TEXT: Warhammer Fantasy Roleplay Scenario: The Ritual 
  28 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
    
  The Ritual 
   
  A Hideous Plot in Which Murder is 
  just the Start 
   
   
   
   
  Written by Phillip Wells  
  Updated for WFRP 2nd edition  by Michael Congreve 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  2 
   
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  27 
  Credits  
  Written by Phillip Wells 
  Illustrations by Russ Nicholson and Jes Goodwin 
  Updated by Michael Congreve 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Copyright © Games Workshop Limited 2006. 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 2000-2006, variably registered in 
  the UK and other countries around the world. All Rights Reserved.  
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  26 
  Skretth’s Dark Lore (Warp) Spells 
   
  Armour of Darkness 
  Casting Number: 10 
  Casting Time: Half action 
  Ingredients: Bit of blackened leather (+2) 
  Effect: 1 AP to every location and +20 bonus to Concealment Skill Tests. 
   
  Death Frenzy 
  Casting Number: 18 
  Casting Time: Full action 
  Ingredients: 2 drops blood from rabid animal (+2) 
  Effect: Ally within 18 yards gain Black Hunger. 
   
  Flensing Ruin 
  Casting Number: 25 
  Casting Time: Full action 
  Ingredients: Piece of elf, dwarf or human skin (+3) 
  Effect: Target within 10 yards takes S5 hit for a number of rounds equal to caster’s Magic Level. 
   
  Skitterleap 
  Casting Number: 8 
  Casting Time: Half action 
  Ingredients: Hind leg of rat (+1) 
  Effect: You or ally within 18 yards teleport to location in line of sight. 
   
  Vermintide 
  Casting Number: 14 
  Casting Time: Full action 
  Ingredients: A wheel of good cheese (+2) 
  Effect: All creatures within template centred on caster take Damage 1 hit, except caster. On following round 
  swarm moves 12 yards in direction of caster’s choice, then control is lost. 
   
  Warp Lightning 
  Casting Number: 11 
  Casting Time: Half action 
  Ingredients: A slender copper rod (+2) 
  Effect: Magic Missile, 48 yards and Damage 5. Caster takes Damage 1 hit for every 1 on the Casting Roll. 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  3 
  Introduction 
  This adventure is suitable for inexperienced or 
  beginning player characters. It is set in Delberz, 
  but could be used in any urban setting. It pits 
  the PCs against Skaven and their human allies. 
   
  In this adventure, the PCs witness a cultist, 
  Peter Tavelli, chasing and seemingly trying to 
  kill a young man, who begs for their help. 
  Pursuing Tavelli leads the PCs to a dangerous 
  underground complex where a band of Skaven, 
  led by Skretth – an unusually dangerous 
  specimen – have joined forces with a group of 
  human cultists. Can the PCs prevent the terrible 
  ritual these groups are planning, and save 
  themselves into the bargain? 
   
  This is an adventure in which the PCs are put 
  against significant combat opposition, and at 
  the very least the PCs should include at least 
  two (and preferably three) characters that can 
  look after themselves with some confidence in a 
  mêlée. 
   
  This adventure was originally printed in White Dwarf # 99, and was later re-printed in the 
  Games Workshop publication ‘The Restless Dead’, and the Hogshead Publishing 
  supplement ‘Apocrypha 2: Chart of Darkness’.  
   
  Background 
  Grey Seer Skretth is insane: a renegade Skaven with an impossible goal. He controls a 
  small group of loyal but misguided Clan Skyre warriors. Recently, he and his patrol 
  exited the Under-Empire (the web of tunnels that riddle the Empire) into the sewers 
  beneath Delberz. The original map showed no such exit, Skretth looks upon it as fate. 
  Skretth is somewhat paranoid and delusional, and therefore chose not to make contact 
  with the Skaven of Under-Delberz, instead choosing to remain in isolation to perform his 
  “research”. 
   
  On a previous mission in Sylvania, Skretth had the extended opportunity to study the 
  works and practices of a skilled Necromancer. The things he witnessed were too much 
  even for the Skaven’s warped mind, and he began to seek solace in the drug Mandrake. 
  Constantly hallucinating from the effects of the drug, the young Skaven became 
  fascinated by experiments he could not hope to understand. He reasoned that for bodies 
  to be re-animated, there would have to be Warpstone present, as he believed the 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  4 
  substance sparked life into all things. If it was there then surely it could be extracted? If 
  he could find out a way to extract it, he would be able to return to Skavenblight, and the 
  accolades he felt were his due. 
   
  The Delberz sewer network has provided him with an opportunity to collect specimens 
  and practise rituals for his flawed quest. Human cultists in the town, members of the 
  Horned Rat worshipping cult named “The Poison Claw”, have been made aware of the 
  groups arrival and are aiding Skretth in his unofficial mission. 
   
  The adventure leads the characters into the sewers beneath the city. There they will 
  discover that a band of Skaven have recently taken up residence down there, and, with 
  the aid of their human servants, are carrying out bizarre rituals and sacrifices to their 
  deity, the Horned Rat. The characters must try to eradicate (or at least drive out) the 
  Skaven, whilst attempting to save a wealthy citizen from their clutches in the process. 
  As the Skaven presence is significant, the characters will need to have their wits about 
  them. Repeatedly choosing to fight will lead to a swift and bloody demise…  
   
  Claw Mark 
  The following encounter should occur as 
  the PCs are walking back from a late night 
  drink one evening at their local tavern. 
  They should, however, have a good deal of 
  their equipment with them, as they will 
  have no time to go and pick up anything 
  left in their lodgings. 
   
  As they are strolling through a particularly 
  dark and quiet street, a door suddenly 
  bursts open from one of the expensive 
  houses lining the road. A young man, 
  dressed only in his night-clothes, rushes 
  out yelling, “Help me, someone, please!” 
   
  As he catches sight of the characters, he 
  turns and races towards them. A large 
  bruise covers one side of his face. As he 
  races over, gasping for air, a dark shape 
  appears, silhouetted in the doorway of the 
  house. The man gasps out one last 
  sentence, “They’ve got my father… Don’t 
  let them take him… Hurry…” before an 
  audible twang comes from the doorway, 
  followed by a much closer thud.  
   
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  25 
  Skretth’s Petty Magic (Warp) Spells 
   
  Favour 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredients: Bit of human flesh (+1) 
  Effect: +5% bonus to your next test, or steal Favour of the Horned Rat from any Skaven within 16 yards. 
   
