41 
  48 
   
  Skills: Acute Hearing, Animal Trainer-Dog, Arcane Language-Druidic, Concealment Urban, 
  Cook, Cure Disease, Drive Cart, Heal Wounds, Herb Lore, Identify Plant, Immunity to 
  Disease, Immunity to Poison (Beastbane, Manbane, and Spider Venom), Prepare Poisons, 
  Read/Write (Reikspiel), Secret Language-Classical, Secret Language-Guilder, Set Trap, Silent 
  Move Rural, Silent Move Urban, Specialist Weapon-Sling, Spot Trap 
  Equipment: Axe, Dagger (I+10, S-2, Parry -20), Sling (R 24/36/150, ES 3, 1 round to load 
  and fire) and ammunition, Pestle and Mortar, Sling Bag with Dried Herbs, d6 Animal Traps, 
  and Purse (4d6 shillings and 5d6 pennies) 
  Spat, Small and Vicious Dog 
  Orphaned at an early age, Spat was rescued from a Tilean Manhound attack by Sam.  How the 
  large hound found its way into a nearby canal was anyone's guess, but Spat didn't complain.  
  In gratitude, he joined the Halfling and learned the skills of a ratter.  In combat with the lowly 
  rodents, Spat is extremely vicious (treat Spat as subject to frenzy against these vermin).  
  Sometimes his temperament is directed to rats of the two-legged variety (not necessarily 
  limited to Skaven). 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  6 
  41 
  0 
  2 
  2 
  2 
  30 
  1 
  0 
  43 
  14 
  43 
  43 
  0 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  70 
  Shortly before dusk the rain begins to fall.  Any 
  PC with a background as a Ranger or Cleric of 
  Taal will realise the storm is going to last all 
  night with only an occasional respite. The rain 
  will steadily pour and reduce visibility to about 
  ten yards during the remainder of daylight.  The 
  PCs can find a sheltered area where they can 
  observe the cafe and remain fairly dry or they 
  can break into the White Shoal and await van 
  Rugkil's arrival. 
   
  Assuming that the PCs choose the first option, 
  they will see no activity from within the 
  White Shoal until minutes before seven.  At 
  that time the door to the café will open from 
  the inside.  Within the White Shoal are three 
  Clan Eshin Night Runner assassins waiting 
  for the PCs - whom the Skaven believe to be 
  Walewijn Droomer and his escort - to enter.       
  The Skaven were sent by van Rugkil's 
  associates to capture the ORDESA leader and 
  his woman as well as exterminate his 
  associates.  Since Humans closely resemble 
  one another to Skaven eyes, the Night 
  Runners will try to capture the male PC who 
  most resembles Walewijn and any female PC 
  with dark-coloured hair.  If that task is too 
  risky for the Skaven, they attempt to kill 
  everyone.  Should they be losing the battle 
  anytime after three rounds, the Skaven will 
  use any means of escaping.  In the event they 
  capture a PC, the Skaven will drag their 
  captive through the secret door near the cellar 
  to the adjacent canal.  From there, it's a small 
  walk to a sewer outlet, which leads (after 
  several twists and turns) to one of the few 
  Skaven openings into Marienburg's sewers.  
  Should the PCs try to flee, the Skaven will not 
  give chase.  The Night Runners’ response 
  would be to toss poisoned throwing stars into 
  the PCs’ cowardly backs.  They could then 
  follow the PCs at leisure and slit their throats. 
   
  Any attempt to set up their own ambush 
  inside the White Shoal is doomed to failure 
  unless the PCs first check out the layout of the 
  cafe.  The front door leads to a dining area 
  where the tables and chairs are set as if the 
  cafe was ready to open.  Most of these along 
  the wall are partitioned from one another for 
  added privacy.  A podium stands next to the 
  door upon which a book labelled 
  "Reservations" sits closed.  Anyone with 
  knowledge of the upper crust of Marienburg 
  society will recognise several names (van der 
  Kuypers, among others).  As the book only 
  covers the previous month, there is no 
  mention of van Rugkil on any page.  The 
  pages with the previous two days and the next 
  five have a red slash across each and are 
  marked ‘Cancelled’.  On the far wall are a 
  double door (middle) and a single door (to the 
  far left).  The single door is marked ‘Latrine’. 
   
  The double doors lead to a large kitchen area.  
  Everything is clean and in its proper place and 
  there are enough spices to give a Halfling 
  pause.  Two other doors exit the kitchen, one 
  in the rear wall is locked from this side and 
  opens to a balcony with a staircase leading to 
  the docks below.  The right door leads to a 
  staircase.  Upstairs are the living quarters of 
  the owner, his family, and several employees 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  71 
  (nothing of interest or much value there).  
  Downstairs leads to a landing before 
  continuing down to another closed door.  
  Through this door is the cellar that is cut into 
  the bedrock and serves as a meat locker.  At 
  the landing is a secret door leading to the 
  adjacent canal.  It is through this door that the 
  Skaven enter. 
  If the PCs have not discovered the secret door 
  before the Skaven enter, then the Night 
  Runners achieve surprise and the fight 
  proceeds.  Should the PCs discover the secret 
  door (on a successful Search test), they may 
  conclude that something unpleasant could 
  come through there.  Even if the Skaven are 
  surprised, they will still try to complete their 
  mission. 
   
  Into the Sewers 
  No matter which exit the Skaven take they 
  will try to cross the adjacent canal.  This 
  means that they must descend the patio stairs 
  to the docks below (unless they left through 
  the secret door) and proceed over a footbridge 
  crossing the canal.  Fifteen yards from the 
  canal is the sewer opening. 
   
  Chasing after the Skaven in the rain creates 
  some problems.  Modification to the chase 
  rules (see above) should include applying a 
  modifier of –10 to any I tests in order for 
  quarry and pursuer to maintain their footing, 
  as the cobblestones are wet and the footing 
  treacherous.  Thirty yards within the sewer is 
  the opening of the Skaven tunnel.  As it is set 
  a few feet above the two foot wide sewer 
  walkway, the tunnel is dry and the 
  modifications to the I tests no longer needed. 
   
  Only other considerations for the chase are: 
  • Heavily wounded Skaven and those 
  burdened with a captive (if any) will be 
  slower (-2 generally) than their base M 
  score while any burdened Skaven will be 
  easier to keep in sight (+10 modifier to 
  pursuer's I) 
  • The rain limits visibility (-10 modifier to 
  pursuer's I if pursued moves further than 
  15 yards). 
   
  Once they have entered the sewer, the PCs 
  need light.  With light from they see a number 
  of small (three foot wide) sewer lines 
  emptying into this major line.  Most of these 
  lines drain right beneath the walkway while a 
  Clan Eshin Night Runner Assassins, Skaven 
  Clan Eshin Night Runners are the Skaven assassins who are often active at night.  Their main 
  role is to slay foes in dark places, infiltrate enemy cities, sow fear in their enemies, and prepare 
  the way. 
  Current Profile: 
  g 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  63 
  55 
  4 
  4 
  13 
  70 
  4 
  54 
  44 
  44 
  38 
  49 
  34 
   
  Skills: Concealment Rural, Concealment Urban, Disguise, Follow Trail, Marksmanship, 
  Prepare Poisons, Scale Sheer Surface, Shadowing, Silent Move Rural, Silent Move Urban, 
  Specialist Weapon-Net, Specialist Weapon-Parrying, Specialist Weapon-Throwing Knives, 
  Specialist Weapons-Throwing Stars, Strike Mighty Blow 
  Equipment: Sword, Skaven Assassin Dagger (I+10, S-2, Parrying -20: If wounded, victim 
  must make an immediate Poison test or be paralysed for 2D6 rounds), Mail Shirt (1AP body) 
  under Dark Clothing, 2 Skaven Throwing Stars (R 4/8/20, ES C: Poison as dagger), Garrotte 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  72 
  few drop from above.  The main sewer is 
  anything but straight causing the effluent to 
  pool during drier times.  With the rain, most 
  of the sewage is washed away. 
   
  In other times, the secret door of the Skaven 
  would be unnoticed by any wandering through 
  the sewers.  Due to their haste and wounds, 
  the Skaven do not take the time to properly 
  close the door.  PCs have no trouble finding 
  the door.  They find the six to seven foot high 
  tunnel roughly cut in the bedrock and of 
  shoddy workmanship.  Support beams are 
  thrown up in a number of places with an 
  occasional one looking as if it may give at any 
  moment.  Anyone with the Mining skill may 
  test vs. Int (+20 for Dwarfs) to recognise that 
  the tunnel is descending deeper under 
  Marienburg as it twists and turns. 
   
  After several minutes, the PCs hear angry 
  voices around the next bend.  Any PC sneaking 
  will hear the conversation on a successful 
  Listen test (+10 for Acute Hearing) for normal 
  sound.  Those who sneak a peek see a large 
  man with long black hair and beard in dark 
  clothing speaking to the Skaven who recently 
  fought the PCs.  The man is Oldrick Sterkarm 
  is one of van Rugkil’s men.  He can be seen 
  holding a lantern in one hand while the other 
  remains at the ready.  The PCs may spot a royal 
  blue "R" on the back of his brown gauntlets on 
  a successful Observe test (+10 for Excellent 
  Vision). 
   
  If the Skaven captured a PC (or two), then the 
  captive(s) will have their feet and hands 
  bound.  The argument between the man and 
  one of the Skaven will generally be as 
  follows: 
   
  "Damn your rat-eyes!  This is not the one 
  you were sent to capture.  He (or she) does 
  not remotely resemble the description you 
  were given." 
   
  "Manthings looklook the same.  It closest!  
  No others!" 
   
  "My boss and your boss made a pact 
  regarding the man (and woman) you were 
  sent to bring in.  You didn't get the job 
  done.  Now there's going to be hell to pay." 
   
  "Manthings too tough.  Needneed more 
  Skaven to finish them.  What about this 
  one?  Taketake to your master?" 
  "Won't do any good.  Just kill them and be 
  done with it." 
   
  Any delay on the PCs part, like planning the 
  rescue, will result in the captive's death.  If the 
  PCs insist on taking their time, a few loud 
  screams of pain from the captive(s) may bring 
  them to their senses.  Otherwise, the man 
  turns to leave while the Skaven slowly and 
  sadistically kill their prisoners. 
   
  If the Skaven failed to capture a PC, the 
  following is the course of the conversation: 
   
  "Damn your rat hide!  Where are the ones 
  you were sent to capture?" 
   
  "Manthings too tough.  Needneed more 
  Skaven to capture one and killkill others." 
   
  "My boss and your boss made a pact 
  regarding the man (and woman) you were 
  sent to bring in.  You didn't get the job 
  done.  Now there's going to be hell to pay." 
   
  "Manthing wantwant other manthings?  
  You do." 
   
  "No time to show you how to get it done 
  right.  I have to report this failure.  Make 
  sure you closed the way in here." 
   
  The man turns to leave further down the 
  tunnel while one of the Skaven stares at his 
  back and makes stabbing motions.  The Night 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  73 
  Runners then turn and head back towards the 
  secret door and straight into the waiting PCs. 
   
  Should the PCs attack at any point, Oldrick 
  and his Skaven allies will try to retreat down 
  the tunnel.  Their objective is to reach a 
  nearby, hidden lever with which to trigger a 
  cave-in - and block this tunnel - between them 
  and the PCs.  The Skaven tactic is simple: 
  block the PCs from going further down the 
  tunnel until their Human ally and one of the 
  Night Runners succeeds in triggering the 
  cave-in.  Once the passage has been 
  effectively blocked, those Night Runners still 
  alive will try to flee past the PCs to the safety 
  of the sewers.  If the PCs get past the Skaven, 
  or target their Human ally with some sort of 
  spell, they will get a chance to meet van 
  Rugkil's champion, Oldrick Sterkarm.  
  Oldrick's primary goal at this point is to elude 
  capture.  If that possibility is denied to him, he 
  will do all he can to eliminate his foe.  No 
  matter what happens, Oldrick or one of the 
  Skaven should succeed in triggering a cave-in 
  to block the PCs. 
   
  Warning 
  After battling the Skaven, PCs may seek the 
  Suiddock Watch to warn them of the Chaos 
  Ratmen's involvement.  They have a 5% 
  cumulative chance per round of finding a 
  patrol.  Given that it is night, raining, and 
  many places are in ruins; the City Watch may 
  not be in the mood for wild stories of 
  creatures invading from the sewers nor talk of 
  hidden tunnels.  Without any direct proof, 
  PCs must pass a Fel-30 test to convince the 
  Watch patrol that something serious is going 
  on.  Failing the test by more than 30 results in 
  the Watch believing that the PCs are either 
  paranoid fools (at best) or troublemakers (at 
  worse).   
   
  Nevertheless, all Suiddock Watch patrols 
  have been told to keep an eye out for the PCs 
  Oldrick Sterkarm, Judicial Champion (ex-Mercenary, ex-Protagonist) 
  Tired of spending days patrolling the Grey Mountains for the Imperial army, the 6 ft 3 in 
  Oldrick returned to Marienburg in hope of securing more suitable and pleasurable work.  At 
  first, he enjoyed picking fights with those upper class snobs who slummed in the Suiddock 
  with their bodyguards.  Money was easy then, but soon he became too well known and most 
  people shied away from him.  With the loss of income, the foul-tempered Oldrick took out his 
  frustrations on the Suiddocker low-lifes.  His reputation as a troublemaker became well known 
  to the Suiddock Watch spending many a night in jail.  During one such night, Alfons van 
  Rugkil arranged for Oldrick's bail and hired him to be his personal champion.  Since then, he 
  has become a confidant and close personal friend. 
  Current Profile: 
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  Dex 
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  4 
  66 
  41 
  4 
  4 
  11 
  52 
  3 
  39 
  44 
  43 
  54 
  37 
  44 
   
  Skills: Ambidextrous, Animal Care, Disarm, Dodge Blow, Public Speaking, Read/Write 
  (Reikspiel), Ride-Horse, Secret Language-Battle Tongue, Specialist Weapon-Fencing, 
  Specialist Weapon-Fist, Specialist Weapon-Flail, Specialist Weapon-Lasso, Specialist 
  Weapon-Net, Specialist Weapon-Parrying, Specialist Weapon-Two-Handed, Street Fighting, 
  Strike Mighty Blow, Strike to Injure, Strike to Stun 
  Equipment: Sword, Mail Shirt (1AP body) under tunic, Vambraces (1AP arms), Gauntlets 
  embroidered with the van Rugkil "R", and Purse (4d6 Gu, 5d6 shillings). 
  
  Conspiracy 
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  74 
  and escort them to the Watch Barracks.  Their 
  presence has been requested - and that’s all 
  this patrol knows. 
  Soaking wet from the rain, the PCs enter a 
  Barracks in disarray.  A number of Suiddockers 
  are at the front desk demanding that the duty 
  Watchman and his fellows do more to protect 
  them and their businesses.  There are few 
  Watchmen here to contain the group should 
  they become more than just boisterous.  
   
  The PCs are then escorted to a back office.  
  Seated behind the desk is a man in a dark 
  brown trench coat with an aquiline nose, icy 
  blue eyes, and receding brown-grey hair.  Upon 
  their entry, the man removes his wide brim hat 
  from the desktop and, if they have the Skaven 
  body, motions them to place the corpse there.  
  The man then introduces himself as Reiner 
  Derschakal.  Before he answers any of the PCs' 
  questions, Reiner asks each of them their 
  names and how they came to be involved with 
  the current situation in Marienburg.  As he 
  obtained access to Kuilstier’s files (though he 
  may reluctantly reveal that fact), Reiner does 
  know everyone's names already, but needs to 
  put a face to them. 
   
  The PCs may be unwilling to confide in Reiner 
  without more information.  All Reiner divulges 
  is that he has been hired by "someone 
  influential" to determine whether the PCs could 
  be trusted with sensitive information and act 
  with utmost discretion.  Reiner does not 
  respond to further questioning until the PCs 
  answer all of his questions. 
   
