TEXT: TTERROR
  ERROR IN
  IN THE
  THE DDARKNESS
  ARKNESS
  A compleate encounter under the surface of the Old World
  A compleate encounter under the surface of the Old World
  Written by Carl Sargent
  Written by Carl Sargent
  Artwork by Kevin Walker
  Artwork by Kevin Walker
  Updated for WFRP 2nd edition by Alexander J Bateman
  Updated for WFRP 2nd edition by Alexander J Bateman
  Copyright © Games Workshop Limited 2007. Games Workshop, the Games Workshop logo, Black Industries and their respective
  logos, Warhammer and all associated marks, logos, places, names, creatures, races and race insignia / devices / logos / symbols,
  locations, weapons, units, characters, products, illustrations and images from Warhammer are either ®, TM and/or © Games
  Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. All Rights Reserved.
  Warhammer Fantasy Roleplay - Terror in the Darkness
  Warhammer Fantasy Roleplay - Terror in the Darkness
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  A compleate encounter under the surface of the Old World
  A compleate encounter under the surface of the Old World
  Introduction
  Introduction
  This is a Complete Encounter designed to introduce
  experienced players of Warhammer Fantasy Roleplay to
  the fearsome subterranean Ambull from beyond the
  Realm of Chaos. Roleplaying skill and tactical battle
  planning will both be needed if player characters are to
  be successful in this encounter!
  The action takes place in the small mining village of
  Karstenberg, located in Grey Mountains, although you
  can relocate the scenario to any hilly or mountainous
  terrain, to suit the circumstances of your own WFRP
  campaign.
  There are two ways to get the Characters involved. They
  could be passing through the village for some reason, in
  which case the mayor of the village, Johann Mulderbrek,
  will approach them and try to hire their help, as explained
  below. Alternatively, Johann may approach them in a
  tavern in a larger town, offering to pay for their
  assistance. This may be easier, since it avoids Character
  worries about getting places on time if they are just
  passing through. Johann approaches the Characters
  rather than the authorities because the villagers of
  Karstenberg have not paid full due taxes on their silver
  for some years (having declared a lower income than
  they actually obtained), so he is extremely reluctant to
  have officials - even militia - anywhere near the place.
  Not that he will tell the Characters this, of course!
  Briefing for the Characters
  Briefing for the Characters
  Johann's story is simple. He is the mayor of Karstenberg,
  and the sole source of the income for the villagers is a
  small silver-mine. The yield is meagre, but it is just
  enough to get by on. However, two men have recently
  disappeared in the mine. Axel Muller vanished 19 days
  before the Characters meet Johann, and Kurt Zondervan
  vanished 8 days ago. They were alone, doing
  maintenance work, when they vanished. No trace of their
  bodies has been found, but some of their equipment was
  recovered, littered over some distance.
  Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from
  it. Consider the Skavenne with their windinge secret wayes, and the Ambulle, that with
  his fearsome Jawes and Clawes doth his owne Tunnelles make, clearing cold Stone from
  his path as a Man doth sweepe grass aside in the Forests.
  - the Bestiis Chaotis 
  as ascribed by Luther Maclntyre the ninthe
  Noises have also been heard recently, coming from the
  deepest recesses of the mine. The villagers are now
  terrified and dare not enter the mine. They are desperate,
  since they have no other source of income, and if the
  mines are not maintained, they may fall into disrepair and
  become unworkable (this means the Characters cannot
  delay if they are going to help out). Johann offers each
  Character 30 gc if they locate the creatures that killed or
  captured Axel and Kurt, and kill them. If a successful
  Haggle Skill test is made he can be pushed up to 40 gc
  each, but the village cannot afford to pay more. If the
  Characters are prepared to help, Johann (and the other
  villagers) will be prepared to give them all normal
  supplies, and they will also provide the two Mill Lanterns
  that they have, if you want to bring these into the
  adventure. The Characters may also want to talk to
  villagers, and notes on Roleplaying encounters with
  Villagers are given later.
  Karstenberg 
  Karstenberg 
  Karstenberg has some 30-40 adult occupants, most of
  whom are miners (women included). No map of the
  village is given here, since it will not be needed in play.
  There are no notable buildings (no temples, etc) and the
  average house is a modest affair. Make it clear that this
  village is certainly not conspicuously rich! There is one
  tavern with a common room called the Pit Prop, which
  has a small stable beside it, and a smithy, which doubles
  as a trading store. There is no Priest (or Initiate), and no
  militia as such, in the village.
