TEXT:  
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
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  THE RAT-A-JACKS 
   
  Written by Steven Lewis 
   
   
   
   
  Artwork by: Steven Lewis 
  Edited and Proof Read by: Dawn Lewis 
   
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Contents 
   
  Page 3 - Plot Summary and GM’s Introduction 
   
  Page 4 - A Quiet Night in… 
  The party settle down for a quiet drink, but are interrupted by uninvited guests. 
   
  Page 6 - Screams and all that…. 
  The party get to investigate a crime scene and then act the hero’s in a dramatic chase into 
  the sewers beneath the town after monsters. 
   
  Page 9 - Returning to the ‘The Runefangs’ & The Watch Compound 
  The party return to the surface and get to investigate more into the strange goings on in 
  this town. 
   
  Page 12 - Rats, Rats and more Rats… 
  The dramatic ending to the adventure, I hope! 
    
  Page 15 - An Ending… 
  This section covers possible endings, experience points and ways to further expand the 
  adventure with possible follow-ups. 
   
  Page 16 - A Twist in the Tail 
  Ideas on how to turn the adventure into use for a Skaven party, including a sample Skaven 
  party that the PC’s may meet at the end of the adventure. 
   
  Page 17 - The Rat-a-Jacks 
  Profiles on all the Rat-a-Jack’s and background on Sergeant Meiner Becker/Naubhof 
   
  Page 18 - Maps and Handouts 
   
  Page 21 - Into the Stew 
  A list of ideas on the problems PC’s may face within the sewers of the Old World. 
   
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  3 
  Introduction 
   
  This adventure is designed primarily as an investigation, 
  centred on the fear and rumours of the Ratmen called the 
  Skaven.  While combat is also included within the plot 
  line, the final confrontation does not have to be a show of 
  arms.  That said, I have included a few ideas on how to 
  make the game more combat heavy for tougher player 
  parties. 
   
  The adventure is also based upon events that happened in 
  the town many years ago, in the V1-WFRP Adventure 
  ‘The Ritual’ from the book ‘The Restless Dead’, and so I 
  have set the adventure in the town of Delberz.  However, 
  this can be changed if necessary by a GM, as long has the 
  adventure still takes place in a town-sized settlement. 
   
   
  Background 
   
  The leader of the Rat-a-Jack’s is Sergeant Meiner Becker, 
  a man on the run from Middenheim who has changed his 
  name.  He was once Captain Meiner Naubhof, leader of the 
  Sewerjacks of Middenheim.  However, due to connections 
  with a Chaos Cult that was discovered within the city 
  during the siege at the time of the Storm of Chaos, Meiner 
  decided that it would be in his best interests to leave the 
  city, considering how zealous the Witch-Hunters were 
  about burning anybody linked to the Cult, no matter how 
  loose the connection. 
   
  So he fled south once the siege had lifted, and found a job 
  as a Sewerjack in the town of Delberz.  All was well for a 
  time, and in his new identity he used his experience to 
  become Sergeant of his own patrol.  It was during one of 
  those patrols that he came across an abandoned set of side 
  tunnels.  Inside were the skeletal remains of both human 
  and skaven, Meiner recognised them from his experience 
  fighting the foul creatures in the Ulricberg.  At first he 
  thought of going down and sealing the tunnel, but then an 
  idea formed in his head. 
   
  From his dealings with the Chaos Cult in Middenheim he 
  had become used to a standard of living that his current job 
  could not hope to pay for.  It wasn’t that he had been 
  involved in any rituals or illegal activities, but had 
  developed a liking for fine foods and drinks.  He took his 
  patrol out for a quiet drink and laid out his plan to commit 
  burglary in the disguise of Ratmen, using the old warren as 
  a den.  Whether or not they all believed in talk of Ratmen 
  did not really matter, they all saw the benefit of making 
  more money and having a good cover.  So Meiner and his 
  crew went back into the sewer to the warren and cleared 
  the place out.  It is at this time that Meiner discovered a 
  small Warpstone Token on one of the Skaven remains.  He 
  took it as a prize, not knowing what it really was, and 
  keeps it on him when he disguises himself as a Skaven. 
   