  Reiner's job is to get a detailed, exacting 
  account of the PCs' actions, suspicions, and 
  understanding of the situation.  Intelligent, 
  Reiner quickly leaps on any inconsistency in 
  the PCs' story with further questions.  After a 
  grilling interrogation, he tells the PCs that his 
  employer has authorised him to hire them for a 
  specific task.  Reiner refuses to give details at 
  this time.  His only stated concern is whether or 
  not the PCs are interested.  As a matter of fact, 
  whatever the PCs divulge of their knowledge is 
  more than Reiner thought they could achieve.  
  He knows that he will need time to come up 
  with a plan and make the proper arrangements 
  to eliminate the threat the PCs represent. 
   
  If they are interested, Reiner tells them to be in 
  the basement area of the Great Library of 
  Verena furthest from the stairs at noon 
  tomorrow (Guilstag).  There they can discuss 
  the details regarding the task and their 
  compensation.  Reiner then tosses the PCs a 
  glove with an "R" surrounded by a bed of 
  tulips, all of which is embroidered in royal 
  blue.  He informs the PCs that the glove was 
  found at the scene of a fire in the warehouse 
  district on Luydenhoek Isle.  He then instructs 
  the PCs to bring the glove with them.  Reiner 
  closes the meeting by asking the PCs to please 
  excuse him and motions to them to exit. 
   
  If the PCs recognise the royal blue “R” as 
  being the same that they observed on Oldrick’s 
  glove, they might be inclined to mention this 
  little fact to Reiner in the Watch Barracks.  
  Reiner will express interest and urge the PCs to 
  tell him everything they know about the man 
  who had the glove.  He re-iterates his desire to 
  meet with the PCs at the Great Library with 
  more information.  At this point, Reiner 
  concludes the meeting and leaves.  He will 
  discourage the PCs from accompanying him, 
  should they ask.  If need be, Reiner will tell 
  them that he has made other, personal 
  arrangements for the evening. 
   
  There is a small chance that the PCs might 
  decide to attack Reiner if they assume that he is 
  more involved than his letting on.  This isn’t a 
  good idea and d6+2 Watch will appear in the 
  next round to break up the fight.  Reiner should 
  be able to survive the altercation that long.  On 
  the other hand, the PCs might decide to deal 
  with Reiner outside the Barracks where they 
  will have room to manoeuvre. If the PCs may 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  75 
  decide to shadow the elusive Reiner then he 
  easily shakes them off. 
   
  Should the PCs return to the Watch Barracks 
  and ask about Reiner Derschakal, no one will 
  know of the individual other than the Duty 
  Sergeant.  All he knows is that the man 
  arrived around 7:30 PM with a demand from 
  the House of van der Kuypers that anyone 
  reporting an unusual story about mutant 
  abominations walking the streets of the 
  Suiddock should be led to the van der 
  Kuypers’ representative immediately. The 
  demand letter is a clever forgery, and the story 
  of being van der Kuypers’ representative is 
  just a cover for Reiner. This type of request is 
  unusual, but not unheard of in this city.  The 
  Sergeant will be able to recall the seal, which 
  was blue wax with an “R”, surrounded by 
  tulips and the van der Kuypers name.  
  Characters with the Heraldry skill will 
  recognise that the seal is not one associated 
  with the House of van der Kuypers. 
  As the PCs turn to leave, the Duty Sergeant 
  tells them that “a hooded lady” had asked 
  about them when they were in the back room.  
  When told that the PCs were meeting with 
  someone, the lady quickly departed without 
  another word.  If the PCs ask the Sergeant for 
  a description, he replies that she didn’t take 
  her hood off but she seemed young with and 
  had dark brown hair.  She also had a 
  Bretonnian accent. 
   
  At the Great Library 
  PCs will head to the Great Library following 
  up on one of many leads or arriving to meet 
  Reiner and his employer.    
  One of the largest libraries in the Old World, the 
  Great Library is located next to the Cathedral of 
  Verena.  It is opened during daylight hours for 
  the general public.  Clerics of Verena can access 
  Reiner Derschakal, Assassin (ex-Mercenary, ex-Bounty Hunter) 
  Cold-hearted, unemotional, and efficient, Reiner was once a rising star in the Middenheim-
  based Schwarzmantel, a small organisation whose goal is to ferret out and discreetly remove 
  hidden cultists and other enemies of Middenheim and the Empire.  One day, he became 
  involved in a power struggle within the organisation.  The ensuing scandal cost Reiner his 
  position and made him a marked man.  Knowing his days were numbered, Reiner faked his 
  own death, covered his tracks, and fled to Marienburg.  Unfortunately, money was short, so 
  he needed employment.  Reiner managed to gain an interview with Alfons van Rugkil (who 
  was looking for someone who could perform unsavoury acts with discretion).  Reiner is paid 
  exceptionally well for his talents, which ensures his loyalty. 
  Current Profile: 
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  4 
  61 
  60 
  4 
  5 
  12 
  59 
  4 
  64 
  51 
  51 
  54 
  54 
  36 
   
  Skills: Animal Care, Concealment-Rural, Concealment-Urban, Dance, Disarm, Disguise, 
  Dodge Blow, Drive Cart, Follow Trail, Marksmanship, Prepare Poisons, Ride-Horse, Scale 
  Sheer Surface, Secret Language-Battle Tongue, Shadowing, Silent Move-Rural, Silent Move-
  Urban, Specialist Weapon-Blowpipe, Specialist Weapon-Fist, Specialist Weapon-Flail, 
  Specialist Weapon-Lasso, Specialist Weapon-Net, Specialist Weapon-Parrying, Specialist 
  Weapon-Throwing Knife, Specialist Weapon-Two-Handed, Strike Mighty Blow, Strike to 
  Stun 
  Equipment: Sword, Mail Shirt (1AP body) under tunic, Garrotte, 4 Throwing Knives (R 
  4/8/20, ES C), pair of Manacles, dark brown trench coat, wide-brimmed hat, and Purse. 
  
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  76 
  the Library at any time of day or 
  night.  Those not followers of 
  Verena a must donate at least 1 
  Gu to gain entry (less well-to-
  do individuals, such as 
  students, are only required to 
  donate 5 shillings). 
   
  Priestess Mirjam Uilzicht sits at a desk near 
  the large double doors to ensure that the 
  proper donation is made and information 
  regarding the name of the individual and the 
  purpose of their visit is recorded.  As Chief 
  Librarian, Priestess Mirjam can assist those 
  who are bewildered and intimidated by the 
  sheer size of the Great Library. 
   
  Just browsing the title of books will take over 
  two weeks, as there are three floors (including 
  the basement).  Priestess Mirjam can direct 
  the PCs to the part of the Library where 
  information regarding the Great Merchant 
  Families of Marienburg can be found.  There 
  are volumes of books on the topic and it will 
  take d6+4 hours to quickly scan them. D3+4 
  hours of research yields the following 
  information on the van Rugkils: 
   
  • A coat of arms with a royal blue "R" on a 
  silver field of tulips was registered to the 
  newly influential van Rugkil family four 
  years ago. 
  • Edward van Rugkil's business skill greatly 
  improved the family fortune. 
  • The van Rugkils moved into the old van 
  Rijksbodem mansion in the Goudberg 
  district seven years ago. 
  • The van Rugkil House threatened to 
  displace one of the Great Merchant 
  Families on the Directorate when tragedy 
  struck the family. 
  • Four years ago, eldest daughter Caroline 
  and her husband Herman Bokherder 
  brutally murdered her father and mother, 
  Edward and Anna van Rugkil, as well as 
  her younger brother Willem.  The 
  youngest daughter Elisabeth was missing 
  and presumed dead.  Only the eldest son, 
  Alfons, escaped their tragic fate. 
  • Caroline's death sentence was commuted 
  to life on Rijker's Isle while her husband 
  was executed by hanging. 
  • With Alfons at the helm, the van Rugkil 
  family fortune began to wane.  His 
  petition to join the Directorate was denied 
  unanimously. 
   
  By Guilstag morning, the rain clouds have 
  cleared. By late afternoon, a mist begins to 
  rise about Marienburg.  Natives know that the 
  city will be shrouded in fog throughout the 
  night.  If the PCs arrive at the Great Library 
  before noon, they will find a couple of 
  Watchmen standing on either side of the door, 
  barring anyone from entering. 
   
  If the PCs approach the door of the Great 
  Library, one of the Watchmen tells them, 
  “Sorry, but the Library is closed until noon.  
  Come back later.”  Unless the PCs can prove 
  that they are in good standing with the 
  Suiddock Watch, they are unlikely to get any 
  response other than “move along.”  Should 
  the PCs prove their connections, the 
  Watchmen will tell them that one of the 
  library’s clerks died of a seizure early 
  morning hours, while working.  The Verenan 
  priests are currently busy clearing the damage 
  made by the old man’s death throes. 
   
  The fact of the matter is that Reiner Derschakal 
  slipped into the library before dawn and slipped 
  a narcotic in the old man’s tea, which then 
  caused the seizure.  This enabled him to freely 
  scout and set up the location where he is to meet 
  the PCs without interference.  Unfortunately for 
  Reiner, his actions have not gone unnoticed. 
   
  Dimly lit, the basement is stacked with books on 
  a large number of subjects.  Interspersed among 
  these stacks are small desks with chairs and unlit 
  oil lamps (unless the desk is otherwise 
  occupied).  Aisles criss-cross the stacks at 
  irregular intervals.  PCs without the Orientation 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  77 
  skill and travelling alone need to make periodic 
  Int tests to avoid getting lost. 
  In the furthest corner is a desk with an open 
  book and a dimly lit oil lamp.  Behind the desk 
  is a man dressed in black apparently asleep. The 
  PCs recognise the man as Reiner and realise that 
  he isn't breathing.  Examination of the cold body 
  reveals a thin red garrotte line across his neck.  
  Searching the area reveals two clues.  The first is 
  a lady's glove with a delicate "R" embroidered in 
  royal blue surrounded by tulips on the back of it.  
  The pattern matches exactly with the glove that 
  Reiner gave them earlier.  The second clue is a 
  note in the book [Handout  #14]. 
  Handout #14 
   
  You waste time.  This lackey's intent is to 
  lead you astray or kill you.  The real 
  problem resides in the Goudberg district.  
  Meet me at the Gullible Gull Tavern on the 
  northern side of Luydenhoek Isle an hour 
  after sunset.  Ask the barkeep for Private 
  Room ten.  He'll escort you there for a 10d 
  tip. 
  A friend 
   
   
  Though the PCs have no way of knowing, 
  Reiner Derschakal had intended to send them 
  to the Tilean quarter with the message “We 
  were sent by your friend Pierre to do a job” to 
  deliver to the local crime lord there.  The local 
  crime lord, Benito Gatti, had already been 
  warned through Reiner’s connections that 
  brazen assassins hired by the Bretonnian 
  Mirjam Uilzicht, Cleric Lvl 2 (ex-Student, ex-Initiate) 
  An inquisitive and pragmatic individual by nature, Mirjam hails from the Ostmuur district.  
  Her parents enrolled her in a Verenan school where Mirjam excelled as a student.  In fact, her 
  thirst for knowledge and truth were the main factors in Mirjam joining the cult as an initiate.  
  Through years of hard work and study, Mirjam became well verse in the laws, customs, and 
  folklore of Marienburg.  She has also learned the location of nearly every literary work, 
  archival records, and academic studies within the confines of the Temple's Great Library.  In 
  time, Mirjam became the chief librarian (a post she has held for over six years). 
  Current Profile: 
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  4 
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  9 
  45 
  1 
  44 
  41 
  46 
  44 
  53 
  43 
   
  Skills: Ambidextrous, Arcane Language-Magick, Astronomy, Blather, Cartography, Cast Spells-
  Clerical 1, Cast Spells-Clerical 2, Cast Spells-Petty, History, Identify Plant, Identify Undead, 
  Law, Magical Sense, Meditate, Numismatics, Public Speaking, Read/Write (Breton, Estalian, 
  Reikspiel, and Tilean), Scroll Lore, Secret Language-Classical, Secret Language-Guilder, Silent 
  Move-Urban, Speak Additional Language (Breton, Estalian, and Tilean), Theology 
  Magic Points: 20 
  Spells: Petty: Gift of Tongues, Glowing Light, Open, Sleep, Zone of Warmth 
  1st Level: [Battle] Aura of Resistance, Cure Light Injury, Immunity from Poison, 
  Wind Blast 
  2nd Level: [Battle] Aura of Protection, Hold Flight, Zone of Sanctuary, Zone of 
  Steadfastness, [Illusionist] Banish Illusions 
  Equipment: Sword, White Clerical Robes, Medallion of an Owl's Head, and Purse (d6 Gu, d6 
  shillings) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  78 
  crime lord, Pierre Chirac, would come to kill 
  him after uttering those words. 
   
  The PCs may wonder whether their "friend" is 
  truly so and who it is.  The PCs have to decide 
  what they want to do about the murdered 
  Reiner.  If they take the note and body to the 
  local Watch, there is a risk that the 
  Tempelwijk Watch may not recognise the 
  PCs’ association with the Suiddock Watch as 
  having any official standing.  Alleged 
  murderers are usually locked up until the 
  Watch can check their stories.  
   
  If they leave the dead man where he is, there’s 
  a risk that Priestess Mirjam could identify 
  them as the last ones in the basement should 
  Reiner's corpse be found. If not hidden, 
  someone will discover the deceased Reiner 
  within three hours.  Luckily, there are a 
  number of places among the stacks to hide the 
  corpse should the PCs just take a moment.  
  Hidden, Reiner will be discovered in five 
  hours. 
  If the PCs take the course of informing the 
  Priestess about Reiner's death, Mirjam 
  requests the PCs to stay put while she seeks 
  the Watch ("after all, they'll probably have lots 
  of questions..."). 
   
   
  Where Did the Time Go? 
  Whether through their efforts or by accident, 
  the PCs may have obtained the name of van 
  Rugkil and the fact that he lives in the 
  Goudberg district.  Other then staking out the 
  merchant’s home [see “Confrontation” page 
  86], PCs may try to learn more. 
  Information will be hard to get in the short 
  period of time the PCs have.  What follows 
  are some of the sources the PCs might wish to 
  try. 
   
  Other merchants:  Most of those with personal 
  experience of the van Rugkils can be found in 
  the Guildveld district.  Many of the merchants 
  are those who make enough profit to live 
  comfortably with the well-to-do.  Unless one 
  of the PCs come from this class, information 
  will be hard to come by and a –20 modifier to 
  any Fel test would be appropriate.  The 
  merchants know the official story of the 
  tragedy that befell the family years ago.  They 
  know Caroline is languishing on Ryker’s Isle 
  and that Alfons does not have the talent to last 
  much longer. 
   
  The Watch: Except in the Goudberg district, 
  the typical Watchman knows nothing of the 
  van Rugkils and their deaths four years ago.  
  The Goudberg Watch is unlikely to talk about 
  the subject unless they are well bribed (five or 
  more Guilders) and they meet in private.  
  Despite the low opinion the average 
  Watchman has concerning the rich, they 
  realise that a less than diplomatic response to 
  questions could land them in serious trouble.  
  Most of the older Watch know some details 
  about the murder of the elder van Rugkil and 
  his wife, and that the perpetrators were 
  convicted and sent to Rijker’s. 
   
  The Courts:  Unless the PC is a lawyer in 
  good standing in Marienburg, prying 
  information from the Courts could be very 
  expensive (minimum bribe would be 10 Gus).  
  The information that the PCs can gleam from 
  research in the Great Library (see above) can 
  be obtained from the Courts, except the 
  current status of the van Rugkil fortune. 
   