  Adolf Schultz runs the Pit Prop with his barmaid
  Gretchen; both are surly sorts, but honest. Josef
  Hartmann is a jack-of-all-trades who owns the smithy; he
  can forge iron (and makes simple items for use in
  mining), shoe a horse, construct a fair wagon, and
  suchlike. He and Johann take care of the maintenance of
  the mines (Kurt and Axel used to help). Wilhelm Koch,
  the village loony, and Martin Kurtz, a miner with a guilty
  secret of sorts, are special cases, and are dealt with in
  the section on Village Enquiries.
  
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  A compleate encounter under the surface of the Old World
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  Village Enquiries
  Village Enquiries
  The Characters will almost certainly want to ask some
  questions of the villagers; if your players make no
  attempt to do this and just want to get down the mine
  immediately, hold them up for a little time while Johann
  gets the equipment they may need (such as lamps and
  ropes, and the Mill Lanterns - if you want to bring these
  into play). Then you can have anxious villagers badger
  the Characters with questions and introduce some of the
  information here.
  Village Wealth: If the Characters enquire, make it clear
  that the villagers do not have much money, that they
  cannot afford more lost mining time; get their desperation
  across. A sanguine villager could say something like;
  "We all hope one day we'll find the big one, the vein of
  "We all hope one day we'll find the big one, the vein of
  pure silver - but it's been scavengings only for as long as
  pure silver - but it's been scavengings only for as long as
  anyone can remember, and the big one is just a dream"
  anyone can remember, and the big one is just a dream"
  Greedy players may consider taking the village over and
  running the mine themselves. If they try this, the best way
  to deal with the situation is to let them seem to get away
  with it. Then, while the Characters are still resident, have
  Imperial tax collectors arrive, with escorts, having
  discovered the villagers' falsified tax payments. They will
  inevitably hold the party responsible.
  The Missing Men: If the Characters ask about either of
  the missing villagers, they will discover only that there
  was nothing unusual about the men, nor about the time
  of their disappearances. Axel was a married man of some
  35 years, Kurt a youth of 17 years. Axel was a drunken
  lout, while Kurt was a solitary, introverted and spotty
  youth. Axel's wife Etelka is still suffering from depression
  after the death of her husband, despite his
  unpleasantness, and can give the Characters no useful
  information. Map 1 shows the areas where the equipment
  of the two men was found, if the Characters ask for this
  (irrelevant) detail.
  Mapping the Mines: Johann does have a map of the
  mines and is bound to offer it to the party. Map 1 is the
  GM's Map of the mines, which shows the areas tunnelled
  by the Ambull as well as the worked tunnels within the
  mine. Johann's map only shows the latter. You should
  prepare this map, on rough paper, for the players
  (omitting all symbols shown on Map 1). The mines are
  safe enough, although small pockets of gas build up in
  places, from time to time. It's harmless to breath this gas
  but is inflammable, making the careful use of proper
  lamps essential (a very important ramification of this is
  that such spells as Fireball and Lightning Bolt may ignite
  the gas, but more of this later. See Down in the Mines).
  Other Enquiries: Bandits have not tried to raid the
  village in years - the money is not worth it. Hence, no
  militia. The working men of the village have leather jacks
  and can use pickaxe handles to good effect if needs be.
  There are two important NPCs whose information may
  help and intrigue the Characters, and these are now dealt
  with.
  Wilhelm Koch, Village Loony
  Wilhelm Koch, Village Loony
  Wilhelm will impose himself upon the Characters at any
  time, as you see fit. He is some 60 years old, with
  unkempt grey hair and beard, a stooping 5' 8" tall, and
  built like a scarecrow. He suffers from a form of paranoia,
  and while he sounds rational to begin with, he slowly
  slips into his deluded monomania. He believes the end of
  the world is at hand, and that the creature in the mines is
  a monstrous Daemon called Yeldir who is stalking souls
  for his infernal masters. Lay this on thick after introducing
  Koch as quite sensible and soft-spoken at first meeting.
  If any Character listening to this hypothesis manages to
  avoid laughing at Koch, the loony will impart the one
  useful piece of information he does have. This is not the
  first time that something has appeared down in the mine.
  Fifty years ago, four men were devoured in the mines by
  a huge creature (another Daemon, according to Koch).