  Ghostly Flame 
  Casting Number: 6 
  Casting Time: Half action 
  Ingredients: Pinch of Warpstone powder (+1) 
  Effect: Light equivalent to torch burns for 1 hour. May be thrown as a magic missile with Damage 1. 
   
  Mark of the Horned Rat 
  Casting Number: 3 
  Casting Time: Half action 
  Ingredients: A rotten tooth (+1) 
  Effect: Target within 16 yards passes WP test or gains blemish lasting 1D10 hours for –5% Fel. 
   
  Rat Thrall 
  Casting Number: 3 
  Casting Time: Half action 
  Ingredients: Bit of mouldy cheese (+1) 
  Effect: Summon communicating and obedient rat for 1D10 hours. 
   
  Vector 
  Casting Number: 4 
  Casting Time: Half action 
  Ingredients: Wad of Dung (+1) 
  Effect: Target within 16 yards must take T test or be at –20% to Resist Disease for 24 hours. 
   
  Wrack 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredients: Tear from a human child (+1) 
  Effect: Target within 12 yards suffers pain and –5% to WS, BS, Ag for 1D10 rounds. 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  24 
  Zombies
   
  Talents: Frightening, Mindless, Shambling, Undead.  
  Trappings: Unarmed. 
  Special Rules: 
  Mindless: Zombies are animated corpses with no mind or spirit of their own. They have 
  no Intelligence, Willpower, or Fellowship, and never take or fail Tests based on these 
  Characteristics. 
  Shambling: Zombies are relentless but slow. They cannot take the run action. 
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  25 
  0 
  35 
  35 
  10 
  - 
  - 
  - 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  Skretth’s Lesser Magic Spells 
   
  Aethyric Armour 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredients: Link of chainmail (+1) 
  Effect: Gain AP equal to Caster’s Magic Level for 6 rounds. 
   
  Silence 
  Casting Number: 10 
  Casting Time: Half action 
  Ingredients: A gag (+1) 
  Effect: Target within 24 yards must pass WP test or be silent for rounds equal to caster’s Magic level. 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  5 
  The unfortunate young man collapses into the arms of one of the characters (perhaps 
  one who is drawing or who has already drawn a missile weapon of his own), choking 
  and coughing up blood. A crossbow bolt is buried in his back. He is dead.  
   
  GM’s Notes 
  The crossbow quarrel landed in the back of Ernest Dralst, son of Klauss Dralst, a 
  wealthy townsman. Both lived in the rather plush house from which Ernest just emerged. 
  Ernest was asleep in his upstairs bedroom when he was awakened by someone moving 
  about below. After waking his father, the two of them went to investigate, but were leapt 
  upon by three intruders in the kitchen. Klauss was swiftly overpowered. Ernest, 
  however, being younger and fitter, managed to break free and run out on to the street. 
   
  Peter Tavelli, a Poison Claw cultist, raced after Ernest in an effort to prevent him from 
  alerting anyone, after having first ordered his companions to take Klauss back to Skretth 
  by way of an old, forgotten, stone passageway which travels right up into the house 
  through a flagstone in the cellar. Meanwhile, Tavelli has succeeded in shooting Ernest, 
  but not before ho managed to reach the PCs. 
   
  As soon as Tavelli fired his bolt, he retreats back inside the building and watches the 
  adventurers’ reaction through the hall window. If they pursue him, he will lead them into 
  a trap in the house before trying to get back into the cellar and into the secret passage. 
  If he is caught or cornered, he will seize a capsule of Black Lotus Venom from around 
  his neck and bite in to it. These capsules are carried by all members of the Poison Claw, 
  and contain the equivalent of four very strong doses of the drug (Toughness Tests for 
  each dose are Challenging (-10%), for a total –20%).  
   
  Such a capsule may not necessarily kill, though the GM is encouraged to ensure that 
  this does not happen too often. The use of these capsules is accepted by all members 
  of the cult, and even if the poison does not work, a successful Hard (-20%) Torture 
  Test will be necessary in order to extract any information from them, such is their loyalty 
  to Skretth.  
   
  The adventurers will probably chase Tavelli into the house in an attempt to apprehend 
  him. The characters should remember the dying mans last words, expressing the need 
  for speed. 
   
  Should particularly cowardly adventurers refuse to enter the house at once, the 
  adventure can still be brought back on line. The Skaven will be very interested in 
  capturing the party, since they are the only (living) people who know what happened to 
  Klauss. They may be grabbed during the night and thrown into the cells in the sewers 
  (see Into The Sewers, below) to await sacrifice. The PCs will then have to escape – 
  Klauss will already have been sacrificed by then, so they won’t have to worry about 
  rescuing him anymore.  
   
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  6 
  Upstairs Downstairs 
  If he sees that he is being followed, Tavelli will race up the stairs in the hall, making 
  sure the PCs see him. If they pursue him up the stairs, he will manoeuvre a decorative 
  wine barrel which stands on the landing to the top of the stairs and send it crashing 
  down towards his pursuers. Anyone standing on the stairs, or at the foot (presumably to 
  aim a bow or crossbow), must pass an Agility Test or be hit. The test is Challenging (-
  10%) for those on the stairs, Routine (+10%) for those at the foot. 
   
  Anyone hit by the barrel will take a Damage 3 hit, and be knocked down. For those 
  stranding on the stairs, this will incur falling damage as the GM judges fit (another 
  Damage 3 hit for a 3 yard fall is probably most appropriate.From there, Tavelli will rush 
  back down the stairs, leaping the banister half way down (a 3-yard jump). Assuming he 
  lands correctly, he will rush back to the cellar and enter the sewers through the secret 
  passage. Should any character have avoided the barrel and be able to go in pursuit of 
  him, he will turn and fire his repeater crossbow. Should any character get too close for 
  comfort, he will just make a straight run for it, abandoning any attempt to kill the 
  characters. Tavelli will choose to use the Black Lotus capsule in preference to being 
  captured. 
   
  Tavelli is a tall (6’3”), angular man, with a hooked nose, small beady eyes, and black 
  hair. He is wearing a black, wide-brimmed hat that covers most of the face, and a dark 
  blue neckerchief as a mask. His midnight blue cloak is fastened by a clasp identical to 
  the one lying in the kitchen. His grey trousers are neatly tucked into a pair of leather 
  boots. He is also wearing a pale blue tunic and black gloves. The other humans serving 
  Skretth dress similarly when involved in night missions, but are indistinguishable from 
  any other upright citizen when going about their business during the daylight hours. 
   