  Employees:  This would be a difficult avenue 
  to pursue, as one would have to know where 
  to look.  The Guildervelt district might be a 
  good start as normally would be the ‘Change 
  in Hightower Isle.  Unfortunately, the latter is 
  closed.  Should the PCs get lucky to find any 
  employee of van Rugkils, that individual 
  refuses to openly speak.  Given the petty 
  vengeance the “boss” will likely seek, 
  employees are only willing to speak in private 
  and for a sizeable bribe.  Unfortunately, the 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  79 
  information they have only paints van Rugkil 
  as having little business acumen, given to 
  periodic bouts of paranoia and delusions of 
  grandeur.  
   
  Friends: Tougher to find than employees as 
  van Rugkil’s greed and incompetence have 
  ruined any friendship that his father 
  cultivated.  Most merchant houses are waiting 
  for van Rugkil to fall into total ruin so they 
  can pick up the remainder of his mercantile 
  interests cheaply. 
   
  Caroline van Rugkil: The PCs would have to 
  be very well connected to be able to interview 
  Caroline at Rijker’s Isle at such a short notice.  
  Requests to talk to the convicted generally 
  take anywhere from one to six months just to 
  get a response from the Warden of Rijker’s 
  Isle.  The speed of the reply is directly 
  proportional to the size of the bribery (starting 
  price is 10 Gus).  Should the PCs succeed in 
  this endeavour, they will find Caroline bitter 
  and broken. She can barely hold a civil 
  conversation without breaking down in tears.  
  Any mention of Alfons will be met with 
  unrelenting anger.  Caroline is certain “that 
  pig is behind it.   He was always a schemer 
  and a worthless slime.  If I could, I would kill 
  him with my own two hands.”  Exhausted by 
  the outburst, Caroline is reduced to sobbing 
  and muttering to herself. 
   
  With a Little Help from My Friend 
  The Gullible Gull is a typical Suiddock dive 
  where the low-life denizens of the area 
  congregate throughout the day.  The 
  atmosphere of the low-ceilinged common 
  room is smoked-filled with an unpleasant 
  "tangy" odour and the floor is covered with 
  sawdust to soak up the various fluids pooling 
  on the floor.  Unless they are native 
  Suiddockers who frequent such dives, the PCs 
  are well advised not to order the rotgut that 
  passes for whisky in this establishment. Many 
  of the (surviving) patrons have built up a 
  tolerance for the vile drink over the years.  
  They have also developed the ability to ignore 
  the crusted tankards in which drinks are 
  served.  Although potent, the ale is among the 
  worse tasting brew in the entire ward. 
  The proprietor of the Gullible Gull, Adriaan 
  Aardappelneus is a huge, sweaty beast of a 
  man who has a disgusting habit of working 
  the bar naked from the waist up.  His back and 
  chest are covered with matted black hair and 
  his body odour repulsive.  Still he thinks 
  himself a ladies man and will openly flirt with 
  any female. 
   
  When asked about Private Room ten, Adriaan 
  will scoff and hold out his hand.  There it 
  remains until the PCs have given him at least 
  10d.  Once tipped, Adriaan will bare his 
  yellow teeth in a smile and point to a door in 
  the far corner saying, "So yer 'ere to see da 
  young, sweet lass wit' 'ard steel in 'and, eh?  
  Mark me, she's a crafty one, she is.  Mind yer 
  manners or I'll deal wit' youse personally.  By 
  da way, she left me dese ta give youse."  He 
  then hands them a note [Handout #15] and 
  key.  
   
  Handout #15 
   
  You have been careless.  Since early 
  afternoon, those seeking to overrun the city 
  have followed you.  They are in league with 
  another who craves power and will resort to 
  vile means to achieve that goal.  This key will 
  permit you entry into the nest of corruption, if 
  you do so with stealth. I cannot be any clearer 
  than this nor dare I risk any further contact 
  with you.  Of course, my employer may deem 
  otherwise should you eliminate the first 
  obstacle mentioned. 
   
  Any PC who has a previous career as a 
  Locksmith or who has the Pick Lock skill will 
  realise that the key is for a more complicated 
  lock than what one would normally find in a 
  district like the Suiddock. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  80 
   
  Once on the streets, the PCs will most likely 
  want to confront those following them.  Any 
  credible plan to ambush their pursuers will 
  work, especially given the cover of fog. From 
  their vantage point, the PCs will see two figures 
  in long trench coats and wearing wide-brimmed 
  hats emerge from the direction they just came.  
  At first, all the PCs can see is that both figures 
  are somewhat hunched over.  Both then stop and 
  tilt their heads as if listening for something.  If 
  the PCs stay silent, the two move swiftly in an 
  attempt to find their missing quarry.  This is the 
  point for the PCs to spring their ambush on the 
  two unsuspecting Skaven Gutter Runners [page 
  66]. 
   
  The PCs' attack surprises the two Skaven Gutter 
  Runners, but only momentarily.  The Ratmen's 
  task was to follow the PCs to determine whether 
  they would be obstacles to the unfolding 
  scheme.  If the PCs were a potential problem, 
  the Skaven assassins were to eliminate however 
  many they can.  Only if the PCs were too strong 
  would the two Skaven seek to escape to the 
  sewers below.  Under no circumstances will the 
  Skaven allow themselves to be taken prisoner as 
  they fear that their Warlord might think that they 
  have squeak the Skaven’s intent to the 
  manthings. In the unlikely event that the PCs 
  wish to speak with the Skaven instead of 
  attacking, the Gutter Runners will retreat to the 
  sewers, baffled by such a reaction.  
  Once the Skaven have been removed, a figure 
  wearing a hooded cloak steps out from the 
  shadows of a nearby doorway.  Pulling off her 
  hood, the plain-looking young woman says in a 
  Bretonnian accent, “My name is Giselle 
  Bouvier.  My employer, Mademoiselle 
  Blaubloem, wishes to make your acquaintance.  
  As time is of the essence, I will lead you to her.  
  Please follow me.” 
   
  The PCs may demand some proof that Giselle is 
  not leading them into a trap.  “Non, good people, 
  my Mademoiselle means you no harm.  She has 
  Adriaan Aardappelneus, Proprietor/Barkeep (ex-Mercenary, ex-Pit Fighter) 
  A native Suiddocker, Adriaan is a woman's worse nightmare.  The large man (6 ft 4 in, 360 lbs) 
  is repulsive in every describable way, no matter if one is talking about the physical, emotional, 
  or personality aspects of the man.  Adriaan has thin, greasy black hair on his head, matted hair 
  on chest and back, little pig eyes of dull blue, yellow teeth, and repulsive body odour. 
  In conjunction with his misperceptions of himself as appealing to the opposite sex, Adriaan is 
  crude, lecherous, obnoxious, odorous, foul, and irredeemable at any social level.  Females of 
  any race are not safe from Adriaan's predatory intentions.  Towards men, Adriaan reacts 
  differently.  He is usually the bully to smaller, weaker men (like Academics) while buddies to 
  larger men, especially those who are well armed and mean looking.  Needless to say, the 
  drunks who frequent Adriaan's dive see him as very entertaining (when they can see at all). 
  Current Profile: 
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  3 
  53 
  27 
  5 
  6 
  9 
  28 
  2 
  38 
  37 
  27 
  42 
  33 
  22 
   
  Skills: Disarm, Dodge Blow, Secret Language-Battle Tongue, Specialist Weapon-Fist, 
  Specialist Weapon-Flail, Specialist Weapon-Parrying, Specialist Weapon-Two-Handed, 
  Strike Mighty Blow, Strike to Injure, Strike to Stun 
  Equipment: Two-Handed Axe (I-10, S+2) behind the bar, Sword, Filthy Pants (been months 
  since they were last washed), and Purse (2d6 shillings, 5d6 pennies). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  81 
  some information that she believes you would 
  want to know.  Mademoiselle was the one who 
  contracted Monsieur Boekarts to hire you." 
   
  This may not be enough to placate the PCs.  If 
  they persist in questioning their guide, Giselle 
  simply says, “I appreciate your concern.  I can 
  assure you that I am unarmed (other than with a 
  dagger) and am entirely at your mercy.  So, if I 
  can trust you with my safety, surely you can trust 
  me.  If this is difficult for you to accept, then I 
  shall be on my way so I can report this 
  disappointment to Mademoiselle at the 
  Ravenswing Inn.”  Without looking back, 
  Giselle heads towards Hightower Isle.  Should 
  the PCs follow her, then all is well.  If not, then 
  they’re on their own..  
   
  Plot Revealed 
  The Ravenswing Inn is located in the part of 
  the Paleisbuurt district closest to the 
  Goudberg district.  The PCs should be able to 
  get across the Hoogbrug Bridge within twenty 
  minutes or so after leaving the scene where 
  they fought the Skaven.  Even on foggy nights 
  such as this, the nightlife in the Paleisbuurt 
  district is lively.  Finding someone to give 
  directions to the Ravenswing Inn is easy if the 
  PCs had opted to come to this part of 
  Marienburg without Giselle Bouvier.  The 
  difficulty for the PCs is to give the appearance 
  that they have legitimate business here.  
  Looking like they have just come from a fight 
  will only arouse suspicion and probably a call 
  to the Watch (or Garrison as they're helping 
  the Watch in the wealthy districts) to toss 
  these "low class scum" out.  
  The PCs find the Ravenswing Inn a brightly 
  lit, three-storey white building with light blue 
  trim.  Its grounds are well maintained and 
  surrounded by a low wrought iron fence.  The 
  Ravenswing's location on the thoroughfare 
  leading to the Oostenpoort Gate (and hence 
  the Middenheim Road beyond) is ideal for 
  attracting fairly wealthy guests.   
   
  If the PCs are with Giselle, she knocks on the 
  door.  Innkeeper Corine Blijhuis greets Giselle 
  who states that they have business with 
  Mademoiselle. At the top of the stairs on the 
  top floor she knocks on the door before 
  opening it to admit the PCs. 
   
  If the PCs came alone, then they must satisfy 
  Corine’s inquiries.  Once they have done so, 
  the Innkeeper escorts them to Juffrouw 
  Blaubloem’s room.  Corine knocks on the 
  door to announce the PCs before permitting 
  them to enter. 
  Giselle Bouvier, Servant (ex-Beggar) 
  Giselle was a young urchin who had the fortune of being “adopted” by the wife of the Duc du 
  L’Anguille’s steward.  She returned the favour by working in the kitchens and anywhere else 
  that her mistress needed her.  When Elisabeth van Rugkil came to be a guest of the Duc’s, 
  Giselle was placed as the Marienburger heiress’ maidservant having proven her loyalty and 
  trustworthiness.  The two got along very well so that when it came time for Elisabeth to leave, 
  she received permission to take Giselle with her.  Giselle would do whatever she could to 
  prevent harm to her mistress. 
  Current Profile: 
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  3 
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  43 
  1 
  34 
  28 
  31 
  32 
  43 
  30 
   
  Skills: Animal Care, Begging, Concealment Urban, Cook, Dodge Blow, Etiquette, Secret 
  Language- Thieves' Tongue, Secret Signs-Thieves', Silent Move Urban 
  Equipment: Dagger (I+10, S-2, Parry -20), Hooded Cloak, and Purse (3 shillings, 5 pennies) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  82 
   
  The PCs enter a sitting room.  The only other 
  exit is a door located on the right wall 
  (presumably to a bedroom) and a window on the 
  far wall.  The room is furnished with a couple of 
  couches and several small tables.  Decanters of a 
  brownish liquid and glasses sit on the tables.  In 
  the far left corner sits a young and attractive 
  woman with dark brown hair, blue eyes, and 
  wearing an elegant dark green dress trimmed 
  with white lace.  Giselle will conduct the 
  introduction of the PCs to her mistress before 
  inviting the PCs to be seated and asking if they 
  would like a glass of brandy. 
  "No doubt you are wondering why I wanted to 
  meet with you, much less who I am and what I 
  know.  If you will indulge me by withholding 
  your questions, I hope to address most of your 
  concerns as I relate my tale.  If I do not, then 
  feel free to inquire after you have considered 
  what I have said. 
   
  "Suffice it to say, I am someone who is very 
  concerned about what is happening to my city.  
  The fact that you have had an encounter with 
  Skaven supports my view that something 
  nefarious is afoot.  An overly ambitious 
  merchant, one Alfons van Rugkil, has entered 
  into an unholy alliance with those foul 
  creatures for the sole purpose of acquiring 
  wealth, power, and position.  Through my 
  means, I have learned that his first nefarious 
  act was to have his father and other family 
  members eliminated so that only he would 
  inherit the family fortune.  His ambition was 
  nothing less than gaining a position of the 
  city’s Directorate.  Unfortunately, his 
  mercantile and political skills were far less 
  than his father’s. 
   
  “So, van Rugkil has turned the Skaven once 
  again to assist him realise his ambitions.  
  Most likely, the fool believes he can control 
  the forces he helped unleashed.  As you have 
  no doubt surmised, it is only a matter of time 
  before the Skaven burst through hidden 
  tunnels. Who knows how Marienburg will 
  weather such an invasion? 
   
  "You are probably wondering, 'why didn't she 
  go to the authorities?'  Simply put, they would 
  not believe such a tale to be true: too incredible 
  to their way of thinking, after all.  They are far 
  more concerned with something more 
  Corine Blijhuis, Innkeeper of the Ravenswing Inn (Merchant, ex-Student, ex-Trader) 
  Corine is the epitome of an elegant, genteel hostess and immaculate housekeeper.  Her 
  reputation and that of her Ravenswing Inn are held in high esteem throughout the Paleisbuurt, 
  Goudberg, and Guilderveld districts.  In fact, most of her customers are upper class and 
  distinguished visitors (and their bodyguards) who have been referred to her establishment by 
  the upper crust of Marienburg society.  Even Grand Duke van Bildhofen of Middenland stays 
  at the Ravenswing Inn whenever he is in Marienburg on official business. 
  Current Profile: 
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  3 
  38 
  37 
  4 
  4 
  8 
  56 
  1 
  44 
  59 
  66 
  54 
  53 
  57 
   
  Skills: Arcane Language-Magick, Astronomy, Blather, Evaluate, Haggle, History, Law, 
  Magical Sense, Numismatics, Read/Write (Breton and Reikspiel), Ride-Horse, Secret 
  Language-Classical, Secret Language-Guilder, Speak Other Language (Breton), Super 
  Numerate 
  Equipment: Elegant dress, spotless apron (during the day whenever she is not entertaining 
  guests), and strongbox (10d6+10 Gu, 12d6 shillings) hidden in her room. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  83 
  frightening, closer to home.  Namely, the lower 
  classes that radical demagogues like (the late) 
  Walewijn Droomer can easily sway.  Oh yes, I 
  do know about your hand in the demise of the 
  anarchist ORDESA organisation.  Let us just 
  say that I have my sources. Van Rugkil did 
  provided financial support to ORDESA for 
  reasons I have not fathomed. 
   
  "One of my employees, Mijnheer Boekarts, 
  had hired you to delve into some of the 
  unusual events that have plagued this city of 
  late. He also believed that you would be 
  capable of completing a task for me when the 
  proper time came.  I assure you that I have the 
  means to reward each of you handsomely.  
  The task is simply to put an end to Alfons van 
  Rugkil's schemes in whatever manner that you 
  see fit.  All I ask is that you be discreet and 
  bring me back evidence of your effort.  The 
  key I had provided for you earlier opens a 
  little used gate on the side canal to the old van 
  Rijksbodem mansion.  That's van Rugkil's 
  residence on the middle island in the 
  Goudberg district.” 
   
  As this point, vigilant PCs looking out the 
  window will notice a couple of men armed 
  with crossbows taking up positions on the 
  ground outside Emma Blaubloem’s flat.  If 
  the PCs wait, they will hear the front door 
  kick in a few moments later, followed by a 
  scream cut short from Corine Blijhuis and 
  angry voices.  Ever suspicious, the late Reiner 
  Derschakal had followed Giselle the night he 
  met the PCs to the Ravenswing Inn.  He did 
  not have the time to determine what the 
  connections to the PCs were and did not care.  
  He had a short time to arrange the elimination 
  of any potential threat, so he arranged for a 
  number of mercenaries from van Rugkil’s 
  force to attack the Inn and capture the two 
  women living in the room in the back corner 
  of the top floor. 
   