  Shortly before, a wizard had been down the mine,
  searching for some magical treasure trove he believed
  was hidden there. (If he is asked, Koch claims that the
  wizard never found it.) Koch asserts that the wizard
  summoned the Daemon to the mines, and he believes
  that another wizard must be responsible for summoning
  Yeldir. He may even accuse a Character wizard if one is
  present - at a pinch, any Spell Caster type will do.
  Now this is mostly nonsense, of course, but it does
  contain a germ of truth. The Ambull in the Mine provides
  full details. The important thing is to try to get the
  Characters interested in the fact that this has happened
  before, and that a wizard was somehow involved. If they
  ask other villagers, then one or two aged folk will confirm
  that 50 years ago, four men did disappear from the mine,
  and a huge shambling creature was sighted (unlike the
  present, when no one has seen anything). They may
  remember something about a visiting wizard, but no one
  knows anything about a buried magical treasure.
  The link between this and the present can be reinforced
  in two ways. First, by the use of the Mill Lanterns (see
  Getting Equipped). The other is by a role-played
  encounter with Martin Kurtz (see below).
  
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  A compleate encounter under the surface of the Old World
  A compleate encounter under the surface of the Old World
  Wilhelm Koch
  Wilhelm Koch
  Vagabond (Ex Miner)
  -- W
  Wiillhheellmm KKoocchh --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  34%
  34% 33%
  33% 41%
  41% 45%
  45% 34%
  34% 32%
  32% 43%
  43% 38%
  38%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  11
  1212
  44
  44
  44
  00
  55
  00
  Skills: Animal Care, Common Knowledge (Bretonnia,
  The Empire), Drive, Gossip, Haggle, Navigation, Outdoor
  Survival+10%, Perception, Performer (Storyteller), Scale
  Sheer Surface, Silent Move, Speak Language
  (Reikspiel), Trade (Miner, Prospector)
  Talents: Orientation, Rover, Seasoned Traveller, Sixth
  Sense, Specialist Weapon (Two-handed), Strong-minded,
  Very Resilient
  Insanity: Profane Persecutions
  Combat:
  Combat:
  Armour (Light): Roughspun Robes over Leather Jerkin
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Dagger (1d10+1)
  Trappings: Page of the Libram Libris Bestiis Chaotis
  There is one final detail that Koch will reveal if a
  Character at least pretends to take his story seriously
  and acts in a friendly manner towards him. Koch will
  whisper, conspiratorially, that he has a 'magic page' about
  the Daemon, and will show this to the Character after
  fetching it from his home. This is a filthy and aged vellum
  page (without any magical properties; Koch is just
  deluded) from Libram Libris Bestiis Chaotis, an extended
  work of which De Bestiis Chaotis is a condensed version.
  If the Characters gain access to this, show them the
  scroll from the introduction to this encounter - they cannot
  keep this, Koch will not allow it, and they may not copy it
  either (Koch will only show it to the favoured Character,
  and read it to them - painfully slowly, since Koch can read
  only with some difficulty).
  
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  A compleate encounter under the surface of the Old World
  A compleate encounter under the surface of the Old World
  Martin Kurtz, Mine Foreman
  Martin Kurtz, Mine Foreman
  Martin is a strong young man of 26, 6' 2", with short black
  hair and green eyes. He is a miner, and does not dress
  conspicuously - he looks like any other miner. He is,
  however, the foreman of the mine, and Johann will
  introduce him to the Characters in this capacity. If they
  Martin Kurtz
  Martin Kurtz
  Foreman (Ex Miner, Ex Peasant)
  -- M
  Maarrttiinn KKuurrttzz --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  39%
  39% 28%
  28% 44%
  44% 50%
  50% 29%
  29% 36%
  36% 46%
  46% 41%
  41%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  11
  15
  15
  44
  55
  44
  00
  00
  00
  Skills: Animal Care, Charm, Command, Common
  Knowledge (The Empire), Concealment, Consume
  Alcohol, Drive, Evaluate, Gamble, Gossip, Haggle,
  Navigation, Outdoor Survival, Perception, Performer
  (Singer), Scale Sheer Surface, Secret Language (Guild
  Tongue), Set Trap, Speak Language (Reikspiel), Swim,
  Trade (Cook, Miner)
  Talents: Hardy, Orientation, Public Speaking, Specialist
  Weapon (Sling, Two-handed), Streetwise, Sturdy, Very
  Resilient
  Combat:
  Combat:
  Armour (Light): Sturdy Leather Jack and Leggings
  Armour Points: Head 0, Arms 1, Body 1, Legs 1
  Weapons: Pick (Great Weapon, 1d10+4, Impact, Slow)
  Trappings: Whistle, Leather Hipflask, Pick, Spade,
  Storm Lantern, Lamp Oil
  ask him questions about the mine, they may get to learn
  more.