  So the Rat-a-Jacks where formed and their crime spree 
  started.  They did, however, draw the attention of the local 
  crime gang led by the Kreb brothers.  How they found out 
  that it was Becker in charge does not matter, although his 
  sudden increase in money would have been quite a large 
  hint.  The Kreb’s could see great potential in what the Rat-
  a-Jack’s could offer them, so they informed Becker and his 
  gang of misfits that they could continue with their 
  nocturnal activities without paying a percentage of their 
  ‘earnings’ to the gang, if they did the odd job on the side. 
   
  At first these odd jobs where specific beatings and 
  robberies that the Kreb brother’s wanted done without the 
  people knowing who had committed the crimes.  However, 
  now that the Rat-a-Jacks have become known as Daemons 
  stalking the town, they are being used instead for 
  kidnapping.  People have been snatched and the Kreb’s 
  have been offering to rescue them for a large payment. 
   
   
  Enter the Heroes 
   
  It is at this point that the PC come into the story, a local 
  Landlord of a Tavern called ‘The Runefangs’ is refusing to 
  pay protection money to the Kreb’s.  The usual threats and 
  vandalism do not seem to be working, and so they have 
  ordered the Rat-a-Jacks to kidnap the young daughter of 
  the owner. 
   
  The PC’s will be staying the night when this kidnap takes 
  place, thus the PC’s can be the first on the scene.  They 
  will be given the chance to investigate before they continue 
  down into the sewers in a attempt to rescue the victim, 
  however all will not go to plan and they will be forced to 
  return to the surface as failures. 
   
  The next stage of the adventure gives the PC’s a chance to 
  explore further into their findings, if they have any, and 
  gather more clues before they venture back down into the 
  sewers to face the truth of the matter. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  4 
  A Quiet Night in… 
   
  It is late in the day and the PC’s are looking for a place to 
  sleep.  On the corner of the street they see a Tavern with a 
  sign above the door depicting 12 shiny swords and the 
  name ‘The Runefangs’.  The Tavern looks a bit rough on 
  the outside, there are patches of fresh wash and one of the 
  windows is boarded up, but a welcoming glow emanates 
  from the other windows. 
   
  Upon entering the Tavern the PC’s will find that the place 
  is a bit small, but has a very warm open fire and a quiet 
  atmosphere. There are a few other patrons, all of which 
  glance over to see who has entered, but then return to their 
  drinks.  Behind the bar are a pretty young girl and a large 
  man in his forties, he looks a little tense but when he sees 
  the PC’s he relaxes and smiles. 
   
  “Welcome to the Runefangs, my name is Barthelm and I’m 
  the Landlord. We have hot food cooked by my good wife 
  Carla, and plenty of Ale for all”. 
   
  The Runefangs provides the following services: 
   
  Ale, pint  
   
   
  2p 
  Wine, pint, watered 
   
  1s 
  Poor Meal  
   
   
  1p 
  Average Meal  
   
   
  2p 
  Good Meal 
   
   
  3p 
  Common Room per night  
  2p 
  Private Room 
   
   
  4s 
  Stabling per horse per night 
  7p 
   
  The PC’s will find that there are rooms available.  A door 
  can be seen behind the bar that leads to the kitchen.  Once 
  Carla has finished cooking she will shoo her young 
  daughter, who looks about 10, out of the bar and into the 
  kitchen, then closes the door behind her. 
   
   
  Patrons in the Bar 
   
  There are a number of other patrons so allow the PC’s time 
  to interact and relax in this environment.  Any Gossip 
  Tests are made at Routine +10 and feel free to use ‘The 
  Effects of Alcohol’ on page 115 of the Core Rulebook.  
  You may wish to add further encounters in the barroom, 
  however try to keep the atmosphere rather subdued and not 
  to rowdy. 
   