  The House 
  Only brief descriptions of the rooms are given as it is unlikely the characters will 
  be spending much time here. Should the party choose to hang around and spend 
  time looting the place, it might be prudent to have a Watch patrol come to 
  investigate – after all this is a well off district, and there is in all likelihood still the 
  body in the street outside. All the rooms can be illuminated by lanterns hanging 
  from the ceiling rafters, but at present, only the ones in rooms 1, 7, 11, and 12 
  are currently burning. 
   
  1 – Hallway 
  The hallway is opulently furnished with hunting trophies and tapestries which 
  hang from the walls. A plush blue carpet covers the floor. An elaborate staircase 
  in the south-western corner spirals upwards to a balcony that overlooks the hall. 
  There are three tapestries here, each worth 25 crowns. The hunting trophies are 
  not especially valuable. 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  23 
  Poison Claw Cultists
   
  Skills: Common Knowledge (Empire), Consume Alcohol, Dodge Blow, Gamble, 
  Gossip, Intimidate, Secret Language (Thieves’ Tongue), Speak Language (Reikspiel). 
  Talents: Coolheaded, Disarm, Quick Draw, Strike to Stun, Very Resilient, Wrestling.  
  Trappings: Club, Knuckle-dusters, Leather Jerkin. 
   
  Tigrati ’Head’ Parvisch - The Jailer
   
  Skills: Command, Common Knowledge (Empire), Consume Alcohol, Dodge Blow, 
  Gossip, Intimidate, Perception, Search, Sleight of Hand, Speak Language (Reikspiel). 
  Talents: Lightening Reflexes, Resistance to Disease, Resistance to Poison, Specialist 
  Weapon Group (Entangling), Very Resilient.  
  Trappings: Club, Ring of heavy keys. 
  The Wounded Ghoul
   
  Skills: Concealment, Perception, Outdoor Survival, Scale Sheer Surfaces, Search, 
  Silent Move, Shadowing, Speak Language (Reikspiel). 
  Talents: Fearless, Frightening, Natural Weapons, Night Vision, Rover. 
  Special Rules:  
  Poisonous Attack: A target who suffers at least 1 Wound from the Ghouls claws must 
  pass a Challenging (-10%) Toughness Test or suffer an additional 2 Wounds. 
  Insanities: Beast Within. 
   
   
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  34 
  34 
  31 
  32 
  35 
  28 
  37 
  30 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  53 
  35 
  37 
  38 
  44 
  57 
  37 
  50 
  1 
  16 
  3 
  3 
  4 
  0 
  0 
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  32 
  0 
  37 
  45 
  34 
  18 
  31 
  5 
  2 
  0 
  3 
  4 
  4 
  0 
  6 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  22 
  Clan Skryre Clanrats
   
  Skills: Common Knowledge (Skaven) +10%, Concealment, Outdoor Survival, 
  Perception, Scale Sheer Surfaces +10%, Silent Move +10%, Swim, Speak Language 
  (Queekish). 
  Talents: Night Vision, Tunnel Rat, Specialist Weapon Group (Sling).  
  Trappings: Leather Jack, Skullcap, Handweapon, Dagger or Sling and Ammunition. 
   
  Black Skaven Guards
   
  Skills: Common Knowledge (Skaven), Dodge Blow, Intimidate, Perception, Swim, 
  Speak Language (Queekish). 
  Talents: Coolheaded, Hardy, Night Vision, Specialist Weapon Group (Sling), Street 
  Fighting, Strike Mighty Blow, Sturdy, Very Resilient. 
  Trappings: Leather Jack, Skullcap, Sword coated in Black Lotus Venom, Shield. 
  Peter Tavelli - Poison Claw Cultist
   
  Skills: Common Knowledge (Empire), Concealment, Consume Alcohol, Dodge Blow, 
  Evaluate, Gossip, Intimidate, Perception, Pick Lock, Scale Sheer Surfaces, Search, 
  Secret Language (Thieves’ Tongue), Secret Signs (Thief), Silent Move, Sleight of Hand, 
  Speak Language (Reikspiel). 
  Talents: Alley Cat, Disarm, Excellent Vision, Specialist Weapon Group (Crossbow), 
  Strike to Stun.  
  Trappings: Club, Repeater Crossbow with 9 Bolts, Mask. 
   
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  35 
  30 
  31 
  36 
  40 
  28 
  26 
  18 
  1 
  10 
  3 
  3 
  5 
  0 
  0 
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  48 
  30 
  46 
  46 
  33 
  20 
  36 
  18 
  1 
  14 
  4 
  4 
  5 
  0 
  5 
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  32 
  36 
  32 
  34 
  41 
  32 
  32 
  35 
  1 
  13 
  3 
  3 
  4 
  0 
  2 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  7 
  2 – Dining Room 
  This room is currently a total mess. Two bodies are sprawled across the floor. The 
  table is upturned and shattered glass lies everywhere. What must have once been 
  an expensive wooden cabinet has been smashed in along the front; the drawers and 
  their contents have been scattered across the room. The two bodies are those of the 
  servants who tried to oppose Tavelli when he was pursuing Ernest. The ensuing fight 
  succeeded in completely devastating the whole room, leaving nothing of value 
  unbroken. 
   
  3 – Lounge 
  This is where Klauss used to entertain his guests while they relaxed after a meal. 
  The room hasn’t suffered the same fate as the Dining Room. Several luxurious 
  armchairs, a large decorative fireplace and an elaborate sideboard provide grand 
  furnishing. Four paintings hang on the walls, each worth 40 crowns, but again, 
  looting should be discouraged. 
   
  4 – Kitchen 
  This large room has a flight of stone stairs leading down into the cellar. Two clubs 
  rest in a puddle of blood, evident to anyone entering the room. Any character 
  making a successful Search test will find an ornamental clasp decorated with the 
  symbol of the Horned Rat – three crossed bones forming the shape of an inverted 
  triangle. All the items were dropped during the scuffle between Klauss, Ernest, and 
  the cultists, and the clasp may reveal just what the characters are really up against. 
  A successful Academic Knowledge: Theology test will reveal the nature of the 
  symbol, and its connection to the Skaven. But bear in mind that many characters 
  may believe that the Skaven are nothing more than a fairytale. 
   