  Martin has a guilty secret of sorts. A month ago, Martin
  was approached by a man called Karlinsel Spedklingeln -
  a wizard traveling with his warrior henchman, who asked
  him to show them the layout of the mine, paying him 30
  gc for the information. These two had failed in their
  attempts to get Johann to let them in to the mines (see
  Getting Equipped for details). Karlinsel Spedklingeln said
  that he was searching for a lost magical treasure in the
  mine, but if Martin spoke of this to anyone, he would be
  very sorry afterwards. Martin showed them Johann's
  map, and went down with them on two evenings, after
  normal working hours. They went alone a third time - and
  never came back. Martin has no idea what happened to
  them, but Axel disappeared soon afterwards. Martin
  knows about Wilhelm Koch's rantings. Although he never
  took them seriously in the past, he is afraid that the
  wizard he took down the mine did indeed summon a
  Daemon, which is now devouring villagers. Martin is even
  more afraid that someone may find out what he has
  done.
  Obviously, he is not going to release this information to
  the Characters easily. It will have to be done in stages.
  Although his information should be made available to
  Characters, they will have to approach him carefully to
  learn what he knows.
  On first contact, allow the Characters a Perceotion Skill
  Test to detect that Martin is unusually tense and nervous,
  even by comparison with other villagers. You may decide
  that if and when the Characters go to consult Johann's
  map, they find it missing. Johann knows that Martin is the
  only person who has access to it. (In fact, Martin did
  borrow it and has forgotten to return it.) This will worry
  Johann, and he may set up an interrogation of Martin,
  although you should try to explore subtler possibilities
  than this. If the Characters get Martin drunk, for example,
  he might let something slip, or even confess his story to a
  sympathetic Character who promises not to tell Johann
  or to let other villagers know. To arouse Character
  suspicions about Martin, in addition to his general anxiety
  you can have him hang around the Characters a lot. He
  is very ambivalent, fearing that they may learn of what he
  has done, but also desperately hoping that they can sort
  out the terrible mess he thinks he has landed the village
  in. If he confesses to them, and they then shop him to
  Johann, angry villagers will probably run Martin out of
  town.
  
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  Getting Equiped
  Getting Equiped
  The Characters will probably need wooden poles, ropes
  and similar equipment, which the villagers will be happy
  to lend. Weapons are another matter - the Characters
  should have their own, and the villagers have only a
  handful of ordinary swords, bows and pick-axes between
  them, in addition to a few knives and daggers. Canaries
  in cages are not used; the villagers are unaware of this
  little trick (do not forget that the gas is not present in
  lethal concentrations). Characters should not know about
  the bird-in-a-cage trick either, unless one of them has
  Trade (Miner) or Academic Knowledge
  (Alchemy).Requests for other common items will be
  granted.
  The most important items are lamps. Because of the odd
  gas pocket and the fact that the mines are unlit, Storm
  Lanterns are essential, and the villagers possess these.
  They will be loaned to the Characters. Each lantern
  sheds light bright enough to see by in a 16-yard radius if
  held aloft. The villagers also have 3 Bull’s-Eye Lanterns,
  each of which may be shuttered so that it casts light only
  2 yards in front of the person holding it; if the shutter is
  opened, the lantern casts light up to 24-yards ahead.
  One vial of oil will keep a Storm Lantern burning for 4
  hours, or a Bull’s-Eye Lantern for 2 hours. Make sure that
  you keep a note of how many vials of oil the Characters
  take and how much they consume. Impose sensible
  limits on how many vials each Character can carry,
  depending on what other supplies they have, how strong
  the Character is, armour type worn, etc. If a Character
  insists on carrying some ridiculous number of vials of oil,
  impose penalties to movement rate, Initiative and Agility
  as you see fit.
  You may wish to allow the Characters to have the two Mill
  Lanterns mentioned above. Johann will say that a
  travelling scholar and his warrior henchman arrived in the
  village a month ago, and sold these excellent items to the
  villagers (hoping to curry favour with them). However, it
  transpired that the scholar then wanted to be shown
  around the mine. The villagers were suspicious and
  refused this, so the scholar and his friend left angrily (if
  the Characters haven't tumbled Martin Kurtz yet, allow a
  Perception Skill Test to detect that he is especially tense
  and twitchy when this matter is mentioned). 