  1:  A game of chance is being played in the one corner by 4 
  labourers (NPC profile, page 98 of OWA, they carry two 
  weeks worth of wages on them each, 10s).  The amount 
  being risked starts at just 4p, but will rise to 2s.  The game 
  will end when one labourer loses all of his money, if you 
  wish you might also keep track on how much the PC’s 
  spend on Ale. 
  2:  A group of 3 girls with poor make-up on will also be 
  sitting near the bar.  Male PC’s may choose to try and chat-
  up these girls who will flirt with the PC but not go any 
  further unless their palms are crossed with silver.  
  Barthelm will also not allow anything to go on upstairs in 
  his Tavern; he does not mind the girls sheltering from the 
  weather but draws the line at them working in his Tavern. 
   
  3:  A couple of old Rat-Catchers sit close to the open fire, 
  they will be willing to talk to the PC’s and share any 
  information they might have on the town. 
   
  4:  Sitting at the bar and talking to the Barmaid is a young 
  man called Nat, a Sewerjack.  Nat is a friendly young man 
  to talk to, however, he is one of the Rat-a-Jacks and his job 
  is to delay and obstruct any possible pursuit after the other 
  Rat-a-Jacks strike.   
   
  5:  Sat alone in one corner is an old man called Edgar, an 
  ex-Rat-Catcher.  Edgar now spends a lot of his time on the 
  street begging and telling yarns in the Taverns for a free 
  drink. 
   
   
   
   
   
   
   
   
  Edgar’s Tale 
   
  I’ll tell you my tale for a drink! 
  Right, now my son, where shall I start?! 
   
  Lets me see, it must be some 20 years since I witnessed 
  the most fantastic site in my life.  It was just an ordinary 
  day at work in the sewers when suddenly I heard a clash 
  of steel and a vile screeching sound.  My curiosity 
  pricked I cautiously made my way towards the noises.  
  As I turned into one of the side tunnels there in front of 
  me was a sight I will remember till my dying day.  At my 
  feet was a dead rat, but this was no ordinary rat, it was 
  the size of a man and fully clothed I tell ya!  My stomach 
  turned at the retched smell of the beast and the sight of 
  its black blood pooling beneath its slumped body.  For a 
  moment I was frozen to the spot with shock and then 
  there was another loud clatter of steel upon steel, I 
  glanced up to see a group of brave adventures fighting 
  more of these dreadful rat-men!  The sight of such an 
  ungodly beast is enough to drive a man insane and I 
  quickly withdrew from the blasphemous scene and 
  headed straight to the nearest tavern to try and drink the 
  image from my mind.  But something like that is not so 
  easy to erase, but I now thank Sigmar for the memory 
  and the knowledge that there are brave men out there 
  willing to risk their lives fighting such beasts to keep the 
  rest of us safe in our beds.  
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  5 
   
  Karl & Kurt - The Kreb’s Muscle 
   
  These two men are on the pay-roll of the Kreb’s, and 
  have been sent to give a final warning to Barthelm. 
   
   
   
   
   
   
  Notes:  This is the standard profile for Footpads that 
  can be found on Page 234 of the Core Rulebook.  Feel 
  free to adjust the profile if needed. 
  Skills:  Common Knowledge (the Empire), Consume 
  Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, 
  Secret Language (Thieves Tongue), Speak Language 
  (Reikspiel). 
  Talents:  Disarm, Lightning Reflexes, Quick Draw, 
  Resistance to Poison, Strike to Stun, Very Strong, 
  Wrestling. 
  Armour:  Light Armour (Leather Jack) 
  Armour Points:  Head 0, Arms 1, Body 1, Legs 0 
  Weapons:  Hand Weapon (Cudgel), Knuckle-dusters 
  Trappings:  Hooded Cloak 
   
  Rumours: 
   
  Below is a list of the rumours that you may use in this 
  section and after the events in Uninvited Guests.  As GM 
  you may either choose which rumours you wish to 
  dispense to the PC’s or roll randomly with a D10. 
   