  Not taking a chance of any slip-ups, the 
  mercenaries have arrived in numbers.  There 
  are four positioned outside the inn while the 
  other eight move to capture the two women 
  they are seeking and kill all that prevent them 
  from carrying out this task.  Fortunately for 
  Corine Blijhuis, the mercenaries only saw fit 
  to knock her out by striking her in the temple. 
   
  Unknown to the PCs (and the late Reiner 
  Derschakal), Emma Blaubloem is really 
  Elisabeth van Rugkil.  While her concern for 
  Marienburg is real, her true motivation is 
  vengeance against her brother.  To this end, 
  she will use any means possible.  Fate brought 
  the PCs to her attention.  Elisabeth has been 
  discreetly following and observing them for 
  some time before she instructed Thijs 
  Boekarts to approach them. Elisabeth decided 
  to take a more active role in communicating 
  with the PCs as they battled with ORDESA.  
  From leaving clues to offing Reiner to 
  sending her servant to guide them to her flat, 
  Elisabeth has brought the PCs to this point. 
   
  Mercenary (12 in number) 
  Current Profile: 
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  4 
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  40 
  4 
  3 
  9 
  39 
  2 
  29 
  39 
  29 
  39 
  29 
  29 
   
  Skills: Disarm, Dodge Blow, Secret Language-Battle Tongue, Strike Mighty Blow, Strike to 
  Stun, 75% chance of Drive Cart, 50% chance of Animal Care, 25% chance of Ride 
  Equipment: Sword or Axe, Mail Shirt (1AP body), Shield (1AP all over), Crossbow (R 
  32/64/300, ES4, 1 round to load, 1 to fire) and ammunition, and Purse (d6 Gu, 4d6 shillings). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  84 
   
  In fact, this diversion serves Elisabeth’s plans 
  very well, assuming she can find a way to 
  disappear unnoticed.  Failing that, she may well 
  find a way to get herself captured in the hopes 
  that the mercenaries leave the PCs unharmed.  
  After all, Elisabeth needs them to be in fighting 
  shape to take on her brother’s lieutenants.   
   
  There are several ways for the GM to 
  accomplish the task of separating Elisabeth 
  from the PCs.  If none of the PCs are keeping 
  an eye on her as they are fighting off the 
  attackers, Elisabeth will try to slip out one of 
  the windows and climb to safety (hoping that 
  the PCs will assume she has been captured).  
  Of course, the trick for her is to do so without 
  getting shot by the crossbow.  This is easier 
  done than not as a mercenary is hardly likely 
  to shoot an unarmed woman when they have 
  other uses.  The crossbowman might well find 
  himself killed if he lets his guard down. 
   
  An alternate tactic would be having Elisabeth 
  surrender if the attackers promise not to harm 
  her maidservant and her bodyguards (the 
  PCs).  She would this approach if it looks the 
  PCs may be overwhelmed or if they look like 
  they will succeed against the odds. 
  Another, less obvious method is for Elisabeth 
  to do something apparent foolish as to get 
  herself caught and used as a shield so that the 
  mercenaries would leave with her in tow. 
   
  Elisabeth van Rugkil (a.k.a. Emma Blaubloem), Assassin (ex-Initiate, ex-Duellist) 
  While awaiting the arranged marriage that her father talked so much about, Elisabeth began 
  studying at the Temple of Manann.  Over four years ago, black-clad Skaven came into the van 
  Rugkil mansion.  Elisabeth spied them talking to her brother Alfons.  Before she could scream 
  an alarm, a blow to the back of her head sent her spiralling into darkness. 
  When she next awoke, Elisabeth was in tattered clothing and chained to a ship's hold.  From 
  the malicious grin of the greasy man before her, Elisabeth knew that this was no pleasure 
  cruise.  The pig of a man told her that she was bound for service to an Arabian Emir.  
  Suddenly the ship lurched and screams followed.  The greasy sea dog tried to reach the upper 
  decks, but a sword stopped him cold.  Rescued by men in the employ of the Duc du l'Anguille, 
  Elisabeth became a guest at his chateau.  Consumed by hatred of her brother, Elisabeth 
  persuaded the duc to help her avenge herself.  For his own reasons, the duc arranged for 
  Elisabeth to be trained by his finest.  When she was ready, the duc arranged for her return. 
  Current Profile: 
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  5 
  64 
  63 
  4 
  5 
  11 
  65 
  3 
  58 
  52 
  66 
  66 
  57 
  55 
   
  Skills: Acting, Concealment-Rural, Concealment-Urban, Disarm, Disguise, Dodge Blow, 
  Etiquette, Marksmanship, Prepare Poisons, Read/Write (Breton, Estalian, Reikspiel, and 
  Tilean), Scale Sheer Surface, Scroll Lore, Secret Language-Classical, Shadowing, Silent 
  Move-Rural, Silent Move-Urban, Specialist Weapon-Fencing Sword, Specialist Weapon-Fist, 
  Specialist Weapon-Parrying, Specialist Weapon-Pistol, Specialist Weapon-Throwing Knife, 
  Strike Mighty Blow, Strike to Injure, Strike to Stun, Theology 
  Equipment: Rapier, (I+20, S-1), Left-Handed Dagger (S-2, Parry -10), Mail Shirt (1AP body) 
  under tunic, Pair of Duelling pistols (R 8/16/50, ES 3, 2 rounds to load, 1 to fire) with powder 
  and ammunition for 10 shots, Garrotte, 4 Throwing Knives (R 4/8/20, ES C), and Purse (4d6 
  Gu, 5d6 shillings). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  85 
  Elisabeth’s goal is to use whatever means 
  possible to separate herself from the PCs (as 
  well as leaving Giselle safely behind) in order 
  to lure them to van Rugkil’s mansion to 
  rescue her.  Elisabeth has confidence that 
  she’ll be able to find a way to escape her 
  captors on the way to her brother’s domain.  
  In fact, the eruption of the Skaven unto the 
  streets of Marienburg will provide Elisabeth 
  the distraction she needs. 
   
  Then again, the GM might well decide for all 
  Elisabeth’s scheming, she will be taken to her 
  brother as captive.  The result of the manner 
  in which she comes into confrontation with 
  her brother is detailed below. 
   
  Within minutes of Elisabeth's departure, chaos 
  erupts on the fog-shrouded streets of 
  Marienburg.  From their place of deliberation, 
  PCs with Acute Hearing will hear distant 
  screaming and the clash of weapons (several 
  Skaven raiding parties have come across 
  Watch patrols).   
   
  The hysterical Giselle pleads for the PCs to 
  rescue her Mademoiselle.  Even if the PCs 
  think otherwise, the Bretonnian maidservant 
  is certain that van Rugkil hired the 
  kidnappers.  She will make this point 
  abundantly clear if the PCs give Giselle any 
  indication that they are not likely going to 
  attempt to rescue Elisabeth. 
   
  Meanwhile, the Skaven raid is now under way 
  making the streets all the more dangerous.  In 
  addition, there are small squads of Gutter 
  Runners [page 66] scouring the city in search 
  of small groups opposing the Skaven 
  incursion – such as the PCs – to eliminate. 
   
  Confrontation 
  PCs may reconnoitre the van Rijksbodem 
  mansion in the Goudberg district at some 
  point before the Skaven raid during the night 
  of Guilstag.  The PCs find Goudberg a 
  wealthy district with clean streets and canals.  
  Streetlamps are placed at regular intervals on 
  the main thoroughfares, ensuring that most 
  areas are well lit during the night.  The homes 
  and buildings are solidly built (lots of stone 
  and stout oak doors) with gardens behind their 
  walls.  The atmosphere of Goudberg is a far 
  cry from what the PCs experienced in the 
  Suiddock. 
  The van Rijksbodem mansion is located on the 
  far side of the middle Goudberg Island. The 
  Rijksbodem enclosure [Map #1] has two main 
  gates: the front one is large enough to permit 
  passage of a carriage and the rear gate that leads 
  to a boathouse and adjacent launch on the 
  Kleinoost Kanaal.  Both main gates have an 
  attached guardroom on the inside of the 
  surrounding wall (the top of which can be 
  clearly seen over the wall).  A coat of arms with 
  a royal blue "R" surrounded by a bed of tulips on 
  a silver background is placed above the two 
  main gates.  The PCs will only find a little used 
  and unguarded side gate on the Blauwater 
  Kanaal if they approach the Rijksbodem by boat.  
  The lock on this gate is rather intricate (CR 20), 
  but can be opened by the key from "A Little 
  Help from My Friend" [page 80]. 
   
  The van Rijksbodem mansion is a three-storey 
  building painted light blue with dark (royal) 
  blue trim.  Unlike the nearby homes, the 
  Rijksbodem has a plain solid wooden gate 
  (with a small shuttered opening through which 
  a guard can see who might be knocking).  The 
  building itself has wrought iron bars covering 
  the ground floor windows with a large oak 
  front door leading to the interior. 
   
  Glass and metal shards are embedded on the 
  tops of the ten foot tall walls to create 
  problems (one S3 hit) for those without thick 
  gloves or some other protection. There is a 
  large tree two houses from Rijksbodem that 
  can be used to observe the grounds.  A short 
  observation (between five and fifteen 
  minutes) reveals that the grounds are patrolled 
  by a group of five men-at-arms (mercenaries) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  86 
  while another four guard the front gate.  
  Observing by daylight further uncovers the 
  torn-up and trampled condition of the garden.  
  The mansion blocks the view of the rear gate. 
   
  Those observing for longer periods (up to two 
  hours) see additional activity within the 
  enclosure.  Movements seen through the 
  ground and first floor windows indicate that 
  there are a number of people inside the 
  mansion.  There isn't any apparent movement 
  at the upper floor windows.  Moreover, there 
  is a sergeant of the guard who checks on them 
  within fifteen-minute intervals.  While alert, 
  the guards also seem fairly relaxed. 
   
  Observing for a good part of the day (over two 
  hours) shows the guard detail changes every 
  two hours and that the enclosure resembles a 
  military encampment.  Should the observation 
  take place during the afternoon hours of 
  Guilstag, the activity becomes one of 
  preparation and anticipation.  Conversations 
  seem more animated and several guards take 
  the time to periodically check their weapons. 
   
  The PCs may attempt to enter the Rijksbodem 
  enclosure through the side gate.  Once they 
  have opened the gate, the PCs will quickly 
  notice that the grounds near the house are 
  nothing short of a military camp.  If the PCs 
  are not careful, they will be spotted by one of 
  the patrols.  If they are careful, the PCs should 
  be given about 30 minutes or so of observation 
  before one of the patrols spot them.  The PCs 
  must either slip out without bringing attention 
  to themselves or be prepared to Bluff their way 
  onto the grounds.  The latter may be successful 
  if the PCs can convince the guard that they are 
  one of the hired mercenaries.  The GM may 
  have to apply negative modifiers to this 
  encounter if any of the PCs look unconvincing 
  as a soldier. 
   
  The guards are aware that some “mercenaries” 
  might actually be spies from the other 
  merchant houses.  Should the PCs not be able 
  to name any of the van Rugkil lieutenants - 
  Oldrick Sterkarm, Manfred Eigilschwert and 
  François Richard Vaniteux du Parravon – the 
  guard unit will attempt to detain them.  If they 
  name one of the lieutenants or describe him in 
  enough detail, the guards will point out where 
  that band of mercenaries is encamped.  This 
  should give the PCs another hour or so 
  observation before they are challenged again.  
  If, the PCs are able to Bluff successfully a 
  second time, then they will be able to stay in 
  the company of the mercenaries until it is time 
  to move out (see below). 
   
  The PCs may decide to observe the rear of the 
  mansion from the Ostmuur district.  In time, 
  they will notice that the activity at the rear 
  gate and boathouse is considerable during 
  daylight hours.  In the days leading up to 
  Guilstag, van Rugkil's unladen boat frequently 
  makes its way north in the direction of the 
  Handelaarmarkt district.  It usually returns 
  hours later fully stocked with barrels and 
  crates. Boats from other mansions in 
  Goudberg are making the same trip using the 
  safety of daylight to stockpile provisions and 
  supplies (each has their own men-at-arms).  
  However, none of the other mansions send 
  their boats as often as van Rugkil's.  By mid-
  afternoon of Guilstag, van Rugkil's boat is 
  secured in the boathouse while the other boats 
  continue their activity. 
   
  Unless the PCs have access to a boat, following 
  the van Rugkil boat will be difficult.  There 
  are too many winding, narrow streets crossing 
  canals laid out in the same haphazard fashion 
  to make following on foot a practical matter.  
  Searching the Handelaarmarkt is also difficult, 
  although not impossible, as it is extremely 
  busy during daylight hours.  If they so choose, 
  the GM may allow the PCs to encounter some 
  of van Rugkil's men purchasing food and 
  other provisions. 
  Stealthily entering the Rijksbodem enclosure 
  is difficult - due to the number of mercenaries 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  87 
  within. The PCs may resort to sneaking up to 
  the enclosure wall to eavesdrop on the guards' 
  conversations.  Most conversations are about 
  mundane things such as complaining about 
  the rain during the night of Bezahltag, who 
  heard what of whom, boredom of guard duty, 
  complaints of officers, etc.   The only 
  worthwhile information the PCs will overhear 
  does not occur until dusk on Guilstag.  At that 
  time, orders are issued to all the guards "to be 
  prepared. We are moving out at midnight."  
  PCs successfully passing a Listen test for soft 
  noise (+10 for Acute Hearing) will overhear 
  the guards talking about the orders and 
  speculating who the opponent will be.  Most 
  will expect a raid on some of the other 
  merchant households as most have heard of 
  the Directorate's opposition to van Rugkil's 
  attempts at obtaining membership. 
  By late afternoon on Guilstag, a mist begins to 
  rise.  Native Marienburgers recognise the 
  signs that fog will cover the city throughout 
  the night. An hour before midnight, activity 
  greatly increases in the Rijksbodem enclosure.  
  The gates open and scores of armed 
  mercenaries enter the streets and muster into 
  fighting units.  As these manoeuvres are 
  nearing completion, shouts and the clash of 
  arms can be heard from other parts of the city.  
  A tall man with medium-length dark brown 
  hair and trimmed beard wearing blue robes 
  appears on the balcony overlooking the 
  grounds. This is Alfons van Rugkil.  
   
  He addresses the mercenaries arrayed before 
  him, “The hour of need is upon us.  What you 
  hear from the surrounding islands are the 
  sounds of battle; a battle between our fellows 
  and an evil, enslaving force of Ratmen.  These 
  Skaven are not just the stuff of scary bedtime 
  stories told to the young.  No, they are flesh 
  and blood creatures that can fall to the sword 
  and axe just as easily as marauding Goblins. 
   
  "How do I know they're Skaven?  I, Alfons 
  van Rugkil stumbled upon a secret plan 
  months ago that called for an alliance with the 
  corrupt Directorate and these spawn of Chaos.  
  It seems that taxing the people to pay for their 
  excesses was not enough and they feared that 
  plots were afoot to expose them to the people.  
  Thus, this evil plan to use the Skaven to 
  remove those who would seek to bring the 
  Directorate to justice." 
   
  "I could not permit this plan to go 
  unchallenged.  I did, however, have to wait 
  until they showed their hand so that all could 
  see how deep their corruption ran.  In 
  anticipation of this day, I assembled all of you, 
  the best mercenary companies in Bretonnia 
  and the Empire, to be the vanguard to save the 
  city, stop the Skaven horde, and topple the 
  corrupt Directorate.  Your leaders have your 
  orders.  Once the Skaven and the Directorate 
  are defeated, you will be richly rewarded!  
  You have my word on that!  Now go forward 
  and prove your prowess against the enemy!" 
   