  The Mill Lanterns are complicated and heavy
  contraptions, operated by turning a hand crank. When
  operated they send out a constant shower of bright
  sparks, which provide a considerable light while having
  much less chance of igniting any, gasses present than a
  naked flame. This light is continuous, as long as
  someone cranks the device, and it takes decades of use
  to wear out the flints and steels that provide the
  illumination. These devices will be loaned to the
  Characters and each one is clearly marked with the
  name Karlinsel Spedklingeln. Again, if you bring these
  items into play, they may increase the interest the
  Characters have about the involvement of strangers in
  this whole business.
  After getting equipped, the Characters should be ready to
  set off into the mines, so you need to know what's going
  on down there and why...
  IILLUMINATION
  LLUMINATION
  Illumination
  Lantern, Bull’s-Eye
  Lantern, Mill
  Cost
  20 gc
  75 gc
  Enc
  20
  50
  Availability
  Rare
  Very Rare
  
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  A compleate encounter under the surface of the Old World
  A compleate encounter under the surface of the Old World
  The Ambull in the Mines
  The Ambull in the Mines
  The creature in the mines is an Ambull, a strange
  burrowing creature of chaos, It has appeared through a
  one-way fissure between this world and a very distant
  place, emerging into a sealed chamber underneath the
  mines from which it tunnelled out into the passages at
  large. It has eaten the missing men, the wizard and his
  henchman into the bargain.
  The Ambull has appeared now for the same reason that
  another Ambull materialised here, fifty years ago. The
  proximity of a certain type of wizard to the fissure opened
  it, creating a temporary portal, which sucked the Ambull
  through. Both wizards were unfortunate enough to know
  and cast a Rare Lesser Magick spell capable of detecting
  hidden and distant magical items, which in both cases
  caused the specific circumstances that triggered the
  unstable dimensional fissure in this area.
  The Characters are unlikely to know or discover any of
  this, of course, but they should probably realise that the
  appearance of a wizard in the mines seems to be
  associated with the appearance of a ravenous man-
  eating monster. If a Character wizard sweats a lot on this
  score, fair enough. The player is not to know that another
  creature will not appear when the wizard plumbs the
  depths. Incidentally, the original Ambull tunnelled far
  away from the scene of this adventure, fortunately for the
  villagers!
  The present Ambull remains fairly close to the location of
  the fissure because, while the fissure is now closed,
  some Aethyric residue remains, and the creature dimly
  senses it. Its instinct is to try to return home, so it does
  not tunnel far from the original chamber. If the Characters
  do not kill it, it will eventually tunnel far away as the last
  Aethyric residue from the fissure fades into nothingness,
  leaving the monster no reason to remain in the mines.
  Down in the Mines
  Down in the Mines
  The mines are pitch-black and the air is dank and musty.
  Dripping water can be heard in the distance, there are
  faint and occasional sounds of wood creaking, and
  noises echo loudly. The walls of the mines have wet
  patches, small outcrops of moss and lichens, and the
  floors are sometimes uneven and rocky. Map 1 shows
  some specific details in individual areas. Try to convey
  the impression of the mine to players by vivid description.
  The tunnels of the Ambull are rock-strewn and irregular,
  although they are always wide enough for two Characters
  to walk abreast. Movement rate is reduced to half normal
  in these tunnels, which are marked separately on Map 1.
  It will be very clear to the Characters where the mine
  passages end and Ambull tunnels begin, even if they
  don't have Johann's map. Describe the junction points
  clearly to them: "It looks as if something has tunnelled
  "It looks as if something has tunnelled
  through here; there are rock chunks all over the floor
  through here; there are rock chunks all over the floor
  and no supports,"
  and no supports," and so on.