  1 
  Giant Rats made off with my Uncles savings.  I 
  tell you it’s the truth, he saw them going down 
  into the sewer. 
   
  2 
  Old Edgar is a fool; he’ll tell you anything for a 
  drink.  Don’t trust a word he says. 
   
  3 
  If you’re looking for a well-paid job, you 
  should become a Sewerjack.  Some of them 
  always seem to have money to spare. 
   
  4 
  There is a Daemon stalking the town I tell ya.  
  Only the other day the Watch found poor old 
  Franz, the local beggar down Penny Street all 
  torn to shreds.  Blood everywhere there was… 
   
  5 
  They say that a group of Daemons are walking 
  the town at night, made off with Skorbin 
  Thorginsson, the Dwarf Blacksmith they did.  
  Haven’t seen him since last week. 
   
  6 
  Old Edgar claims that he’s seen Ratmen!  Says 
  that there was once a warren underneath the 
  town, but that they where driven out years ago.  
   
  7 
  I reckon that old Barthelm is ex-army; he’s 
  quite a tough character and doesn’t take stick 
  off nobody. 
   
  8 
  You be careful in the town sonny, the Watch 
  may think their in charge, but its Reiner and 
  Roderic Kreb who rule this town. 
   
  9 
  Young Nat has only been coming to ‘The 
  Runefangs’ this past week or so, and he’s 
  already got a crush on Josie the barmaid. 
   
  10 Barthelm’s been having trouble with the Kreb’s 
  recently; don’t think he’s wise to upset them too 
  much.  Roderic Kreb has been known to have a 
  bit of a temper and doesn’t like to be 
  challenged. 
   
   
  Uninvited Guests 
   
  At some point during the evening Karl and Kurt, the 
  Kreb’s henchmen, will arrive to give Barthelm his last 
  warning.  These are the guys who have caused Barthelm a 
  lot of trouble recently on the Kreb’s behalf, although 
  Barthelm has sent them running away on most occasions 
  after a swipe with his club.  This time however they are 
  under orders not to cause any trouble with Barthelm, but to 
  just simply give him his last warning; either he pay’s up or 
  faces the consequences. 
   
  The Tavern door opens and two rough looking men enter 
  and approach the bar, Barthelm looks at the men sternly 
  and reaches underneath the bar, but does not bring up 
  what he has reached for. 
   
  One of the men raises his hands in a gesture to show he 
  means no harm and smiles wickedly at Barthelm. 
   
  “We’re not here to cause any bother.  Just to tell you once 
  and for all, this is your last warning!” say’s Karl. 
   
  “I think you know what the answer is”, replies Barthelm. 
   
  “Well you can’t say we didn’t warn ya, its out of our hands 
  now if anything was to happen to you and your kin.  But if 
  you change your mind you best come and see the Kreb’s 
  personally to beg for their help”, say’s Kurt. 
   
  After this exchange the two men will leave, however their 
  profile is included for ease of use, because we all know 
  what PC’s are like!  Allow things to relax in the bar before 
  moving on to the next section. 
   
     WS    BS    S     T   AG    Int    WP    Fel 
      33      26    43   31   32     25      36      30 
   
       A      W    SB  TB   M    Mag   IP     FP 
      1       12    4      3      4        -       -         -
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  6 
  Screams and all that…. 
   
  Once the PC’s have relaxed again after Uninvited Guests, 
  and are back drinking and talking with their fellow patrons, 
  all seems calm and then…. 
   
  The sound of breaking glass and a horrid scream comes 
  from the rooms behind the bar; Barthelm curses and grabs 
  a club from below the bar, then races to the door.  He tries 
  to open it, but it seems to be jammed shut, from beyond the 
  door comes the sound of items being broken and a woman 
  screaming in terror. 
   