  5 – Corridor 
  This connects the hall to the kitchen. As it is part of the house which guests would 
  not normally see, it is merely stone-flagged, showing none of the splendour seen 
  elsewhere in the house. 
   
  6 – Storeroom 
  This is where all the food and other domestic requirements of the house are kept, 
  under lock and key. However, when Klauss and Ernest went to investigate the 
  sounds, they armed themselves with clubs kept here (now to be found in the 
  kitchen), and Klauss forgot to lock the door in his hurry. Thus, the door is slightly 
  ajar, the keys still in the lock. 
   
  Inside are several sacks of grain, stacked neatly against one wall along with many 
  other items of food – whatever seems appropriate. Also kept in the room is what 
  amounts to a small armoury – a wooden crate marked “DANGER! EXPLOSIVES” 
  sits innocently in the corner (it contains four bombs). In addition, there are two 
  lanterns here, three spare flasks of oil, and a tinderbox. The bombs could prove very 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  8 
  useful to the party in the later part of the adventure, should they choose to take them 
  now. 
   
  7 – Balcony 
  The stairs from the hallway spiral upwards onto this balcony which overlooks the 
  hall below. The floor here is also covered in the blue carpet, but there are no 
  adornments, save for a large, decorative wine barrel, situated in a small alcove at 
  the top of the stairs. 
   
  8 – Guest Chamber 
  Visitors to the house are normally accommodated here. A large four-poster bed set 
  against one wall, a set of teak drawers, and a large wardrobe provide the main 
  furnishings. There is nothing of real value here, however. 
   
  9 – Servants Quarters 
  This large room contains four beds, only two of which have been occupied recently (by 
  the servants lying dead in the dining room). The room is not as well furnished as the 
  rest of the house, but still represents very good servants’ accommodation. 
   
  10 – Corridor 
  This corridor separates Klauss and Ernest’s bedrooms off from the rest of the house, 
  providing them with more privacy. As with the hall and balcony, the floor is covered with 
  blue carpet. Two paintings hang on the walls, worth approximately 70 crowns each. 
   
  11 – Master Bedroom 
  This is the largest bedroom in the house, and is where Klaus usually sleeps. An ornate 
  rosewood cabinet is set against the wall opposite the four poster bed, together with an 
  equally ornate set of drawers and a spacious wardrobe. The drawers are all filled with 
  personal belongings and clothes, but a successful Search Test of the Wardrobe will 
  turn up a false bottom, concealing a secret compartment which contains 200 crowns, 
  67 shillings, and 300 pence. 
   
  12 – Ernest’s Bedroom 
  This isn’t quite as luxurious as the master bedroom. It is relatively sparsely furnished 
  with a single bed, a wardrobe and chest of drawers. 
   
  13 – The Cellar 
  This stone flagged room is filled with barrels and casks containing a wide variety of fine 
  wines and ales. A flight of stairs leads up into the kitchen in one corner, whilst in 
  another corner, concealed beneath one of the flagstones, is the entrance to an old, long 
  forgotten tunnel. This tunnel leads into the sewer system, and is the way Tavelli and 
  company gained entrance to the house. Neither Klauss nor Ernest knew of the 
  existence of the passage. The flagstone has not yet been replaced over the hole, as 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  21 
  Skretth - Insane Grey Seer
   
  Skills: Academic Knowledge (Magic) +10%, Academic Knowledge (Necromancy), 
  Academic Knowledge (Theology), Channelling +10%, Command, Common Knowledge 
  (Empire), Common Knowledge (Skaven) +10%, Intimidate, Magical Sense +10%, 
  Perception +10%, Prepare Poison, Read/Write, Search, Speak Arcane Language 
  (Daemonic), Speak Arcane Language (Magick), Speak Language (Queekish) +10%, 
  Speak Language (Reikspiel). 
  Talents: Aethyric Attunement, Cool Headed, Dark Lore (Warp), Dark Magic, Fast 
  Hands, Lesser Magic (Aethyric Armour, Silence), Meditation, Night Vision, Petty Magic 
  (Warp), Public Speaking, Savvy.  
  Trappings: Grey Robes, Quarterstaff, 10 Warp Tokens, 4 Doses of Mandrake Snuff, 
  Magic Item (see sidebar). 
  Insanities: Venomous Thoughts (-10% Fel), Mandrake Man (-10% S, T, AG, INT, FEL, 
  -15% WP, may only take half actions). Note that these modifications have already been 
  applied to Skretth’s profile. 
  Notes: See the last few pages of this booklet for a summary of Skretth’s spells. 
   
   
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  33 
  25 
  26 
  38 
  40 
  44 
  39 
  14 
  1 
  16 
  2 
  3 
  4 
  2 
  2 
  The Bone Claw 
  In the original version of this adventure, Skretth possessed a Magic Ring which allowed the 
  wearer to automatically cast, once per day with no chance of failure, the Necromantic Spell 
  ‘Raise the Dead’. If you wish to use it here is an alternative item, created using the Skaven 
  Technomancy rules found in Children of the Horned Rat: 
   
  Fashioned for Skretth at his fevered insistence by a Clan Skyre Warlock Engineer who once 
  was part of this group (Skretth’s paranoia ensuring that he felt in necessary to “silence” the 
  other Skaven who knew too much of his research), this device, powered by Warpstone (further 
  proof to Skretth of the accuracy of his theory) allows the Grey Seer to manipulate the dead in 
  the similar manner to that of a true Necromancer. It takes the form of a clawed gauntlet and 
  bracer fashioned from human bone, held together with copper wiring, which covers the entire 
  right hand and forearm. 
   
  Category: Warp 
  Encumbrance: 25 
  Function: Allows the wearer to cast the Necromantic spell ‘Raise the Dead’ (WFRP rulebook 
  pg 162). The Bone Claw has an inherent Magic Characteristic of 2, which although insufficient 
  to cast the spell on its own, is added to the wearers Magic Characteristic when attempting to 
  cast the spell. In Skretth’s case this allows him to use up to 5 Casting Dice (including the extra 
  dice for the Dark Magic Talent). Using the Bone Claw counts as a free action. 
  Malfunction Percentage: 13% (see Children of the Horned Rat pg 88 for effect). 
  Use Cost: 6 Warp Tokens per casting (item currently is loaded with 12 Warp Tokens). 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  20 
  Conclusion 
  If the PCs are careful and sensible, you should make sure they reach Klauss before the 
  ceremony takes place. This gives them a reasonable opportunity to get out safely. 
  Remember that Skretth is an incoherent maniac who could be far more powerful were it 
  not for his Mandrake addiction. If the party rush in blindly into every combat they 
  encounter, they deserve to find the going very tough. 
   