  With that, the mercenaries let out a cheer and 
  then move towards the western bridges and 
  the sounds of fighting now issuing from the 
  Paleisbuurt district.  Even the guards have 
  departed with the other mercenaries.  Alfons 
  von Rugkil slyly smiles at the backs of those 
  marching to battle before he winces with 
  obvious pain.  He then returns into the 
  mansion.  The gates remain open.  Looking 
  about, the PCs now find the garden eerily quiet. 
   
  PCs looking through the ground floor windows 
  will see a large empty kitchen and empty 
  rooms, converted into sleeping quarters.  Doors 
  exiting these rooms are closed shut, limiting 
  any view into the mansion.  A back door 
  leading into the kitchen is locked (CR 5) with 
  an iron bar on the other side, placed to prevent 
  the mercenaries from breaking into the kitchens 
  and stealing provisions.  
   
  When the PCs open the unlocked front door, the 
  PCs see a large entry hall with a vaulted ceiling.  
  Single doors appear on each adjacent wall near 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  88 
  the entryway.  Stairs to the right lead to a 
  balcony, which covers the entire length of the far 
  wall with three doors evenly spaced and an 
  alcove in the left corner [Map #2].  There is an 
  unseen door on the near side of the alcove 
  leading to stairs ascending to the upper floor.  
  Below the balcony are two doors on the adjacent 
  walls and two doors at opposite corners on the 
  far wall.  The one on the left leads to the kitchen.  
  A large chandelier and wall candle lantern lights 
  the entire hall.  
   
  Once the PCs have all entered the mansion, the 
  middle door on the balcony opens and three 
  armed men with loaded crossbows (two, if 
  Oldrick Sterkarm perished earlier) step out.  The 
  first one – either Oldrick or Manfred – is the 
  same person who addressed the mercenaries’ 
  just moments before and he states:  
   
  "Whether you realise it or not, you have been 
  most annoying in the way you seem to turn up 
  at the most inconvenient times.  You probably 
  thought you could end this game by having ‘a 
  word’ with Mijnheer van Rugkil.  You 
  perhaps had at least a smattering of hope that 
  he would be alone so your ‘conversation’ 
  would be private.  Alas, that is not meant to 
  be.  You see, in order to have an ‘audience’ 
  with Mijnheer van Rugkil, you will have to go 
  through us.  Quite frankly, I do not believe 
  you are skilled enough to do so.  In the spirit 
  of things, however, I will make you an offer.  
  Leave and we will let you live.  Should you 
  decide otherwise, well, let us just say that you 
  need not worry about what happens this night.  
  So, what are you waiting for?" 
   
  If the PCs hesitate, the men on the balcony 
  fire their crossbows.  If possible, they target 
  wizards.  Oldrick (or Manfred) intends to meet 
  the first PC at the top of the stairs and keep the 
  advantage of higher ground while the others 
  continue attacking with missile fire.  François 
  will fire his pistols at any subsequent PC on the 
  stairs once they come into short range.  The 
  battle will be fierce as those in the employ of 
  Alfons van Rugkil give no quarter but only 
  Oldrick fights to the death.  The other two are 
  primarily concerned with surviving to fight 
  another day should the fight turn against them.
  Manfred Eigilschwert, Mercenary Captain (ex-Mercenary, ex-Mercenary Sgt) 
  Leader of the notorious Black Guard mercenaries, Manfred has led men against rampaging 
  Goblins, vicious Beastmen, unruly bandits, and twisted mutants in the forests of the Empire 
  for ten years.  Battle-hardened, pragmatic, and prideful, Manfred ruthlessly carries out the 
  terms of any contract to which he agrees.  He cares little for the politics -- even that of his 
  employer -- and will not unnecessarily put his command at risk for anyone.  After all, Manfred 
  is a mercenary and businessman, not some foppish lackey who will follow his master to the 
  gates of Mórr's realm. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  66 
  62 
  5 
  5 
  11 
  54 
  3 
  41 
  75 
  42 
  64 
  46 
  50 
   
  Skills: Consume Alcohol, Disarm, Dodge Blow, Gamble, Heraldry, Read/Write (Reikspiel), 
  Ride-Horse, Secret Language-Battle Tongue, Specialist Weapon-Flail, Specialist Weapon-
  Lance, Specialist Weapon-Parrying, Specialist Weapon-Two-Handed, Street Fighting, Strike 
  Mighty Blow, Strike to Injure, Strike to Stun 
  Equipment: Sword, Helm (1AP head), Mail Coif (1AP head), Mail Shirt (2AP body), Mail 
  Leggings (1AP legs), Shield (1AP all over), Crossbow (R 32/64/300, ES4, 1 round to fire, 1 to 
  load) and ammunition, and Purse (5d6 Gu, 5d6 shillings) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  89 
  Within moments of the fight ending, the PCs 
  hear the sounds of items breaking and 
  something thumping above them.  It takes 
  little to realise that something, like a fight, is 
  going on the floor above them.  Should they 
  decide they'd rather check behind the doors on 
  this floor, they find nothing other than large 
  rooms.  The noise continues above them until 
  the PCs hear a woman’s scream, which is 
  followed by a thud, then silence.  Looking 
  behind the door in the alcove, the PCs find an 
  ascending stairway.  At the top is an unlit 
  hallway that heads off to the right.  Four 
  doors, two on each side, exit from the hall.  
  Three are closed, but the furthest on the right 
  is slightly ajar with a light coming from the 
  room.  Assuming the PCs approach the room 
  quietly, they hear the following in a hoarse, 
  rather hissing, voice: 
   
  "...lovely to sssee you again.  Dear sssissster, 
  how long hasss it been?  Lassst time I sssaw 
  your delicate and sssmooth featuresss, it 
  wasss on your way to that ssship bound for 
  Araby.  I do not know how you essscaped, but 
  I'm ssso thrilled to behold your beauty again.  
  You do not realissse how much I have 
  dreamed of you in my..." 
   
  There is a pause and a sniffing sound before 
  the voice continues: 
   
  "How thoughtful of you, my darling sssissster.  
  You've brought your friendsss.  Were thessse 
  the onesss that sssaved you, or are they just 
  sssome hirelingsss?  Come in, come in.  It isss 
  time for you to pay homage to your new king.  
  Come and kneel before me." 
   
  Françoise Richard Vaniteux du Parravon, Mercenary Captain (ex-Noble, ex-Mercenary 
  Sergeant) 
  Françoise is typical of Bretonnian nobility: vain and arrogant.  He is the third son of the 
  brother-in-law of the second wife of the Duc du Parravon.  Like others in his position, 
  Françoise's chances of inheriting title and lands are nil.  Still, he fancies himself a Viscount 
  and formed his mercenary company (appropriately named as the Viscount's Falcons).  Since 
  none of the hardened mercenaries would have any loyalty to a buffoon like him, Françoise has 
  maintained command of his company for two reasons: (1) they are well paid and (2) he has 
  considerable skill with a sword.  As one would expect from an opportunistic mercenary, 
  Françoise will lead his mercenaries in battle for anyone who pays them well, irrespective of 
  their motives or politics. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  67 
  63 
  5 
  5 
  11 
  57 
  3 
  43 
  74 
  46 
  65 
  43 
  56 
   
  Skills: Blather, Charm, Consume Alcohol, Disarm, Dodge Blow, Etiquette, Gamble, Heraldry, 
  Luck, Public Speaking, Read/Write (Breton and Reikspiel), Ride-Horse, Secret Language-
  Battle Tongue, Silent Move-Urban, Specialist Weapon-Fencing, Specialist Weapon-Flail, 
  Specialist Weapon-Lance, Specialist Weapon-Pistol, Specialist Weapon-Two-Handed, Street 
  Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Wit 
  Equipment: Rapier (I+20, S-1), Left-Hand Dagger (S-2, Parry -10), Mail Shirt with 
  Breastplate (2AP body), Shield (1AP all over), Pair of Duelling Pistols (R 8/16/50, ES 3, 2 
  rounds to load, 1 to fire) with powder and ammunition for 10 shots, Crossbow (R 32/64/300, 
  ES4, 1 round to fire, 1 to load) and ammunition, and Purse (6d6 Gu, 5d6 shillings). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  90 
  As the PCs enter the room (Alfons is not so 
  stupid as to come out to them), they see a huge 
  man covered in long blue robes hunched over an 
  unconscious Elisabeth van Rugkil in the middle 
  of the room.  His face is hidden in the darkness 
  created by the cowl over his face and the lamp 
  on the desk behind him.  On the adjacent left 
  wall is an unlit fireplace with mantel and there is 
  a large window on the far wall.  An orange glow 
  radiates in the fog outside.  The rest of the room 
  has been trashed.  The woman is bruised and 
  battered with her clothes torn and in disarray. 
  Her attire is not the dark green dress they last 
  saw her in, but a charcoal grey tunic (with a mail 
  shirt underneath), black pants and black boots.  
  A rapier lies behind the large man, near the desk.  
  Elisabeth had the foresight to hide her “assassin” 
  gear in a safe location, the late Johann van der 
  Groot’s home, in case she was forced to flee the 
  Ravenwing Inn.  On the other hand, if Elisabeth 
  did not escape her captors, then she will be 
  wearing the same green dress – though far more 
  shredded than before. 
   
  If the PCs are expecting a measly merchant they 
  are in for a shock.  With his plans reaching 
  fruition; Alfons’ extensive dealings with the 
  Skaven finally took its toll.  A few hours earlier, 
  he began to quickly mutate and what was left of 
  his sanity went into the tank.  Before the PCs 
  can act, Alfons pulls back his cowl and reveals 
  his ruined face: nose elongating into a muzzle 
  and skin crawling in different directions 
  (resulting from his blood congealing into living 
  maggots).  Each PC must take an immediate 
  Fear test. 
   
  Alfons van Rugkil, once-Merchant, now Mutant (ex-Student, ex-Trader) 
  Alfons is an overly ambitious man whose talents do not measure up to his conceit.  He allied 
  himself with the Skaven to remove his family so he can inherit his father's wealth and 
  position.  His petition to join the Directorate rejected, Alfons initiated a plan to use his 
  Skaven allies to drive Marienburg to the edge of ruin.  In the ensuing chaos, Alfons would 
  unleash his mercenaries to save Marienburg and restore order.  In his megalomaniac state, 
  Alfons truly believes that his deliverance of the city would propel the people to throw out the 
  corrupt and ineffectual Directorate and proclaim him King.  Unfortunately, Alfons never 
  suspected that dealing with the Skaven carried such a heavy price. 
  As his plan reached its climax, Alfons began to mutate into a creature as foul as his soul.  Where 
  he was once 5 ft 11 in, tall and 165 lbs, Alfons has mutated into a 7 ft 2 in and 315 lb. 
  monstrosity. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  51 
  22 
  5 
  5* 
  15 
  44 
  2 
  22 
  44 
  37 
  43 
  45 
  18 
   
  Skills: Arcane Language-Magick, Astronomy, Evaluate, Haggle, History, Law, Magical 
  Sense, Numismatics, Read/Write (Breton, Reikspiel, and Tilean), Ride-Horse, Secret 
  Language-Classical, Secret Language-Guilder, Speak Other Language (Breton and Tilean) 
  Chaos Mutations: Blood Substitution-Maggots (T+1*, stream of maggots shoot out from 
  each wound, 50% chance of landing on attacker and causing one S1 wound.  Wounds 
  continue with 20% chance per round that the maggots are sated and stop attacking), Halfbreed 
  (take on some characteristics of a Rat Ogre [included above]: M+1, WS+10, BS-20, S+1, 
  T+1, W+6, I-10, A+1, Dex-20, Ld-20, Int-20, Cl-10, WP-10, Fel-20), Huge Fists (negates 
  penalties for unarmed combat) 
  Insanities: Frenzy, Hatred (towards attractive, personable people, i.e., those with Fel scores of 
  45+), Megalomania 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  91 
  Should Alfons survive two rounds of combat 
  with the PCs, he will let out a cry of agony 
  and stoop over.  Before the PCs' very eyes, 
  Alfons’ back will ripple, shudder, and then 
  split as a scorpion's tail sprouts from his body.  
  PCs witnessing this transformation must take 
  a Cl test immediately.  Failure results in the 
  PC gaining 1 Insanity Point.  The quickly 
  recovered Alfons now has an additional, 
  poisoned attack. 
   
  Assuming the PCs are victorious, the PCs can 
  turn their attention to Elisabeth.  Any PC with 
  the Heal Wounds skill can determine Emma 
  has several broken ribs, a dislocated right 
  wrist, and a swollen, severely sprained left 
  ankle.  It does not take much to conclude that 
  whatever her intentions, Emma will be unable 
  to fend for herself for some time.  Reviving 
  Emma is an easy task and, after a few 
  moments to clear her head, she will be able to 
  answer questions. 
   
  Depending upon what is asked, Emma can 
  reveal her real name is Elisabeth van Rugkil, 
  younger sister of Alfons. The Duc du 
  l’Anguille rescued her from enslavement and 
  he arranged for her to learn certain skills to 
  avenge herself. She had only recently (six 
  months ago) returned to Marienburg to stop 
  her brother while extracting revenge. 
   
  She knows that Alfons was in league with the 
  Skaven to murder her parents and remove all 
  obstacles to his inheriting the family fortune. 
  He was a greedy, power driven individual 
  who had neither the business talent nor 
  instincts of their father. 
  It was she who had been leading the PCs to a 
  final reckoning with Alfons in hope of stopping 
  his mad scheme. The attack on the Ravenswing 
  Inn was not her doing, however, though it did 
  serve to bring the PCs to this place.  
   
  Elisabeth had intended that the PCs occupy 
  Alfons’ personal guard's attention while she 
  dispatched her brother. The change in Alfons 
  caught her by surprise.  By the time she 
  regained her wits, Elisabeth was injured and 
  the battle lost.  
   
  Elisabeth also surmised that the Skaven attack 
  was imminent, but thought it was one day away 
  in the very least. Her assumption that Alfons’ 
  removal would unravel the Skaven plan was 
  without merit.  The only avenue left is the 
  removal of the Skaven leaders.  Elisabeth tells 
  the PCs to look for a scrawny Skaven with 
  greyish-brown fur and rather crazed looking 
  eyes (Rantok) as he is usually accompanying a 
  larger, dark brown furred Warlord.  She does 
  warn the PCs that the smaller Skaven carries a 
  strange looking pistol.  If asked how she came to 
  know what the Skaven leaders, Elisabeth forces 
  a smile and simply says that she has been 
  reconnoitring the situation for quite some time. 
   
  Elisabeth tells the PCs that the Skaven 
  probably entered the mansion through one of 
  their tunnels into the basement.  In this manner, 
  they were able to enter and leave without 
  detection by the Goudberg Watch.  She also 
  tells them that a staircase hidden within the 
  walls is the only way to reach the cellar.  One 
  of the two entries is a secret door behind the 
  fireplace in this room (the whole fireplace 
  pivots open). A loose flagstone just above the 
  mantel hides the opening mechanism.  The 
  other secret door is found in Alfons’ old 
  bedroom (the door nearest the top of the stairs 
  leading to the ground floor). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  92 
  The orange glow coming from the window 
  indicates fire in the Paleisbuurt district. 
  Elisabeth urges the PCs to use the secret 
  stairway to reach the Skaven tunnels.  "Surely 
  the Skaven will not expect an attack from that 
  quarter," Elisabeth advises.  Acknowledging 
  the PCs' condition (no doubt, a number will 
  be injured from all the fighting they have 
  recently endured), Elisabeth tells them that 
  she left three potions of healing in the room 
  across the hall.  These were a reserve in the 
  unlikely event that Alfons’ thugs defeated the 
  PCs and she would have to deal with them in 
  addition to her brother.  Now that she is in no 
  condition to continue, Elisabeth offers this aid 
  to the PCs so that they can accomplish what 
  she can no longer do.   
   