  With a great shove of his shoulder Barthelm manages to 
  force the door open and races inside… 
   
  Once the PC’s follow into the back room, they will find 
  that the kitchen area has been thrown into disarray, tables 
  and chairs have been pushed over, broken glass from the 
  window is scattered across the floor and tableware lies 
  broken on the floor.  In one corner sits Carla, she has three 
  deep scratches down her cheek and is in a state of shook, 
  her husband Barthelm crouches over her trying to calm her 
  down. 
   
  Nat will follow the PC’s and advice them to talk to Carla to 
  find out what has happened.  He will interrupt any 
  investigation by asking for details or repeating questions 
  from before. 
   
  If a PC tries to talk to Carla to find out what has happened 
  a Charm Test, at Challenging -10 is needed to get her to 
  explain what has happened. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  . 
   
   
  An Investigation 
   
  If the PC’s take a look around the Kitchen they will find a 
  number of clues in the room, if they race straight out the 
  window in hot pursuit of the kidnappers then a Perception 
  Test at Challenging -10 will be needed to see if they spot 
  any of the clues on their way out.  This test may be allowed 
  for each PC. 
  If any PC goes straight to the window and looks outside 
  they will see a group of shadowy figures making their 
  escape down the dark alleyway, one appears to be carrying 
  a bundle over their shoulder.  If they decide to give chase, 
  they will just manage to get out of the window in time to 
  see the figures turn a corner in the alley.  Once the PC’s 
  make it around the corner they find a very dark alley and 
  no one in sight, however noises can be heard from further 
  ahead somewhere.  Should a PC decide to push on into the 
  dark alley at a running pace a successful Perception Test 
  at Challenging -10 is required to notice the sewer smell 
  and the dark hole in the cobbled alley otherwise they will 
  find themselves falling down an open man hole and into 
  the sewers.  The distance fallen is 6 yards and the PC will 
  land on the cold slabs of the sewer tunnel (see page 138 of 
  Rulebook for details on Falling, and also Into the Stew 
  for details on handling role-play in the sewers). 
   
  Clues inside the Kitchen 
   
  1 
  A length of rope about 3’ long and 1” round lies 
  by the window.  On closer inspection the rope 
  smells of the sewers, one end has been dragged on 
  the floor and reeks of the unpleasant odour. 
   
  2 
  The room smells of cooking but there is an odd 
  undercurrent.  An Easy Perception Test +20 will 
  identify the smell as sewerage. 
   
  3 
  The room also has a second strange odour, which 
  is strongest at the window.  This can be identified 
  with a Hard Perception Test -20 when the PC’s 
  move towards the window.  The smell is that of 
  rat urine, which has been wiped onto the wall and 
  floor by the Rat-a-Jacks, an idea picked up by 
  their leader to help disguise who they really are. 
   
  4 
  There is fresh human blood on a jagged piece of 
  glass near to the window. 
   
  5 
  There are several foot-prints on the floor - A PC 
  with the Follow Trail Skill will be able to                       
  follow the tracks outside and along to the man-
  hole cover on an Easy +20 Test. 
  To work out how many creatures they are tracking 
  a Hard -20 Test needs to be passed.  If the test is 
  passed, tell the PC that there where three creatures 
  inside of the room and one outside in the alley. 
   