  Award the following experience points after the completion of the adventure: 
   
   
  20 – Each for chasing/overcoming Tavelli 
   
  20 – Each for conducting a comprehensive search of the house 
   
  30 – Each for dealing with the cultists 
   
  60 – Each for dealing with the Skaven, one way or another 
   
  20 – Each for killing Skretth 
   
  20 – Each if the Zombies had to be overcome 
   
  30 – Each if Klauss is rescued 
   
  10-30 – Each for good roleplaying 
   
  If the adventure is successfully completed, the characters should be encouraged not to 
  get side-tracked by another expedition into the tunnels – particularly if they used the 
  bombs as all those explosions are bound to have resulted in considerable structural 
  damage. 
   
  Escaping Skaven need not be a problem. If they retreat into the tunnels, they won’t 
  bother the characters again (Skretth is effectively finished anyway). The Poison Claw 
  Cultists, should any escape, are likely to disband or flee the town. They were only a 
  small outfit and have no contacts to help them re-organise in Delberz. At best, they will 
  seek to join similar groups elsewhere in the Empire. 
   
  Klauss will also repay his rescuers with 80 crowns per PC (may result in an 
  embarrassing situation if the party earlier looted his house). The characters could 
  increase this to 100 crowns each with a successful Haggle Test, but this would be 
  pretty shameful. 
   
   
   
   
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  9 
  Tavelli has not yet rejoined his companions. When (or if) he manages to do so, he will 
  pull the flagstone back into place behind him, time permitting, making a loud grating 
  sound. A Routine (+10%) Search Test is necessary to find this hole if it has been 
  closed, assuming the searcher has a reason to suspect such a tunnel must exist (such 
  as by hearing the sound of it being closed).  
   
  Into the Sewers 
  Beneath the hole, a rusty, iron-runged ladder leads down a narrow shaft for 10 yards or 
  so, finally emerging in a rough-hewn stone corridor. The course of the adventure from 
  this point depends very much on what has happened to Tavelli. If he has successfully 
  managed to escape down the shaft he will return to Skretth immediately and report what 
  has happened. However, he will only mention the PC’s if they are pursuing him. Thus, 
  the Skaven will be ready for the characters and will step up the guard around the 
  sacrificial chamber, so that when the time for the ritual sacrifice comes (at midnight), it 
  will be much harder for the characters to stop it from going ahead, as if it isn’t going to 
  be difficult enough as it is. 
   
  If Tavelli was killed by the PCs (or if 
  he killed himself), then he will not be 
  missed for some time, as the Skaven 
  have more important things to worry 
  about with the impending sacrifice. 
  Skretth’s experiments have not been 
  going well. He really has no idea how 
  to achieve his goal and is 
  increasingly worried that his followers 
  will soon lose patience. Apart from 
  anything else he is constantly under 
  the influence of Mandrake root, and 
  rational thought (if such can ever be 
  truly grasped by Skaven) is far 
  beyond him. 
   
  The guard around the sacrificial 
  chamber will not be stepped up, and 
  consequently the characters’ task will 
  be made a little easier. Any attempt 
  to impersonate Tavelli (by wearing 
  his clothes) will probably be 
  successful (on a successful Disguise 
  Test), but remember that there are 
  several areas of the complex where 
  humans are not permitted, and trying 
  to gain access to these areas will 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  10 
  arouse suspicion. The cultists know where they can and can’t go. From this point on, 
  the action is dependent on where the PCs go. Don’t forget that they are racing against 
  the clock so keep a careful record of elapsed game time. 
   
  The rock corridor in which the characters are standing is pitch black. The characters will 
  need to provide some means of illumination to progress farther (such as any of the 
  many lanterns in the house, though be aware of how much oil the party have, as just 
  taking a single lantern with no spare oil will no doubt result in the party becoming 
  stranded in the sewers in the dark). The corridor is quite low (about 6’ high), so tall 
  members of the party will have to duck to avoid hitting their heads against the ceiling. 
  The floor is covered with a shallow layer of mud (any character running or charging will 
  have to make a successful Agility Test or fall over), and footprints clearly mark the 
  path taken by the cultists. The PCs won’t need the Follow Trails skill to follow these 
  prints, however, a successful test will reveal that the tracks indicate two abductors, and 
  the two continuous roughly parallel tracks indicate someone was dragged through here. 
   
  The corridor and branching passages are rather frightening, as the PCs will be able to 
  hear strange, far off noises, and grunts echoing in them. The walls glisten with moisture 
  – a greenish slime being evident in some places – and the air is distinctly cool. GMs 
  should try to convey an atmosphere of foreboding here. Should the party decide to 
  ignore the adventure, instead taking one of the side passageways, they will soon get 
  lost, as each leads gradually downwards into a terrifying, twisting maze which works it 
  way for miles in every direction. No further details of the side branches are given – 
  should players really wish to investigate them, you should create the details yourself. 
  The further into the tunnels they get, the more dangerous they become: all manner of 
  pitfalls and wandering mutated creatures could await the unwary… The party could 
  wander endlessly, slowly dying of starvation, lack of water, and their wounds. Since it 
  was this way that Skretth found his way into the sewers under Delberz, there is an 
  entrance into the Underway here, and GM’s possessing Children of the Horned Rat 
  may want to intersperse some flora and fauna from the book into this area, or even 
  have characters find their way (possibly in shackles) to the warrens of Under-Delberz. 
   
  The tracks eventually lead to a dead end: a wall of moist, smooth stonework. A 
  character with Secret Signs: Thief will notice a marked stone on a successful Routine 
  (+10%) Perception Test, though characters without the skill will notice the stone on a 
  successful Search Test. Pushing this stone causes the wall to swing outwards, 
  providing an entrance to the sewers. The door may be closed by pushing the stone as it 
  protrudes from the other side (the stone merely repositions the counterweight that 
  opens the door mechanism). 
   