  Gas Pockets
  Gas Pockets
  Map 1 shows which areas have significant concentrations
  of gas in them. You may change these around on
  different days, should the Characters spend several days
  in the mines. These areas contain enough gas to possibly
  ignite if a naked flame is present; resulting in a sheet of
  flame that will cause a Damage 1 hit that disregards
  Armour Points to everyone within the section, this also
  has a chance of triggering a Cave In. (See next section)
  The chance of ignition depends upon the type of Flame
  used, Naked Flames such as Torches, Candles and
  Lamps have a 75% of igniting the air, while Lanterns only
  have a 50% chance, reduced to 25% chance if sealed
  like a Storm or Bull’s-eye Lantern. If the characters have
  been given one of Karlinsel Spedklingeln’s Mill Lanterns
  then they only have a 10% chance of igniting the gas with
  it. On the other hand, spells such as Lightning Bolt or
  almost any of the Bright Magic spells will automatically
  ignite the gas.
  The gas cannot be detected by smell, nor does it affect
  Characters immediately. However, after 8 hours in the
  mines there is a cumulative effect: Characters suffer a
  -10% penalty to all Agility checks, due to slight dulling of
  the senses. The villagers are somewhat habituated to the
  gas, and this effect does not influence them much during
  a normal working shift. This fact will not be mentioned to
  the Characters, unless they specifically ask about
  hazards. Typically, this penalty is fades after the
  character has spent two hours in the fresh air, although a
  Cure Poison spell or equivalent can also be used to
  remove it.
  Cave-Ins
  Cave-Ins
  The mines have not been maintained for a week and the
  odd pit prop is sagging a little, there are pools of water on
  the floor caused by slow leaks from above, and some
  ominous creaking noises. The chance of a cave-in is only
  10% per 12-hour period. When one does occur, it will
  take place at a random point in the mine (unless you
  want to be nasty and decide that the main exit will suffer
  a cave-in to trap the Characters underground!). Typically,
  
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  A compleate encounter under the surface of the Old World
  A compleate encounter under the surface of the Old World
  this will be a section of wall that has caved in, leaving the
  ceiling mostly intact. All in area suffer a single Damage 4
  hit. The rubble fills an area equal to 3 square-yards and
  requires 1d10 hours of work to clear. The total time
  needed is reduced by 1 hour (to a minimum of 1 hour) for
  each additional Character working to clear the blockage.
  In rarer cases, the ceiling of the mine may give way,
  causing a stretch of passage of 2d10 yards long to
  become completely blocked. If the Characters are caught
  in a cave-in, each Character suffers a Damage 7 hit and
  must then succeed on an Average Strength Test to pull
  himself out of the rubble. (This may be attempted each
  round.)
  Clearing a completely blocked passage requires 2d10
  Hours of work per 3 square-yards, with the total time
  needed being reduced by 2 hours (to a minimum of 1
  hour) for each additional Character working to clear it.
  Be careful with cave-ins. It is better to use them as a plot
  device (to trap or steer the Characters) than to crush your
  party into pulp, unless they ask for it. However, a minor
  collapse is something that you may reasonably use. A
  very loud noise, a bad fumble while trying to move some
  debris, or any similar occurrence has a 10% chance to
  cause a minor collapse, while any explosion has a 25%
  chance of causing a minor collapse and may even cause
  the ceiling to give way if the characters are particularly
  cavalier about throwing Fireballs.
  Partially Collapsed Mine Sections
  Partially Collapsed Mine Sections
  Map 1 shows certain areas where minor collapses have
  already occurred. In passages, these partly block the
  way. In mine-face chambers, they provide rock cover
  which Characters can hide behind. This is important
  when Characters consider the possibility of luring the
  Ambull into an ambush.
  Shafts
  Shafts
  Map 1 shows shafts leading from the upper to the lower
  mine levels. These are some 20' deep, 5' across, and
  have iron spikes hammered into two sides of the rock to
  support the weight of an encumbered human climbing up
  or down them - they are quite safe (unless you decide to
  have the odd faulty rung somewhere).
  Alcoves
  Alcoves
  Map 1 shows some small alcoves in the mine passages.
  These contain small caches of items such as ropes, pick-
  axes and handles, pots of pitch for treating wooden pit
  props, pitch brushes, sacks, and the like.
  Mapping and Movement
  Mapping and Movement
  Even if the Characters have a copy of Johann's map,
  they will have to stop and check their bearings (unless
  they have the Orientation Talent), so you should insist on
  a cautious movement rate unless combat, or running like
  the blazes is involved. 
  If the Characters insist on moving faster, or are forced to
  do so (e.g. because of the fear induced by the Ambull), a
  Challenging (-10%) Navigation test must be made to
  prevent becoming lost. Additionally a Routine (+10%)
  Agility Test is required each round spent running, or else
  the Character will trip and fall, suffering a Damage 1 hit.