  If a PC tries to identify what the creatures are from their 
  foot-prints, allow them to do Follow Trail Test at Very 
  Hard -30.  If this is passed then the GM must consider 
  what the PC knows about Skaven, if, for instance, they 
  have encountered Skaven before then tell the PC that the 
  tracks look like an attempt to disguise human prints as 
  Skaven.  If the Test is failed then the GM should say that 
  the prints look like giant rats or like a creature they have 
  never seen before! 
  Carla’s Story 
   
  “I was cleaning up……. when there was a loud noise 
  and glass from the window came flying across into the 
  room.  I turned and saw 3 figures, (she shudders at 
  the mention of them) they walked like men, but where 
  not, the one went to grab little Lucie who was running 
  to me and the others went to block the door to stop 
  you from coming to our rescue.   
  The one struck me with its claw and picked up Lucie 
  and passed her through the broken window.  Then 
  they jammed the door with something and made off 
  back out through the window” 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  7 
  Continuing the Chase 
   
  Once the PC’s have had plenty time to look around the 
  kitchen and the GM feels it is time to move the chase 
  along, have the PC’s suddenly hear a muffled scream from 
  outside. 
   
  The PC’s should now give chase, which will be quite slow 
  as they are following the trail of foot-prints and blood.  The 
  trail will lead the PC’s to a closed man-hole cover; they 
  will have to go below into the sewer if they hope to catch 
  the villains…… 
   
  If the PC’s do not look as if they going to investigate the 
  scream, have Barthelm plead with them to chase after the 
  creatures and rescue his only child. 
   
   
  Into the Sewers… 
   
  Please use the article Into the Stew to flesh out and bring 
  to life the dangers of adventuring in a sewer environment. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Once the PC’s climb down into the sewer, they will find 
  themselves in a very dark, damp and creepy environment.  
  In the distance they can hear strange sounds, and can see a 
  soft light glowing up ahead.  It is coming from further 
  ahead in the tunnel, but the source of the light can not be 
  seen because the tunnel bends around out of sight see 
  Sewer Map 1 
   
  Any PC looking for tracks will find them on a successful 
  Perception Test at -20 Hard (due to the dark conditions, 
  this can be changed to -30 if there is no light source or -10 
  if the PC has the Night Vision Talent).  If any tracks are 
  found, then a Follow Trail Test at Challenging -10, will 
  reveal that they are the same tracks that where in the 
  kitchen and the alley above, and that they head off in the 
  direction of the glowing light ahead. 
   
   
   
   
  A Slippery Walk 
   
  A part of the walkway has become very slippery over time 
  from a constant drip of water from the ceiling; this creates 
  a hazard for the leading PC.  See Other Hazards in the 
  section Into the Stew for details on this and the risks 
  involved with a simple fall. 
   
  As GM you may also add further minor encounters to the 
  PC’s journey in the sewer tunnels, but try not to distract 
  from the main adventure with to many hazards, there is 
  also an optional encounter given that can be played at any 
  point during the time in the sewers, see The Rat Ogre. 
   
  A Dark Encounter… 
   
  In the distance the PC’s see a group of hunched figures.  
  They are clad in dark cloaks and are moving away from the 
  PC’s on the opposite side of the sewer tunnel, a child’s cry 
  can be heard coming from the group and a successful 
  Perception Test at Very Hard -30 (PC with Night Vision 
  at Hard -20) reveals what looks to be tails coming from 
  behind the figures.  If a PC passes with a very good roll of 
  the die, then a GM may choose to add that one of the 
  figures does not appear to have a tail! 
   
  Two of the figures will turn to face the on-coming PC’s 
  and one will crouch down in front of the other so they both 
  have a clear shot with their cross-bows.  A successful 
  Perception Test at Hard -20 (PC’s with Night Vision at 
  Challenging -10) will allow a PC to spot what looks like 
  snouts coming from underneath the cowls which cover 
  their faces. 
   
  They raise their cross-bows and fire 2 bolts towards the PC 
  group, aimed at the lead PC.  Allow a couple of volleys 
  from the Rat-a-Jacks and the PC party, but do not allow the 
  PC’s to close in to much.  When it looks like the Rat-a-
  Jacks are about to get into hand-to-hand combat or a Rat-a-
  Jack is killed by a volley from the PC’s (the body falls into 
  the sewage channel), the following passage should be read 
  out; 
   
  From behind the two creatures that are firing at you, you 
  see a third reach into its cloak and pull out a round object.  
  Before anyone can react, the object is thrown and shatters 
  against the wall.  From the broken sphere, an oily dark 
  billowing gas drifts out to envelop the whole tunnel.  
  Detailed rules for Smoke Bombs on page 74 of CothR. 
   