  Dark, Damp and Deadly Locations 
  The sewers, like the corridor leading in to them, are in pitch darkness. The part of the 
  sewers the party are exploring are roughly 10 feet wide, including narrow stone 
  walkways, 2 ½ feet wide to each side of the effluent channel, which is 5 feet deep, and 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  19 
  Invariably in doesn’t, and the body is dragged away into a corner. The six most recent 
  victims lie here. 
   
  If the adventurers arrive at the chamber before the ritual has begun (at midnight), 
  Klauss will be bound to the block by a piece of rope tied around his wrists at one end, 
  and to the ring at the other. He will be dressed only in the white robe from room 10, and 
  too exhausted to cry for help. He will be unguarded. 
   
  If the PCs have to interrupt the ritual to save Klauss, the odds will be against them. 
  There may be up to a dozen Skaven in the cavern (including the two Black Skaven 
  guards), more than enough to overpower the characters. If the party have to deal with 
  six zombies as well (raised using Skretth’s magic item), they face certain defeat. 
   
  Unless… Remember the bombs? Exactly how the PC’s use these devices is for them to 
  figure out. They could end up killing everyone and everything in the cavern, including 
  themselves. At the very least, sensible characters should be able to use the explosive 
  devices to aid their retreat if they find themselves outclassed. 
   
  Captured 
  If the PCs are captured at any point by the 
  Poison Claw cultists or Skaven, they will be 
  stripped of their possessions (which will be 
  placed in the westernmost cell of area 6) 
  and tossed into different cells until Skretth 
  is ready to use them as ingredients in his 
  latest experiments. 
   
  Characters will be allowed to shout to one 
  another from their cells; the players may 
  use this opportunity to discuss wild and 
  unlikely escape plans. However, as the 
  jailer is exceptionally dim-witted, all they 
  have to do is think up a remotely 
  convincing story, succeeding at a Very 
  Easy (+30%) Charm Test, and Tigrati will 
  simply open the doors and let them out 
  (smiling, grunting, and salivating in the 
  process).  
   
  After getting him to unlock the door, a swift 
  grab for the key and a well placed kick 
  could leave him in the cell and the 
  character outside with the keys. 
   
  High Explosives! 
  The full rules for bombs can be found in the 
  Old World Armoury, but are presented here 
  for completeness. 
  Bombs can either be placed or thrown. It 
  takes a full action to light and throw a bomb. 
  If placed, they require no attack roll, if 
  thrown the Specialist Weapon Group: 
  Explosives Talent is required, or the 
  throwers Ballistic Skill is halved. A bombs 
  fuse can be cut to various lengths (ten 
  second increments to a maximum of a 
  minute). When a bomb detonates, it inflicts a 
  Damage 6 hit to all creatures and buildings 
  in a 10 yard radius (large template). If an 
  attempt to throw a bomb misses, roll 1d10 
  and consult the diagram below. On a 1, the 
  bomb is a dud. On a 10, the bomb misfires 
  and explodes in the wielders hand. On a 2-9, 
  roll another 1d10, with the result being the 
  number of yards away from the target, in the 
  direction indicated by the first roll, that the 
  bomb lands. If the Ballistic Skill Test fails 
  by greater than 30%, there is no need to roll 
  for a miss location; the wielder drops the 
  bomb at his own feet (though if the fuse is 
  long, he may have enough time to pick it up 
  and try again) . 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  18 
  tunnel. This is where the Skaven assemble to attend the ritual. A torch in a wall bracket 
  provide illumination – the light cast is sufficient for Skaven eyes, but characters without 
  night vision or a light source of their own will only be able to see dimly. 
   
  When everyone is in place (all the Skaven attend rituals), Skretth stands at the head of 
  the block and leads the group in a chant: a noise so loud it can be heard as far away as 
  area 3. This lasts for about a minute, increasing in volume and speed until the Skaven 
  are worked up into a frenzy. Victims are killed at this point, then the Skaven fall silent, 
  waiting for something (they are not sure what) to happen.  
  Hey, Maybe the Rat was on to Something! 
  Skretth’s ritual grimoire is a rough collection of his fevered writings, both on his idea for the 
  perfect ritual, and the delusional ranting of a madman. The book is only good for kindling, 
  though a character who can read Queekish (unlikely admittedly, unless you are running a 
  campaign based around the Skaven), it gives a rare and disturbing insight into the mind of a 
  truly insane specimen of an alien species. Someone reading this book must pass a Willpower 
  Test or gain an Insanity Point. 
   
  However, a GM who owns Realms of Sorcery might want to develop the possibility that Skretth 
  was actually onto something. Although his idea that he could refine Warpstone from a dying 
  person was clearly wrong, a living person does have some traces of the Winds of Magic within 
  them. Hence, Skretth’s notes could form a starting point for a Wizard who wishes to create a 
  ritual to create Power Crystals. Skretth has already begun the process of designing the ritual, 
  but has so far been unsuccessful – due in part to the skewed result that he seeks, and in part to 
  some of the unrealistic parameters (in particular the Consequences and Casting Time). It is up 
  to the GM how much work and modification needs to be done by a PC wizard to make the 
  following ritual viable: 
   
  Condensing the Soul 
  Type: Arcane 
  Arcane Language: Daemonic 
  Magic: 2 
  XP: 200 
  Ingredients: A human sacrifice, a ceremonial dagger, a granite altar, black and white 
  ceremonial robes for the caster and sacrifice respectively. 
  Conditions: At least six participants chanting in unison with the caster. The ritual must be begun 
  on the last stroke of midnight. 
  Consequences: None. 
  Casting Number: 14 
  Casting Time: One minute. 
  Description: The sacrifices life essence is condensed, creating a new Power Crystal (GMs 
  choice over which type is most appropriate – Jade or Amethyst are the most obvious choices, 
  although the ritual could be modified to use an animal sacrifice which could result in an Amber 
  crystal). 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  11 
  half filled with slow flowing muck. See the GM’s Toolkit for more ideas on exploring 
  sewers. 
   