   
  Into the Breach 
  One might assume that the PCs, eager to end 
  this affair, would leap at the opportunity to 
  deal with the Skaven once and for all.  
  Unfortunately, there are those who may 
  decide that they have had enough and are 
  willing to take their chances either on the 
  streets or on the road out of Marienburg. This 
  and the following section will detail the 
  consequences of the two choices. 
   
  Deciding to carry on in the hope of saving 
  Marienburg, the PCs must prepare themselves 
  for the final assault.  They have a limited time 
  as they have no information regarding the 
  battle on the streets.  Fires raging across the 
  city and the periodic din of battle give some 
  indication, but not much. 
   
  Opening the secret door is easy.  As the 
  fireplace pivots, the PCs find the stairs 
  descending to the left into the darkness.  
  Heading down, they soon come to a landing 
  that marks the second secret door.  From there 
  the stairs continues in a downward, counter-
  clockwise spiral.  In time, the PCs reach a 
  cellar with a table in its centre and an eight-
  foot high, six-foot wide opening in the far 
  wall leading to a tunnel beyond. Anyone with 
  Mining skill can also determine that the tunnel 
  is solidly built – though the workmanship is 
  shoddy – and descending at a slight angle.  A 
  character with the Follow Trail skill has an 
  I+10 chance of picking up indications that 
  several creatures passed through here earlier 
  in the day (about ten to twelve hours earlier).  
  PCs without the skill have only a 10% chance 
  of finding any sign. 
   
  The passage is by no means constructed in a 
  straight line. It twists and turns, thereby 
  making accurate mapping next to impossible.  
  After some thirty yards, the slope of the 
  tunnel becomes very steep.  Characters will 
  need to free one hand to help with the descent.  
  If they do not then each PC so deciding must 
  make an I test to avoid sliding down the 
  passage.  After twenty feet, the tunnel levels 
  off.  The passage ends at an intersection. 
   
  PCs with Acute Hearing may take a Listen 
  test for normal noise to hear a Skaven patrol 
  approaching from the left.  Failure means that 
  both sides surprise one another, while success 
  gives the PCs surprise.  Not expecting 
  intruders, the Skaven unit commander is 
  leading his unit of five clanrats on a patrol so 
  as to avoid the fighting on the streets above.  
  Unless the Skaven can overcome their 
  surprise and seize the advantage, they will 
  seek to escape by retreating. 
   
  Checking all three sides of the intersection, 
  PCs with Follow Trail skill can determine that 
  the direction from which the Skaven patrol 
  came was the more heavily travelled.  Should 
  they go in opposite direction, they will follow 
  a meandering passage that eventually rises 
  and enters into an abandoned sewer line. Both 
  ends are blocked by rubble that has fallen long 
  ago and the bottom is knee deep in sewage 
  that has somehow seeped into here. 
   
  If any Skaven escaped from the earlier 
  confrontation, the noise will be minimal as the 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  93 
  Skaven are preparing a reception for the PCs.  
  Otherwise, the PCs hear chittering noise that 
  can be safely assumed to be Skaven.  Unless 
  they blunder badly, the PCs should be able to 
  achieve surprise as they enter a large cavern.  
  Unfortunately, the Skaven are not located near 
  the entrance, so charging into the cavern gives 
  the PCs no advantage.  Creeping ahead will 
  allow the PCs to survey the layout for d6+4 
  rounds without being noticed. 
   
  The size of the lit cavern is around fifteen feet 
  high, eighty feet wide, and ninety feet deep.  
  There are three other exits from this cavern; 
  two are in the corners at one end on an 
  upward slope.  The remaining is across at a 
  third corner and leads to deeper levels.  Near 
  the centre of the cavern is a large, well-
  armoured black-furred Skaven (the Warlord 
  Skweech) and a robed, greyish-brown furred 
  Skaven with a rather strange-looking firearm 
  (the Warlock Engineer Rantok).  Six other 
  armed and armoured Skaven accompany the 
  two.  The leaders are addressing two units of 
  Skaven troops (2d6+6 per unit) armed with 
  serrated blades.  Each unit is escorting d10+6 
  humans in chains.  The prisoners are in pretty 
  bad shape and hardly in a state to put up any 
  resistance. 
   
   
  Warlord Skweech, Skaven Warlord 
  A formidable warrior in his own right, Skweech has clawed, scratched, and murdered his way 
  up the rungs of power in Clan Scruten until he reached the top.  He could not rest on his 
  laurels, however, as Skaven are duplicitous by nature and there were many who eagerly 
  sought his position.  Skweech knew that only battle would divert the attention and schemes of 
  so many would-be successors.  One day, the Horned Rat delivered a Manthing with great 
  influence and prestige unto him.  The Manthing proposed a ridiculous plot to obtain, then 
  usurp, power in the Mancity that included the Skaven as his agents.  Seeing an opportunity for 
  paying off a debt to Clan Skryre, Skweech agreed to a pact with the Manthing that the 
  Warlord intended to turn to his own advantage without the Manthing's knowledge.  Through 
  contact with Clan Skryre, the Warlock Engineer Rantok arrived on the scene.  Mistrusting the 
  Warlock Engineer came naturally to Skweech and the Warlord intends to keep an eye out for 
  any treachery on Rantok's part. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  63 
  55 
  5 
  5 
  13 
  60 
  3 
  34 
  64 
  34 
  48 
  39 
  34 
   
  Skills: Dodge Blow, Specialist Weapon-Two-Handed, Street Fighting, Strike Mighty Blow, 
  Strike to Injure, Strike to Stun 
  Equipment: Sword with serrated blade (35% chance of infection), Warpstone Armour Shirt 
  (2AP body), Helm (1AP head), Vambraces (1AP arms), Leggings (1AP legs), Shield (1AP all 
  over) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  94 
   
  If the PCs attack, they will be facing difficult 
  odds as all Skaven, save a few to guard the 
  captives, will attack.  There is a chance that 
  these Skaven may even slaughter the battered 
  captives so as to free themselves to assist their 
  Warlord against the interloping Manthings. 
   
  Should the PCs continue to wait for their 
  opportunity, the unit leaders bark out some 
  order after several moments and each unit then 
  departs through the third tunnel forcing the 
  human captives ahead of them.  At this point, 
  the PCs will have 2d6+8 rounds to act before 
  the Skaven senses their presence unless there 
  actions dictate otherwise. Attacking with 
  missile weapons gives the PCs three rounds 
  before the Skaven warriors can close on them.  
  The Warlock Engineer, unfortunately, needs 
  only two rounds to recover from the surprise 
  attack. 
   
  Rantok, Clan Skryre Warlock Engineer, Level 2 
  Rantok was dispatched by the Clan Skryre to the lair of Clan Scruten beneath the Mancity 
  called Marienburg. The Clan Leaders divined that some machinations were about to occur 
  there that needed observation, as well as the collection of a debt owed to Clan Skryre. Rantok 
  arrived just as Warlord Skweech reached a pact with a soft Manthing. The Warlord was 
  hesitant about Rantok's questions as if the Warlock Engineer intended to take over the 
  operation (an attractive prospect on one paw, but too risky on the other). There was some 
  potential in the Warlord's plan, so Rantok limited his role. Of course, the presence of Gutter 
  and Night Runners from Clan Eshin were of some concern. 
  One night many moons ago, a manthing breeder surprised Rantok as he lurked about the 
  manthing city devising possible escape routes should Warlord Skweech’s plans go awry.  
  Fearing that he was about to be exposed, Rantok began to conjure a spell when the breeder’s 
  sharp knife touched his throat.  The manthing had a proposition for him: tell what he knew of 
  Skweech’s manthing’s plans and she’ll let him live.  Rantok only needed a moment to agree 
  realizing that Skweech’s failure might be the opportunity the Warlock Engineer needed to 
  show his mettle and gain admittance into the company of Grey Seers.  With this in mind, 
  Rantok revealed what he knew. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  43 
  35 
  4 
  4 
  10 
  60 
  1 
  34 
  34 
  34 
  28 
  39 
  24 
   
  Skills: Arcane Language-Dark Magic, Arcane Language- Skaven Magic, Cast Spells-Dark 
  Magic 1, Cast Spells-Skaven Magic 1- 2, Evaluate, Herb Lore, Identify Plants, Magical 
  Awareness, Magic Sense, Scroll Lore, Secret Language- Skaven 
  Magic Points: 24 
  Spells: Petty Level: Curse, Magic Alarm, Reinforce Door, Sleep 
  1st Level: [Dark] Dark Hand of Destruction; [Skaven] Shadow's Companion, 
  Vermintide, Warp Lightning 
  2nd Level: [Skaven] Scorch, Shrivel Tongue 
  Equipment: Sword with serrated blade (35% chance of infection), Leather Jerkin (0/1AP 
  body/arms), Warpstone Flintlock (R 8/16/50, ES 3, 2 rounds to load, 1 to fire) with (refined) 
  warpstone ammunition (see Realms of Sorcery, page 128, for details regarding the effects of 
  refined warpstone) for 10 shots, and Pouch (containing d6+6 pieces of refined Warpstone). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  95 
  So long as the Skaven believe that they are 
  stronger than the PCs, the Ratmen will press 
  the attack.  As the PCs gain the upper hand, 
  the Skaven leaders (especially if the Warlord 
  is killed) will try to escape down the tunnel 
  that delves deeper into the earth with each 
  Skaven blaming the other for the failure of the 
  enterprise.  Once the Skaven leaders have fled 
  or been slain, the rest of the Skaven will scatter.  
  Those already on the surface will soon retreat 
  (d3+1 hours) in panic when it becomes 
  apparent that their leaders have disappeared.  
   
  So long as the Skaven believe that they are 
  stronger than the PCs, the Ratmen will press 
  the attack.  As the PCs gain the upper hand, 
  the Skaven leaders (especially if the Warlord 
  is killed) will try to escape down the tunnel 
  that delves deeper into the earth with each 
  Skaven blaming the other for the failure of the 
  enterprise.  Once the Skaven leaders have fled 
  or been slain, the rest of the Skaven will scatter.  
  Those already on the surface will soon retreat 
  (d3+1 hours) in panic when it becomes 
  apparent that their leaders have disappeared.  
   
  Should the PCs survive the battle with the 
  Skaven leaders, they will need to leave the 
  cavern as they are, after all, in the way of any 
  retreating Skaven.  The exit on the left 
  eventually leads (after twenty-thirty minutes 
  of travelling) to a sewer on Luydenhoek Isle 
  in the Suiddock.  The other tunnel is shorter 
  (ten to fifteen minutes of walking) and leads 
  to a sewer outlet in the Guilderveld district 
  near Paleisbuurt. 
   
  Should the PCs opt to flee, neither Skaven 
  leader will bother with the craven PCs.  The 
  cowards have clearly confirmed each 
  Skaven’s perception of the spinelessness of 
  Manthings. 
   
  Swarm of Rats 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  33 
  0 
  1 
  1 
  10 
  10 
  10 
  0 
  89 
  5 
  89 
  89 
  0 
   
  Physique: A swarm consists of 100 creatures and may attack in any direction. 
  Psychological Traits: Subject to Stupidity. 
   
  Giant Rats 
  Current Profile 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  6 
  25 
  0 
  3 
  3 
  5 
  30 
  1 
  0 
  14 
  14 
  18 
  18 
  0 
   
  Physique: Giant Rats grow up to 6 feet long plus tail. 
  Special Rules: 35% chance of causing infected wounds and a 2% chance of carrying the Black 
  Plague.  Giant Rats see up to 20 yards in the dark. 
   
  Clan Scruten Clanrats, Skaven 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  33 
  25 
  3 
  3 
  7 
  40 
  1 
  24 
  24 
  24 
  18 
  29 
  14 
   
  Equipment: Sword with serrated blade (35% chance of infection), 50% chance of Mail Shirt 
  (1AP body), 50% chance of Shield (1AP all over). 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  96 
  The Warzone 
  When the PCs reached the fog-shrouded 
  streets of Marienburg major fires are raging in 
  the Paleisbuurt and Suiddock districts, 
  although there are smaller fires throughout the 
  city.  If the PCs wander into these areas, there 
  is a 70% chance they will encounter a Skaven 
  slaving party (which may include Clan Eshin 
  Gutter Runners and Night Runners as well as 
  Clan Scruten troops).  In other areas, the 
  chance of an encounter drops to 30%. 
   
  PCs crossing Marienburg may also run into 
  some of the private mercenary units employed 
  by the Great Merchant Houses.  The size of 
  these units varies from house to house.  Those 
  of the van der Kuypers family are normally 
  the largest with one unit of twenty-five foot 
  soldiers coupled with three units of twenty 
  marines.  They are better fighters than the 
  city's Watch and militia. 
   
  During the first several hours of chaos, the 
  various mercenary units (except the two 
  employed by van Rugkil) are disorganized and 
  suffer numerous losses. Amid the flames 
  throughout the city and, in places like the 
  Suiddock, rioting and looting are taking place.  
  Against this backdrop of war, the PCs can 
  help fight the Skaven, join fire brigades to put 
  out the flames, or flee the city.  The last 
  choice is not as easy as it seems.  The roads 
  that lead out of Marienburg are blocked by the 
  mercenary bands in the Paleisbuurt and 
  Suiddock districts pressing people into service 
  putting out fires or arresting them as looters.  
  Additionally, the waterways are blocked by 
  various river craft departing the docks in order 
  to save themselves and creating more havoc. 
   
  PCs who previously avoided the Skaven 
  leaders are in for a treat: the Warlord and 
  Warlock Engineer have sent a group of Night 
  Runners (2D3+3) to eliminate them.  As a 
  result of the PCs' earlier activities, the Skaven 
  leaders have come to see them -- in a rather 
  obsessive way -- as obstacles that need to be 
  removed to ensure success.  By this time, the 
  Skaven have also correctly concluded that the 
  PCs have sniffed out van Rugkil's role in all 
  this and they can be found near the wretched 
  Manthing.  Using the tunnel to the van 
  Rijksbodem mansion, the Skaven make their 
  way to the Goudberg estate.  Entering the first 
  secret door, the Skaven catch the scent of the 
  PCs and realise they have departed (telltale 
  signs of dead bodies bear this out as well).  As 
  Elisabeth van Rugkil entered through a top 
  floor window, the Skaven do not detect her 
  scent. 
   
  The attack of Night Runners should occur 
  when the PCs are least prepared.  That will 
  teach them for ducking their duty to wipe out 
  the Skaven leaders when they had the 
  opportunity!  Should the PCs gain the upper 
  hand in the combat, the Skaven will take the 
  first chance to flee. 
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  97 
   
  Epilogue 
   
  By dawn, the fog lifts and reveals that a 
  significant portion of Marienburg is in ruins.  
  Large areas of the Paleisbuurt and Suiddock 
  districts are smoulding wrecks and there are 
  many people wandering about aimlessly.  Few 
  signs of the Skaven presence remain and 
  many of these are dismissed as mutants from 
  the surrounding swamps or Fen Loonies.  The 
  retreating Skaven try to remove their own 
  dead so as to cover their tracks. 
   
  The ugly job of clean up has begun.  Members 
  of the Carpenters' and Stonemasons' Guilds 
  begin to negotiate contracts with merchants and 
  landlords in the damaged areas.  Rumours 
  spread that the Directorate has convened to 
  determine the parties responsible for the 
  disaster that has befallen Marienburg.  Other 
  rumours circulate that remnants of renegade 
  mercenary bands were being blamed for 
  causing the destruction.  The leaders of these 
  bands have not yet been uncovered.  Moreover, 
  a number of people have disappeared without a 
  trace. 
   