  
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  Playing the Ambull
  Playing the Ambull
  The Ambull is a large, barrel-chested creature which
  adopts an ape-like stance. Both arms and legs end in
  iron-hard claws used for tunnelling through stone. It
  spends most of its time underground, sheltering from the
  direct heat of the sun. It is a carnivore, usually preying on
  subterranean creatures.
  The Ambull has three chief characteristics. First, it is big
  and vicious. In a confined area, it is a deadly enemy
  indeed, capable of inflicting lethal damage very quickly.
  The Characters must try to lure it into an area where
  several people can get around the creature and attack it,
  or to get into a position where they can use missile fire
  and ranged spells while the Ambull cannot get at them.
  This can only be done with very narrow passages where
  the Ambull cannot follow, but where a line of sight can be
  established. Map 1 shows the few such places where this
  can be done. Luring the monster is not too difficult, since
  the Ambull will want to eat the Characters and will
  certainly chase them. The Ambull will not leave the
  underground area, however!
  The Ambull
  The Ambull
  -- AAmmbbuullll SSttaattiissttiiccss --
  W
  WSS
  BBSS
  SS
  TT
  AAgg
  IInntt W
  WPP
  FFeell
  50%
  50%
  0%
  0%
  54%
  54% 54%
  54% 35%
  35% 14%
  14% 43%
  43%
  12%
  12%
  AA
  W
  W
  SSBB TTBB
  M
  M M
  Maagg IIPP
  FFPP
  22
  32
  32
  55
  55
  66
  00
  00
  00
  Skills: Concealment, Follow Trail, Perception+20%
  Talents: Strike Mighty Blow, Tunnel Rat
  Traits: Frightening, Keen Senses, Natural Weapons,
  Night Vision
  Special Rules:
  Special Rules:
  Burrowing Claws: Ambull claws can cut through
  anything. Damage from an Ambull’s attacks ignores the
  first two points of armour.
  Chitin Carapace: The tough plates of an Ambull’s
  exoskeleton grants him 3 Armour Points on all locations.
  Chomping Jaws: If the Ambull hits a single opponent
  with both its attacks, it can draw the hapless victim into
  hits huge, mandibled beak. This does additional damage
  at the Ambull’s SB+2. The victim is then dropped. This
  does not take any of the Ambull’s actions.
  Digger: The Ambull can tunnel through the earth at half
  its Movement; this includes sold rock.
  Sense Heat: Ambull can sense warmth within 30 yards
  (15 squares)
  Stoopid: Ambull are quite stupid and they often forget
  what they are doing. Any time an Ambull encounters
  something that might distract it, such as a fresh corpse to
  eat or a particularly ripe smell to investigate, it must make
  an Intelligence Test or stop whatever it was previously
  doing to engage with the new distraction (in the above
  examples, eat the corpse or investigate the smell). If the
  Ambull is being attacked, it is far less likely to be
  distracted and the test becomes Easy (+20%).
  Combat:
  Combat:
  Armour (None): Chitin Carapace
  Armour Points: Head 3, Arms 3, Body 3, Legs 3
  Weapons: Huge Claws (1d10+6)
  Slaughter Margin: Hard
  
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  The second major characteristic is the stupidity of the
  beast. It is obvious to you that following prey towards a
  narrow passage where you cannot follow, but down
  which they can launch missile attacks, is dumb. It is
  obvious to you, but it is not obvious to an Ambull. How
  the low Int of the beast should be reflected in the Ambull
  hunt is simple: the Ambull will fall for any trick once (it is
  not that stupid). Tricks may include the narrow-passage
  plus missile-fire trick, the use of a decoy and a rear
  attack, an ambush lure, the use of a (very strong) trip
  rope, using a tethered animal as bait for an ambush, and
  so on - depending on players' ingenuity. When you play
  the Ambull, you play to get at the humans and eat them,
  you may even stop to eat one, even while the rest of
  them are still attacking you.
  The third major characteristic is the ability of the Ambull
  to tunnel through rock. So powerful are its claws and
  jaws that it can move through solid rock with an effective
  movement rate of 3. This allows it to bypass obstacles
  (such as narrow passages) and take the most direct
  route to its prey. The Characters may not be fully aware
  of this, even if they have read the scroll, and it is quite fair
  to surprise them on this score.