  The walkways are only wide enough to permit movement in single file, and, as they are 
  also wet and slippery, anyone attempting to run or charge must make an Agility Test 
  each round or slip and fall in. The effluent, not surprisingly, emits a terrible stench, and 
  anyone falling in will have their Fellowship characteristic halved until they have an 
  opportunity to clean up. Due to the shallow depth of the effluent, there is no risk of 
  drowning, even for a Dwarf or Halfling, unless the character is unconscious (due to an 
  unfortunate Critical Hit); in this case rules for drowning can be found in the WFRP 
  Companion. Characters wishing to leap the effluent may try to do so, but the width of 
  the walkway is insufficient for a running leap, making this a more difficult prospect for 
  most characters. It is easily possible to wade across the channel, though with much the 
  same effect as if the character had fallen in. Anyone doing so must pass a Routine 
  (+10%) Agility Test or slip and fall over each round. Anyone unfortunate enough to fall 
  in the effluent channel and perhaps take a sip of the soup, must pass a Challenging (-
  10%) Toughness Test or contract the Bloody Flux. 
   
  An unpleasant and unsettling atmosphere pervades the sewer systems, and all 
  characters without a previous career which would inure them to such an environment 
  (such as Rat Catcher or Sewer Jack), make Willpower Tests (except those related to 
  casting or resisting Magic) at a Very Hard (-30%) modifier. Sound carries further than 
  normal here; making all listening based Perception Tests Routine (+10%). 
   
  The major encounter areas in the sewers and the branching passageways are detailed 
  below. As the whole area below the cellar has been taken over by the Skaven and their 
  servants, there is a 10% chance per minute of the characters encountering someone or 
  something. Roll 1d10 and consult the table below: 
   
  1 - 4 
  A lone cultist on a routine errand for the Skaven. Use Tavelli’s profile if a fight 
  develops, but remember that raising the alarm will be the cultist’s main priority. 
  5 - 6 
  A patrol of between two and four cultists armed with swords. Use the standard 
  cultist profile. Unlike a lone cultist, these are more likely to initiate a fight, only 
  thinking of raising the alarm when the fight turns against them. 
  7- 8 
  A single Skaven, going about his business. Use the Clanrat profile. Although 
  determined to keep the presence of his kind in the sewers secret, Skaven are 
  cowardly animals, and his first instinct will be to flee and hide. 
  9 - 10 A small band of two (or more at your discretion) Clanrats returning from a 
  routine reconnaissance patrol elsewhere in the sewers. These will want to keep 
  the presence of Skaven in the sewers secret, and attack in earnest, though will 
  flee for their lives when faced with determined opposition. 
   
  During combat, if a Critical Hit is scored, the victim will need to pass an Agility Test or 
  fall down (falling into the sewer channel if fighting on a walkway). 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  12 
  1 – Entrance to the Sewers 
  The secret door leads into the sewers proper. The walls are made of dull grey stone 
  and glisten with moisture (although this time there is no slime). From here, it requires a 
  successful Follow Trails Test to follow the route taken by the cultists to the second 
  secret door. Even if this is not successful, the characters will realise on a successful 
  Intelligence Test that although it is possible to leap or wade the effluent channel, for 
  two men dragging an unconscious person it would prove practically impossible, 
  certainly so without leaving some sort of trail on the opposite side. Thus, their quarry 
  must have kept to this side of the channel. To the left, the channel could go on for 
  some way, maybe even forking once or twice. However, due to other effluent channels 
  crossing the path, or build-ups of detritus that would have given away anyone passing 
  through, it should be obvious that the abductors did not pass this way. 
  2 – The Ghoul 
  The party will see a humanoid body slumped face down over the walkway, one arm 
  dangling over the edge. When they first see the figure, the fact that it is dressed in rags 
  and lies unmoving will be evident. The figure is, in fact, a Ghoul, which was attracted 
  here by the smell of dead human flesh. It began to explore the area, but came across a 
  Skaven patrol which attacked it immediately. The Skaven easily overpowered the 
  miserable creature, and left it for dead. However, it is still barely alive, and is currently 
  on the verge of regaining consciousness.  
   
  The Ghoul will not come to unless one of the characters tries to turn it over or 
  otherwise inspect it, in which case it will attack until the party kills it or moves out of its 
  range. Due to previous Critical Hits inflicted by the Skaven patrol, it cannot walk, and 
  any attacks it makes count as Challenging (-10%). Even if the party kill it, it serves one 
  useful purpose, to indicate that the abductors did not come this far (as it would have 
  been impossible to drag an unconscious human past even a wounded Ghoul such as 
  this one). 
   
  3 – Entrance to the Skaven Den 
  Here a secret door opens into a rock corridor branching off to the right. Anyone 
  following the trail of the abductors will see the trail disappearing into the wall here. 
  Otherwise a successful Search Test is required to find the secret door. There is no 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  17 
  his worshippers. The pit is a natural narrow 
  shaft about 3ft in diameter which 
  disappears downward out of sight, and is 
  effectively bottomless. 
   
  9 – Skretth’s Chamber 
  Two burly, black furred Skaven stand 
  guard at the entrance. Unless the PCs 
  arrive during the ritual (where the victim 
  will be Klauss Dralst), Skretth will be here. 
  The contents of the room are scattered all 
  across the floor. Skretth’s mental state has 
  deteriorated through his addiction to 
  Mandrake and the failure of his 
  experiments. He spends more and more 
  time here isolated from the rest of the 
  group in “think-think time”. The only 
  contents of the room are some foodstuffs, 
  a shield, half a dozen unrefined Mandrake 
  roots, and a small jar containing a dozen 
  doses of his Mandrake snuff. In addition, 
  Skretth’s ritual grimoire can be found here, 
  unless he is conducting the ritual, in which 
  case he will have it on him. 
   
  10 – Robing Chamber 
  Skretth uses this room to prepare himself for the rituals. Two robes hang from pegs 
  driven into the stone walls. One is black with red lining. This is the robe which Skretth 
  uses when he performs his futile Warpstone extraction ritual. The other is white, torn, 
  and bloodstained. Victims are dressed in this just prior to the ceremony. A sacrificial 
  dagger is stored on a natural shelf on the stone wall (unless the ceremony is under 
  way). 
   
  11 – End of the Tunnel 
  The tunnel ends at this point, dropping away to the sewer some 7 yards below. A rope 
  bridge spans the chasm, ending in another tunnel mouth which leads away into the 
  darkness. A rough staircase has been carved into the rock on the southern side of the 
  gap, to allow the Skaven access to the sewer system by their own route (they prefer to 
  avoid contact with the humans whenever they can). 
   