  Crafty (and greedy) PCs may realise that there 
  is an opportunity to extort money from 
  Elisabeth van Rugkil.  After all, it was her 
  brother who employed these mercenaries, as 
  well as made a pact with the vile Skaven.  
  Returning to the van Rijksbodem mansion, the 
  PCs find no sign of Elisabeth.  The corpses of 
  those they've slain, including Alfons van 
  Rugkil, remain in the house.  The PCs have 
  little real evidence, other than the body of the 
  mutated van Rugkil to support whatever story 
  they concoct.  Of course, should they get 
  caught red-handed, the PCs may get some help 
  from the Temple of Mórr or Suiddock Watch 
  after spending some time in custody. 
   
  With nothing but wounds to show for their 
  effort, the PCs will most likely return to their 
  old haunt in the Suiddock.  Although Old Man 
  Houder's was burnt to the ground days before, 
  the nearby Shipwrecked Tavern is still 
  standing.  In a jolly mood that his tavern 
  survived, Olaf welcomes the PCs and asks how 
  they fared during the night.  With little 
  prompting, Olaf will recount his and Sergei's 
  efforts to keep the rampaging fire away from 
  his tavern.  Last he saw of Manuel, the little 
  Estalian ran screaming into the night as if he 
  saw something in the shadows.  No great loss, 
  after all. 
  Olaf also tells the PCs that a pretty young 
  woman gave into his care a chest for them. 
  Olaf was well paid to deliver it intact to the 
  PCs.  He suggests that they can use Manuel's 
  room upstairs if they need privacy.  Using the 
  Clan Eshin Night Runner Assassins, Skaven 
  Clan Eshin Night Runners are the Skaven assassins who are often active at night.  Their main role 
  is to slay foes in dark places, infiltrate enemy cities, sow fear in their enemies, and prepare the way. 
  Current Profile: 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  63 
  55 
  4 
  4 
  13 
  70 
  4 
  54 
  44 
  44 
  38 
  49 
  34 
   
  Skills: Concealment Rural, Concealment Urban, Disguise, Follow Trail, Marksmanship, 
  Prepare Poisons, Scale Sheer Surface, Shadowing, Silent Move Rural, Silent Move Urban, 
  Specialist Weapon-Net, Specialist Weapon-Parrying, Specialist Weapon-Throwing Knives, 
  Specialist Weapons-Throwing Stars, Strike Mighty Blow 
  Equipment: Sword, Skaven Assassin Dagger (I+10, S-2, Parrying -20: If wounded, victim 
  must make an immediate Poison test or be paralysed for 2D6 rounds), Mail Shirt (1AP body) 
  under Dark Clothing, 2 Skaven Throwing Stars (R 4/8/20, ES C: Poison as dagger), Garrotte 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
  98 
  key that Elisabeth gave them earlier (the one 
  that also opened the side gate at the mansion), 
  the PCs can easily open the chest, which 
  contains five hundred Guilders and a sealed 
  envelope with no insignia on the sealing wax 
  [Handout #16].
  Handout #16 
    Respected Associates, 
   
  Given your resourcefulness and skills over the past week, I have little doubt that you've survived 
  last night's events.  These same events have made it impossible for us to meet in person.  Please 
  accept the pittance I've included as a token of my appreciation for your efforts (whether 
  intentional or not) on my behalf. 
   
  No need to search for me.  For reasons upon which you may speculate, I no longer feel at liberty 
  to make Marienburg my home.  Instead, I seek a new start in a new land.  Once my affairs are in 
  order, I may send for you.  Without any doubt, I am sure that I can put your considerable gifts to 
  good use. 
   
   
  With their role in the events of the last two 
  weeks largely unknown, the PCs may believe 
  that their task is over.  But, is it?  Any Skaven 
  who escaped their encounter with the PCs - 
  especially the Warlord or Warlock Engineer - 
  will identify the PCs to those who may 
  secretly seek revenge.  If the Mercenary 
  Captains survived the encounter at the van 
  Rijksbodem mansion, they will probably want 
  to extract their own brand of revenge as they 
  lost a very rich patron and many men. 
   
  Should Thijs Boekarts have employed them, 
  the PCs might want to send word to him of 
  their deeds and accomplishments.  Depending 
  upon how they do this, the PCs may not only 
  collect on the rest of the promised wages, but  
  they might gain a means of getting involved  
  with the League.  This does assume that the 
  League will approve of Thijs’ action in hiring 
  the PCs to begin with.  If they aren’t 
  supportive of their bookkeeper, then the 
  attention on the PCs may not be healthy. 
   
  Other possibilities may include Elisabeth van 
  Rugkil informing her patron, the Duc du 
  l'Anguille, of the PCs' exploits.  Moreover, 
  one might want to consider whether the PCs 
  leave any evidence of their involvement that 
  any agent of the Directorate might 
  misconstrue as proof that the PCs were 
  conspirators (or, at least, unwitting 
  accomplices).  Perhaps, one of the Great 
  Merchant Houses might learn of them and 
  seek to employ such resourceful and scheming 
  operatives. 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  99 
  Experience Points 
   
  10-30 Roleplay (per session) 
   
  A Day in the Life 
    5 
  Saving Thijs’ life 
    5 
  Finding the note about the shipment in 
  Thijs Boekarts’ flat 
    5 
  Finding the medallion under the desk 
   
  Murder in the Streets 
    5 
  Gaining Watch Sergeant Kuilstier's 
  confidence 
    5 
  Giving the medallion from Boekarts' 
  flat to Kuilstier 
   
  Streets of Suiddock 
    5 
  For each crime broken up by the PCs 
  10 
  For breaking-up the kidnap attempt by 
  the (Kháinite) Cultist of the Scorpion 
    5 
  Finding the note about the Crimson 
  Claw 
   
  The Lord Harbourmaster's 
  10 
  Gaining access to the Lord 
  Harbourmaster's records 
   
  Guildhall of the Brotherhood 
  10 
  Gaining access to the records of the 
  Brotherhood of Seamen and Pilots 
  guildhall 
   
  The Dark Warehouse 
    5 
  Extracting most of Captain Erich 
  Wassermann's information 
    5 
  Finding the coffin with the heraldic 
  device of 13th century Sylvania 
   
  The Stolen Artefact 
  10 
  Gaining Lucas Grafzoekener's 
  confidence 
   
  The Witch-Hunter Cometh 
  10 
  Confiding in Lodewijck Raffleugel, 
  Cleric of Mórr 
  Enter the Crimson Claw 
    5 
  Initially behaving themselves at the 
  Crimson Claw 
  15 
  Capturing or killing Count Stefan von 
  Schweinfort (Wolfgang Schwarz). 
    5 
  Capturing or killing Helena Koel, 
  Cleric of Kháine 
    5 
  Discovering the dead man's body and 
  determining cause of death 
   
  The University Revisited 
    5 
  Gaining information from Doktor 
  Lucas Grafzoekener at the University 
  10 
  Finding Grafzoekener's hidden note 
   
  The House of the Dead 
  10 
  Learning about the von Teufelheim 
  family from Lodewijck Raffleugel 
    5 
  Obtaining Lodewijck's interpretation 
  of the Dream 
  Along the Doodkanaal 
  10 
  Gaining the assistance of the Outcasts 
  in the Doodkanaal area 
    5 
  Finding the pamphlet in the hidden lair 
   
  Riot! 
  15 
  Avoiding arrest by the Watch after the 
  Aubentag rioting 
  10 
  Rescuing the two Watchmen from the 
  murderous mob 
  15 
  Finding the booklet by H Markvalt 
   
  Armitage Books 
    5 
  Uncovering the meaning of the 
  medallion from Thijs’ flat 
    5 
  Finding the hidden Print Shop 
  10 
  Gaining Jolanda’s confidence 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  100 
  Entrapment 
    5 
  Running away from Kuilstier's murder 
  scene to avoid arrest 
  10 
  Darkening the room to avoid being 
  seen with Kuilstier's headless corpse 
    5 
  Finding the trap door under the bed 
  10 
  Investigating the flat underneath 
  Kuilstier's 
   
  Something's Burning 
  10 
  Quickly (within two rounds) shouting 
  a fire alarm 
    5 
  For each PC joining the fire brigade 
  10 
  Finding the ORDESA inscription 
   
  Search and Destroy 
    5 
  For each ORDESA member captured 
  in the alley 
  15 
  Obtaining important information from 
  the captive ORDESA member 
  10 
  Not initially killing the ORDESA 
  captive 
  10 
  Interrogating the captive of 
  ORDESA's involvement with the 
  boarding house fire 
   
  Rebels with a Cause 
  10 
  Obtaining information from the 
  Stevedores without fighting 
    5 
  Obtaining information from the 
  Stevedores after a fight 
  10 
  Letting ORDESA enter the warehouse 
  unhindered 
    5 
  Ambushing ORDESA on the streets 
    5 
  Capturing or killing Irina 
  Dopplezunge  
  15 
  Capturing or killing Walewijn 
  Droomer 
    5 
  For searching Walewijn and finding 
  the note 
  35 
  Killing vampiric Kháinite High 
  Priestess Klara von Teufelheim 
   
  Where Are They? 
    5 
  For each Skaven Gutter Runner killed 
  Need a Place to Rest? 
    5 
  Keeping the silk handkerchief with the 
  van Rugkil family crest. 
   
  The White Shoal Cafe 
    5 
  Finding the secret door on the landing 
  between the kitchen and cellar. 
  10 
  Surprising the Skaven Assassins. 
  10 
  For each Skaven Assassin killed. 
   
  Into the Sewers 
    5 
  Following the Skaven into the sewers. 
  10 
  Entering the Skaven tunnels. 
    5 
  Listening to the angry exchange before 
  acting. 
  15 
  Noticing the royal blue "R" on the 
  back of the gauntlet. 
   
  Warning 
  15 
  If the PCs take a Skaven corpse to the 
  Watch. 
   
  At the Great Library 
  15 
  Learning the facts regarding the van 
  Rugkil family. 
    5 
  Discovering the "sleeping" man was 
  actually dead. 
    5 
  Finding a lady's glove with a royal 
  blue "R" in a bed of tulips 
  embroidered on it. 
    5 
  Finding the note in the opened book. 
    5 
  Hiding the dead man's corpse. 
   
  With a Little Help from My Friend 
  10 
  Avoiding drinking any "beverage" in 
  the Gullible Gull 
    5 
  Obtaining the note and key. 
  10 
  Ambushing the Skaven Assassins. 
   
  Plot Revealed 
  15 
  Finding the kidnapping clues in 
  Emma's bedroom. 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  101 
  Confrontation 
    5 
  Finding a means to observe the van 
  Rijksbodem grounds. 
  10 
  Discovering that the mansion is being 
  used as a military encampment. 
    5 
  Observing the mansion from across 
  the Kleinoost Kanaal. 
    5 
  Learning the time of attack before the 
  mercenary units are marshalled. 
  30 
  Removing (by killing or chasing away) 
  van Rugkil's henchmen (Champion, 
  Assassin, & Mercenary Captains) 
  20 
  Killing the mutated Alfons van 
  Rugkil. 
   
  Into the Breach 
  15 
  For taking the battle to the enemy. 
    5 
  For slaying or routing the Skaven 
  patrol. 
    5 
  If no Skaven from the patrol escaped. 
  10 
  For achieving total surprise on the 
  Skaven leaders. 
  30 
  If Skaven leaders (Warlord and 
  Warlock Engineer) are slain or routed. 
  The Warzone 
  10 
  For every Skaven Night Runner 
  Assassin slain or routed. 
  Epilogue 
  20 
  Returning to the Shipwrecked Tavern 
     +1 FATE POINT 
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  102 
  Appendix One- New Spells and Magic Items 
   
  Conspiracy introduces one new spell and magic item to the WFRP milieu, which are detailed in 
  this section for future use for a GM. 
  New Spell 
  Withering Hand of Kháine 
  Spell Level: Third Divine (Kháine) 
  Magic Points: 15 
  Range: Touch 
  Duration: Instantaneous 
  Ingredients: Skeletal Hand 
   
  This spell allows a Cleric of Kháine the ability to siphon the life force of a target by simply 
  touching it with the skeletal hand (use of a weapon negates the effects).  The Kháinite Cleric rolls 
  to hit as normal, ignoring unarmed combat modifiers.  Any hit automatically causes d6+2 
  wounds (irrespective of Toughness and non-magical armour) to the victim each round and gives 
  the Cleric an equal number of Magic Points (not to exceed their maximum). 
   
  This spell takes effect immediately and will continue to wound the victim each round so long as 
  the Cleric of Kháine maintains physical contact with the victim.  Either wounding the Cleric or 
  otherwise breaking the Cleric’s hold may break contact.  The corpses of victims who have their 
  entire life force siphoned by this spell are left as skin and bones.  All muscle and other tissues 
  dissolve and the victim's face takes on a reddish hue which gives it an appearance of a grimacing 
  red skull.  Anyone (outside the Cleric of Kháine) witnessing the death of the victim must make a 
  Cl test or gain 1 Insanity Point. 
   
  Only Clerics and Witch-Hunters of Mórr are allowed a WP-10 test to resist the power of this spell.  
   
  New Magic Items 
  Al-Qantram Shalem Fetish of Kháine 
  At the height of their power in ancient Araby, the priests turned to the darkness and power that 
  characterizes Kháine and all things necromantic.  During the centuries that followed, the High 
  Priests were among the foremost of Pharaoh’s advisors and its people suffered greatly.  In time, 
  they rose against this tyranny.  In his last act before fleeing into the southern desert, High Priest 
  Al-Qantram Shalem created and consecrated a number of artefacts to the service of Kháine.  
  Many were uncovered from their hiding places and destroyed, but a number survived.  One of 
  these was a foot long fetish in the shape of a scorpion's tail.  Dangling from the barb end are three 
  dried scorpion tails while three unusually well preserved vulture tail feathers are attached to the 
  other end. 
   
  The magic of the fetish can be properly activated through the ritualised sacrifice of the heart and 
  eyes of two humans.  The fetish can only be used by a cleric of Kháine for two purposes. 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  103 
   
  The first purpose is to Summon Lesser Demon of Kháine in the form of a giant scorpion.  Its 
  profile is as follows: 
   
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  5 
  50 
  0 
  5 
  4 
  17 
  60 
  3 
  0 
  89 
  89 
  89 
  89 
  14 
   
  Physical Detail: The demon’s tough exoskeleton counts as plate armour (2 AP all over).  The 
  demon fights with two claw attacks and one tail attack.  The tail attack is venomous and victims 
  must make a Poison test for every hit which cause W loss (first failure results in drowsiness and 
  a second failure results in the victim's death in 1d3 rounds) 
   
  Psychological Traits:  Lesser Demons cause Fear in all living creatures under 10 feet tall.  They 
  themselves are immune to psychological effects except those created by Greater Demons or gods. 
   
  Special Rules:  Lesser Demons are affected by normal weapons, and their attacks are normal, 
  non-magical attacks.  They are subject to Instability. 
   
  The second purpose is as a catalyst in a ritual to resurrect a servant (usually a High Priest) of 
  Kháine from the dead.  All that's needed to complete the ritual is a mixture composed of the ash 
  from the servant's body and freshly spilled blood from a Human sacrifice.  An amorphous cloud 
  rises from this mixture needing more nourishment that can only be obtained from a nearby 
  Human's blood.  Note that the cloud will just as likely feed on the priest of Kháine as any other.  
  Once satiated, the cloud escapes until it can find the "right" host body.  Once occupied, the body 
  changes to take on the look that the servant of Kháine had in their previous existence with all 
  their skills and abilities.  Naturally, the victim is killed. 
   
  Anyone attempting to use the fetish other than a Cleric of Kháine will suffer in the same manner 
  as a victim of the Withering Hand of Kháine spell. 
   
  Skaven Weapons 
  Warpstone Flintlock 
  Similar to human pistols, the Skaven weapon uses an alloy of refined warpstone and lead as its 
  ammunition.  In most cases, warpstone bullets cause the same amount of damage as normal 
  bullets.  Unfortunately for the victim, there is a d6+6% chance that the Warpstone will cause d2 
  mutations to rapidly manifest in addition to the damage.  
   