  Ambull Climbing
  Ambull Climbing
  The Ambull cannot ascend the iron ladders in the shafts
  (see below), but it can climb between levels by tunnelling
  through rock. Obviously it can't do this in a vertical line.
  When the Ambull ascends a level (from its tunnels to the
  lower mines, or from the lower to the upper mines) by
  tunnelling, it will take 20 Rounds to do so, emerging at a
  spot 1d10 yards away from where it began tunnelling
  upwards on the lower level, leaving an irregular winding
  passage behind it. This will leave a pile of rubble on the
  lower level below the passage. Map 1 shows the two
  ascending tunnels the Ambull has already dug from its
  lair to the lower mines. It can ascend such tunnels at M 4
  and descend them at the same speed.
  Wounded Ambull
  Wounded Ambull
  If the Ambull is reduced to 4 Wounds or below, it will back
  off and try to hide in the tunnel complex it has created. Its
  high movement rate should enable it to escape and
  outrun the Characters. It will retreat back to the sealed
  cavern marked on Map 1. Because of the effect of the
  magically triggered fissure and residual magic in this
  area, the Ambull will draw strength from the very stone
  and rock of the chamber, and will recover 1 Wound per 2
  hours of game time. It will not sally forth again for at least
  12 hours if it is forced to retreat to this area. It will almost
  certainly have to be hunted down to this chamber and
  killed here. Note that the two entrances allow the
  Characters the possibility of creating a diversion at one
  entrance to distract the Ambull, and catch it off guard if
  they can move through the other entrance quickly
  enough: you will need to rule on this, depending on the
  tactical plan of your players.
  
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  Mine Locations
  Mine Locations
  Map I notes many of these, such as major minefaces and
  abandoned minefaces These are self-explanatory: an
  abandoned mineface, for example, is one which has
  been worked out (but it will still be maintained to keep up
  the general safety and integrity of the mine). A small
  number of locations keyed on the map require further
  details here, though.
  Alcoves
  Alcoves
  These are small recesses off main mine tunnels which
  are used to store rope, sacks, boxes, and the like, and
  they usually have a couple of strong wooden boxes on
  which miners can sit and eat or drink during working
  hours. The lamps in these areas have run out of fuel and
  there is no spare oil here.
  Shafts
  Shafts
  These are vertical shafts between the mine levels. On
  two sides, iron rungs have been driven into the rock to
  create sturdy ladders (they have to take the weight of
  men with sacks of ore). Use standard climbing rules
  when the Characters ascend/descend them.
  Weak Areas
  Weak Areas
  Here, pit props and supports are particularly weak.
  Ominous noises of creaking wood, dust falls are typical in
  such areas. You can use these to un-nerve the
  Characters, or to increase the chances of a minor cave-in
  to hamper free movement.
  Rock Debris
  Rock Debris
  These are piles of rock which hamper, but do not totally
  prevent, Character movement. These are caused by the
  tunnelling Ambull, or by collapse of ceiling or wall
  supports, and part of the wall and/or ceiling may have
  given away. You can decide how badly these hamper
  Character movement: it may take the Characters twice as
  long to bypass them as their normal movement rate, or 6
  times as long, as you wish. If Characters have (or want)
  to run past/through such areas you may force a Agility
  test to avoid falling.
  Add minor details as you see fit: areas where there are
  thick growths of moss, where some oil may have leaked
  from a smashed flask and made a slippery floor area,
  and soon. You can make the mines as treacherous as
  you want; if you judge that the Characters are strong
  enough to cope with the difficulties.
  Ending the Advanture
  Ending the Advanture
  The townspeople will pay the Characters promptly when
  they emerge with evidence of the Ambull's death, and will
  begin to restart maintenance work on the upper mine
  levels. There should be nothing in particular to delay the
  Characters.
  You can expand the adventure easily in several ways.
  Perhaps there is a magical treasure hoard somewhere in
  the mines, after all! If the Characters are strong enough,
  you could consider using two Ambulls in the adventure.
  The Ambull might have tunnelled between the mines and
  some ancient sealed catacombs that contain Undead that
  may attack the Characters. Clearly, it is a simple matter
  to expand on the Ambull Hunt.
  Experience Points
  Experience Points
  Award up to 20 EPs per Character for role-playing in
  Karstenberg, 20 EPs each for careful planning (getting
  supplies, asking about a map, planning a course of
  action, etc) and 40 EPs per Character for killing the
  Ambull.
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/Adventures/Terror in the Darkness.pdf