  12 – The Sacrificial Chamber 
  This huge natural cavern is dominated by a carving of the Horned Rat on the northern 
  wall. At the north end of the cavern is a bloodstained granite block with an iron ring set 
  into it The south end is bare, except for two pillars supporting the entrance to the 
  Mandrake Snuff 
  Unlike the usual drug imbibed by most 
  addicts, Skretth’s Mandrake snuff is a little 
  different. He has blended the powdered root 
  with an equal amount of powdered 
  Warpstone. This special mix not only 
  satiates his craving for Mandrake (he has to 
  take the same dosage as any other addict), 
  but also has the same effect as Warpstone 
  powder. Any non-Skaven trying this powder 
  suffers the full effects as a dose of 
  Mandrake, but must also pass a 
  Challenging (-10%) Toughness Test or 
  suffer from a Mutation. Handling the snuff is 
  less dangerous than handling normal 
  Warpstone Powder, a character doing so 
  having to pass a Very Easy (+30%) 
  Toughness Test or suffer a Mutation. A 
  spellcaster consuming the snuff, in addition 
  to the effects listed above, receives a +3 to 
  his Casting Roll for any spell cast 
  immediately (the snuff counts as an extra 
  component), however, the risk of Tzeentch’s 
  Curse increases, doubles counting as 
  triples, and triples counting as quadruples. 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  16 
  6 – Corridor and Cells 
  This dismal corridor is accessible from the guardroom by a sturdy oak door. There are 
  nine cells, each has a small barred window in it. It will require a Challenging (-10%) 
  Strength Test to break down the door, or a successful Pick Locks Test to pick the 
  lock on the doors. Of course, the jailer has the keys to all these cells. 
   
  Only seven of these cells are used as such though. The western-most cell will store any 
  equipment taken from captured characters, and is always locked. The eastern-most cell 
  is the jailer’s ‘den’, the current incumbent being Tigrati Parvisch. He is 5’10” tall, and 
  wears a layer of stinking sweat and dirt. He is dressed in a filthy white vest, and equally 
  disgusting black trousers. He always carries the ring of keys to the cells on his belt in 
  the fashion of all good jailers, making them difficult to get hold of. Fortunately, he is 
  immensely stupid and easy to trick. Tigrati’s room is crudely furnished with a makeshift 
  table and chair, on which stands a bottle of cheap Estalian wine. The cells are rat-
  infested holes with damp straw on the floor and not even a bed. The only light in them 
  comes from a single lantern hanging in the corridor. 
   
  7 – Junction 
  The north running passageway from the 
  guard room splits into two at this point. 
  Standing at the junction, in the positions 
  indicated on the map, are two brown 
  furred Skaven sentries. Humans are only 
  allowed past them if they have been sent 
  for by Skretth, so again, the PCs will 
  either have to bluff or fight their way past. 
  These Skaven believe that no pathetic 
  human would dare attempt to see Skretth 
  uninvited, so they are not too difficult to 
  bluff, requiring only a successful Charm 
  Test. Fighting here, however, will alert 
  Skretth if he is in his chamber. 
  8 – Shrine 
  Skretth turned this rough-hewn cave into 
  a shrine for the worship of the Horned 
  Rat. It consists of an altar flanked by two 
  crudely sculpted 8’ statues of the Horned 
  Rat. His symbol – three bones forming an 
  inverted triangle – has been chiselled into 
  the rock wall opposite the altar. The roof 
  is supported by four stone columns, and 
  there is a small pit in front of the altar 
  where offerings to the deity are thrown by 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  13 
  need to be too harsh here, if the characters do not find it and continue past, have a 
  patrol of Skaven (as above) exit through the secret door as they are about to pass it by 
  again after dealing with the Ghoul. 
  The corridor beyond is inclined upwards at a steep angle (evident to anyone entering 
  it), levelling out as it reaches area 4. Half way along, just before the bend in the 
  passage, is a trip wire. Any character approaching it will spot it on a successful 
  Perception Test. If it has gone undetected, each character passing by it must pass an 
  Agility Test or unwittingly trigger it. If the trip wire is triggered, two things happen. 
  Firstly, a bell rings in area 4, alerting the guards there to the presence of intruders. 
  Secondly, a small glass globe drops to the floor, releasing a yellowish gas which floods 
  a 2 yard area (centred on the unfortunate who triggered the trap), spreading an 
  additional 2 yards in all directions each round for 1d10/2 rounds. Anyone caught in the 
  gas must pass a Hard (-20%) Toughness Test or fall unconscious for 1d10 minutes. 
   
  After the gas has dispersed (as many rounds as it took to fully spread out), the guards 
  from area 4 will take any unconscious characters and throw them in the cells in area 6. 
  If any characters are unaffected by the gas, the guards will seek to Strike to Stun with 
  their clubs. They do not want to kill the characters because of Skretth’s instructions to 
  acquire sacrificial victims. If the PCs end up being subdued, refer to Captured! below. 
   
  4 – Cultist’s Common Room and Guard Chamber 
  This roughly hewn cavern serves as the common room and guard chamber for the 
  cultist servants of the Skaven. There are a couple of tables and some chairs in the 
  north-eastern area of the room, two sets of bone dice, and a pack of cards lying on the 
  tables. Illumination is provided by four torches mounted on the walls. If Tavelli managed 
  to escape, this is where he will be (unless the party are hot on his trail, in which case he 
  will not have had the time to complete his report to Skretth, and will therefore be in area 
  9). At any time there are between two and eight off duty guards in the room. 
   
  The guards’ actions are dependant on whether the party triggers the trap wire or not in 
  area 3. If they don’t, the guards will be sitting at the table having a game of cards, and 
  the PCs are going to either have to think up a convincing story and try to bluff their way 
  through (the guards are naturally suspicious, making the Charm Test Challenging (-
  10%)) or they will have to fight.  
   
  These guards knew Tavelli: if once of the PCs has donned the cultists outfit, they will 
  immediately recognise that character as an imposter. The noise of the fighting will alert 
  the Skaven sentries in area 7, who will attempt to ambush and capture any intruders 
  into their area. 
   
  5 – Armoury and Store Room 
  This small cave serves as a makeshift armoury for the guards in area 4. It contains five 
  swords, six daggers, three hand axes, two flasks of oil, two tinderboxes, and eleven 
  torches. The weapons are all arranged in wooden weapon racks set against the walls, 
  and the torches, oil, and tinderboxes are stacked neatly in another corner. 
  
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  14 
  Warhammer Fantasy Roleplay Scenario: The Ritual 
  15 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/The ritual.pdf