  Refined Warpstone 
  Through not as powerful as raw warpstone, refined warpstone is still very potent.  Both Grey 
  Seers and Warlock Engineers consume it in order to fuel their foul sorceries.  There is a danger 
  even to these warpstone-attuned creatures, however.  Consumption may cause the Grey Seer 
  (d6% chance) and/or Warlock Engineer (2d6% chance) to rapidly manifest d6+2 mutations 
  (which may reduce them to Chaos Spawn).   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  104 
  Appendix Two- Mutation Table 
   
  These can be found in The Enemy Within, among other sources. For each mutation, first roll a 
  d100 to determine the mutation for the character.  Some mutations require an additional roll to 
  further define the mutation (for example bestial face). 
   
  * Denotes mutations that cause fear.  If three or more of these mutations are present, the creature 
  causes terror. 
   
  d100 
  Mutation 
  01 
  Abnormally Thin (S-1) 
  02 
  Additional Eye 
  03 
  Agility (I+30) 
  04 - 16 Bestial Face (d100): 
  01-05   
  Ant (A+1, bite attack) 
  06-10  
  Bat (A+1, bite attack, night vision) 
  11-15  
  Bear 
  16-20  
  Eagle (A+1, bite attack, excellent vision) 
  21-50  
  Goat (A+1, gore attack) 
  51-55  
  Rabbit 
  56-60  
  Rat (A+1, bite attack) 
  61-65  
  Raven (A+1, bite attack, excellent vision) 
  66-75  
  Snake (A+1, poisonous bite) 
  76-85  
  Spider (A+1, bite attack as Giant Spider, see below) 
  86-90  
  Wild Cat (A+1, bite attack) 
  91-00  
  Wolf (A+1, bite attack, acute hearing) 
  17-18 
  Beweaponed Extremities (1-3 blades, 4-6 maces, S+1, I-10, Dex 0) 
  19 
  Bird's Feet (T+1, A+2 for claw attacks if coupled with wings) 
  20 
  Black Skin 
  21 
  Blood Rage (subject to Frenzy) 
  22-23 
  Bulging Eyes 
  24 
  Carapace (2AP body) 
  25-27 
  Claws 
  28 
  Cowardice (subject to Fear if outnumbered) 
  29 
  Crest 
  30 
  Crown of Eyes* 
  31 
  Eyestalks* 
  32 
  Fast (M+3) 
  33-34 
  Feathered Hide 
  35 
  Featureless Face* 
  36 
  Flaming Skull Face* 
  37 
  Foul Odour (opponent's WS-10) 
  38 
  Headless 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  105 
   
  d100 
  Mutation (continued) 
   
   
  39 
  Hopper (M reduced to 2) 
  40 
  Hypnotic Gaze (Opponent rooted to spot unless WP test is passed) 
  41 
  Iron Hard Skin (5AP all over) 
  42-45 
  Irrational Fear 
  46-50 
  Irrational Hatred 
  51 
  Long Legs (M+1) 
  52 
  Long Neck 
  53 
  Long Spines (Opponents in hand-to-hand combat must make an I test/round or take 
  automatic S1 hit) 
  54 
  Magic Immune 
  55-56 
  Magic Resistant (WP+20) 
  57-58 
  Mane of Hair 
  59 
  Manic Fighter (never breaks from combat) 
  60 
  Marksman (BS+6d6) 
  61-62 
  Moronic (Int –20, subject to stupidity) 
  63-64 
  Multiple Arms (A+1 per arm, T+1 for every two arms) 
  65 
  No Neck 
  66 
  One Eye (BS x 1/2) 
  67 
  Pin Head (Int-20, subject to stupidity) 
  68 
  Pointed Head (Int-10) 
  69-71 
  Prehensile Tail (A+1) 
  72 
  Razor Sharp Claws (S+2) 
  73 
  Rearranged Face* 
  74 
  Resilient (retake failed T test once) 
  75 
  Rotting Flesh* 
  75-77 
  Scaly Skin (T+1) 
  78 
  Scorpion Tail (A+1, poisonous attack) 
  79-81 
  Short Legs (M x 1/2) 
  82 
  Skull Face* 
  83-84 
  Spits Acid (up to 10 yards, BS to hit, S3 hit) 
  85 
  Strong (S+3) 
  86-87 
  Suckers on Hands and Feet (Scale Sheer Surface) 
  88-89 
  Tentacles* (if both arms, Dex 0) 
  90 
  Transparent Skin* 
  91-94 
  Unusual skin (or fur) colour 
  95 
  Warclub Tail (A+1, S+1 for tail attack) 
  96-97 
  Warty Skin (T+1) 
  98 
  Weapon Master (WS+6d6) 
  99-00 
  Wings* (1-2 small, 3-4 medium, 5-6 large; if large or medium, fly as Swooper) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  106 
  Appendix Three- Typical NPC profiles 
   
  Clerks (Scribes) 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  25 
  25 
  3 
  3 
  5 
  40 
  1 
  30 
  30 
  35 
  29 
  29 
  29 
   
  Skills: Blather, Etiquette, Read/Write, Secret Language-Classical, 50% chance of Speak 
  Additional Language. 
  Equipment: Smart Clothes and Writing Kit. 
   
  Collectors (Excisemen) 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  43 
  25 
  3 
  3 
  9 
  40 
  1 
  29 
  29 
  39 
  39 
  29 
  29 
   
  Skills: Blather, Numismatics, Read/Write, Supernumerate, 50% chance of Law, 20% chance of 
  Embezzle. 
  Equipment: Sword, Leather Jack (0/1AP body/arms), Abacus, Writing Kit, and Pouch (d6 Gu). 
   
  Mercenary 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  43 
  40 
  4 
  3 
  9 
  39 
  2 
  29 
  39 
  29 
  39 
  29 
  29 
   
  Skills: Disarm, Dodge Blow, Secret Language-Battle Tongue, Strike Mighty Blow, Strike to 
  Stun, 75% chance of Drive Cart, 50% chance of Animal Care, 25% chance of Ride 
  Equipment: Sword or Axe, Mail Shirt (1AP body), Shield (1AP all over), Crossbow (R 
  32/64/300, ES4, 1 round to fire, 1 to load) and ammunition, and Purse (d6 Gu, 4d6 shillings). 
   
  Mercenary Sergeant 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  53 
  50 
  4 
  4 
  11 
  49 
  2 
  39 
  39 
  39 
  39 
  39 
  39 
   
  Skills: Consume Alcohol, Disarm, Dodge Blow, Gamble, Secret Language-Battle Tongue, Street 
  Fighting, Strike Mighty Blow, Strike to Stun, 75% chance of Drive Cart, 50% chance of Animal 
  Care, 25% chance of Ride 
  Equipment: Sword or Axe, Mail Shirt with Breastplate (2AP body), Shield (1AP all over), 
  Crossbow (R 32/64/300, ES4, 1 round to fire, 1 to load) and ammunition, and Purse (3d6 Gu, 
  3d6 shillings). 
   
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  107 
  Pilot 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  31 
  31 
  3 
  3 
  7 
  41 
  1 
  41 
  31 
  31 
  41 
  31 
  41 
   
  Skills: Blather, Orientation, Row, Sailing, 20% chance of Consume Alcohol. 
  Equipment: Sword, Dagger (I+10, S-2, Parry -20), Leather Jack (0/1AP body/arms), and Purse 
  (2d6 shillings, 3d6 pennies). 
   
  River Watchmen (Marines) 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  43 
  35 
  4 
  3 
  9 
  39 
  2 
  29 
  29 
  29 
  39 
  29 
  29 
   
  Skills: Consume Alcohol, Disarm, Dodge Blow, Row, Secret Language-Battle Tongue, Strike 
  Mighty Blow, Strike to Stun, 25% chance of Swim. 
  Equipment: Sword, Mail Shirt (1AP body), Shield (1AP all over), Crossbow (R 32/64/300, ES 4, 
  1 round to load, 1 to fire) with ammunition, Grapple, Hook, and 10 yards of rope. 
   
  Seamen 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  41 
  41 
  4 
  3 
  8 
  41 
  2 
  31 
  31 
  31 
  31 
  31 
  31 
   
  Skills: Dodge Blow, Sailing, Scale Sheer Surface, Street Fighting, Strike Mighty Blow, Swim, 
  and 75% chance of Consume Alcohol. 
  Equipment: Sword, Dagger (I+10, S-2, Parry -20), Leather Jack (0/1AP body/arms), and Purse 
  (2d6 shillings, 3d6 pennies). 
   
  Stevedores 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  3 
  43 
  25 
  3 
  4 
  8 
  30 
  1 
  34 
  28 
  33 
  30 
  32 
  29 
   
  Skills: Dodge Blow, Street Fighting, Strike Mighty Blow, Strike to Stun 
  Equipment: Sword or Club, Leather Jerkin (0/1AP body), and Pouch (d6 shillings) 
   
  Watch Sergeant 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  45 
  35 
  4 
  3 
  9 
  44 
  2 
  32 
  35 
  29 
  39 
  32 
  39 
   
  Skills: Strike Mighty Blow, Strike to Stun. 
  Equipment: Sword, Club, Mail Shirt (1AP body) 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  108 
   
   
  Watchmen 
  M 
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Dex 
  Ld 
  Int 
  Cl 
  WP 
  Fel 
  4 
  40 
  30 
  4 
  3 
  9 
  39 
  1 
  32 
  27 
  29 
  39 
  32 
  39 
   
  Skills: Strike Mighty Blow, Strike to Stun. 
  Equipment: Sword, Club, Leather Jack (0/1AP body/arms), 25% chance of Mail Shirt (1AP 
  body), Lantern and Pole. 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  109 
  Appendix Four – Maps and Handouts 
   
   
  Map 1. Van Rijksbodem enclosure and ground floor 
   
   
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  110 
  Map 2. Interior of Van Rijksbodem mansion (except ground floor) 
   
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  111 
   
  Handout #1 
   
   
   
   
   
   
   
   
  We, the undersigned, have agreed to undertake the task as laid forth by 
  Mijnheer Thijs Boekarts of uncovering the party responsible for commencing 
  the conflict that is disrupting the business of the major Suiddock interests.  
  Evidence of their identity and involvement will be collected and represented 
  to Mijnheer Thijs Boekarts so that he can take further action with his 
  employer.   
  In compensation, we, the undersigned, will receive an advancement of 
  fifteen Guilders each with an additional sixty-five to be paid to each upon 
  completion of this task. 
   
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  112 
  Handout #2 
   
   
  Unique cargo due to arrive from eastern Stirland and 
  Artefact stolen from University. Are they related to the 
  troubles plaguing Suiddock? 
   
  N. Zomer 
   
   
   
   
  Handout #3 
   
   
  Change in ownership of Crimson  
  Claw Cabaret. Is the new owner  
  on The League's payroll yet? 
   
    
   
   
  Handout #4 
   
   
   
   
  Have you hired them yet? 
   
  NZ 
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  113 
  Handout #5 
   
   
   
   
  On this day of 
  _____________ the ______ in 
  the month of 
  ____________________ in 
  the year of _________, the 
  following individuals have 
  been deputised to act as 
  agents for the Suiddock Black 
  Caps as authorised by  
  Sergeant Reinbert Kuilstier  
  for the duration of one week 
  from the date of this warrant. 
   
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  114 
   
  Handout #6 
   
   
   
   
   
  Crimson Claw Cabaret 
  11:00 P.M. Festag 
   
   
   
   
   
   
   
  Handout #7 
   
   
   
   
   
   
   
  The trail leads to 
  the Crimson Claw 
   
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  115 
   
  Handout #8 
   
   
   
   
   
   
   
   
   
   
  OPPRESSED PEOPLE  
  OF MARIENBURG! 
   
   
  Tired  of the Killing in the Streets? 
   
  Angered by the Corruption  
  that Allows It to Continue Apace? 
   
   
  THE TIME FOR ACTION IS NOW! 
   
  Join Us  
   
  at 5:00 pm Aubentag, Draaienbrug Bridge. 
   
  We Will March on the Staadtholder's Palace and 
  Demand that the Directorate Step Down. 
   
  We Want a Government Elected by and Amenable 
  to the People Now! 
   
  ORDESA 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  116 
  Handout #9 
   
   
   
   
   
   
   
   
  Notice to our esteemed patrons, 
  The Crimson Claw Cabaret will open its doors at 
  10:00 pm this Festag evening for a special 
  celebration.  Commencing promptly at 11:00 pm, the 
  merriment is guaranteed to be a heart-stopper. 
   
  Sincerely, 
  Count Stefan von Schweinfort 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  117 
  Handout #10 
   
   
   
  My frie�ds, 
  Be war�ed.  I have stumbled upo� a 
  secret so dark that I �ow fear for this 
  city.  U�fortu�ately, I thi�k that I have 
  bee� fou�d out. I may �ot survive the 
  �ext few days.  Seek help from those 
  who protect the dead.  If I ca�, I will 
  co�tact you.  If this is all I ca� do, may 
  the gods protect you. 
   
   Your frie�d, 
      ucas 
   
   
   
   
  Handout #11 
   
   
  I have information that might help you. I presume you have 
  some for me as well.  Meet me at my flat at 11:30 pm. this 
  Marktag.  26 Zwartmistig Weg on Sikkeleiland Isle, 
  upriver from the Draaienbrug Swing Bridge. 
   
  Kuilstier 
  L 
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  118 
  Handout #12 
   
   
   
   
   
   
  Droomer� 
  We have much to discuss about your future role in 
  the new Marienburg�  �efore further funds become 
  available� meet me at the White Shoal Caf� on 
  Hightower Isle near the foot of the Hoogbrug 
  �ridge at !"## P�M� this �ezahltag�  Please come 
  alone�   
  AVR 
   
   
   
   
  Handout #13 
   
   
   
   
   
  Did you realise that Walewijn Droomer, leader of ORDESA 
  had an appointment to meet an important individual tonight?  
  Are you interested?  It is to be at the White Shoal Café on 
  Hightower Isle near the foot of the Hoogbrug Bridge at dusk.  
  Don't be late. 
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  119 
  Handout #14 
   
   
   
   
  You waste time.  This lackey's intent is to lead you astray or kill you.  
  The real problem resides in the Goudberg district.  Meet me at the 
  Gullible Gull Tavern on the northern side of Luydenhoek Isle an hour 
  after sunset.  Ask the barkeep for Private Room ten.  He'll escort you 
  there for a 10d tip. 
   
  A friend 
   
   
   
   
   
   
   
  Handout #15 
   
   
   
   
   
  You have been careless.  Since early afternoon, those seeking to 
  overrun the city have followed you.  They are in league with 
  another who craves power and will resort to vile means to 
  achieve that goal.  This key will permit you entry into the nest 
  of corruption, if you do so with stealth. I cannot be any clearer 
  than this nor dare I risk any further contact with you.  Of 
  course, my employer may deem otherwise should you eliminate 
  the first obstacle mentioned. 
   
   
  
  Conspiracy 
  Alfred Nuñez Jr. 
   
   
   
   
  120 
   
  Handout #16 
   
   
   
   
   
   
  Respected Associates, 
   
  Given your resourcefulness and skills over the past week, I 
  have little doubt that you've survived last night's events.  
  These same events have made it impossible for us to meet in 
  person.  Please accept the pittance I've included as a token 
  of my appreciation for your efforts (whether intentional or 
  not) on my behalf. 
   
  No need to search for me.  For reasons upon which you may 
  speculate, I no longer feel at liberty to make Marienburg 
  my home.  Instead, I seek a new start in a new land.  Once 
  my affairs are in order, I may send for you.  Without any 
  doubt, I am sure that I can put your considerable gifts to 
  good use. 
   
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Madalfred/1st Edition Adventures(Can be adapted)/Conspiracy.pdf