  With luck the PC’s will be convinced that this is a 
  Poisoned Wind Globe, play on their fear as much as 
  possible!  Depending on how you feel as GM you may 
  decide to keep track of the PC’s movements while this all 
  happens, who knows what might happen in the narrow 
  space of the tunnel, maybe a PC will strike out if they feel 
  they have just bumped into a creature or they might even 
  slip and fall into the stew.  
   
  As you climb down into the sewers your nostrils are 
  besieged by all manner of foul smells.  The darkness 
  closes in around you and strange noises can be heard 
  all around you.   
  At the bottom of the ladder you sweep the area with 
  your light to reveal a claustrophobic dark tunnel 
  containing a channel of foul smelling sewerage slowly 
  flowing into the darkness.  You notice a small dark 
  brown rat looking towards you with its beady eyes; it 
  squeaks and then scurries off into the darkness. 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  8 
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  All this commotion allows the Rat-a-Jack’s time to make 
  their escape into the tunnels.  When the gas clears the PC’s 
  are unable to see where their opponents have gone.  They 
  will see that a plank, which was used as a bridge, has been 
  pushed into the stew, so the only way the PC’s can 
  continue the chase is to jump the sewage channel! 
   
   
  A Rat in the Stew? 
   
  If the PC’s have managed to kill a Rat-a-Jack, then once 
  the smoke has cleared from the tunnel, they will discover 
  that the body is floating face-down in the stew.   
   
  Make it clear that to recover the body will be a messy 
  affair; PC’s making the retrieval must take a WP Test, if 
  failed then the PC must stop trying to help in get the body 
  out of the sewerage and be violently sick, gaining 1 
  Insanity Point. 
   
  If the body is retrieved then a Perception Test at Very 
  Hard -30 is needed to see that the creature is in fact a 
  disguise.  A search of the body will show that it is in fact 
  human, with a rope for a tail, furred boots with claws and a 
  cone shaped object over the mouth!  To make such a 
  search however requires the PC to make another successful 
  WP Test again, if failed then the full extent of the disguise 
  is not discovered and another Insanity Point is gained.  A 
  successful search will show that the body has no other 
  equipment on it, the cross-bow and bolts have fallen into 
  the depths of the sewer channel. 
   
  Looking for tracks 
   
  If the PC’s manage to cross over, onto the side on which 
  the creatures where on, then they may be able to pick up 
  the trail once more.  Once again repeat the Tests listed in 
  the section Into the Sewer, to see if they are able to spot 
  and track the trail. 
   
  Allow the PC’s to follow the trail into the sewer, adding 
  any other incidents that you feel would be fun (not 
  involving the Rat-a-Jacks).  Make repeated Tests to ensure 
  that they are able to keep tracking their quarry as they go 
  further into the sewer system.   
   
  Once you feel it is time to move on, fail the PC’s on their 
  next Test for tracks, forcing them to return to the surface. 
   
  Leaving the Sewer 
   
  Leaving the sewer should otherwise be easy enough, allow 
  them to find an exit without too much searching.  Once 
  they find an exit point and climb out they will discover that 
  dawn is only just starting to break.   
   
  If the PC’s do not show signs of heading back to ‘The 
  Runefangs’ have a Watch Patrol notice them exiting the 
  sewer.  The Patrol will approach the PC’s and ask them to 
  explain why they have been in the sewers.  They will thus 
  have to return to ‘The Runefangs’ to have their story 
  verified.  (Continue the adventure at ‘Returning to ‘The 
  Runefangs’) 
   
   
  Optional Encounter: The Rat Ogre 
   
  *To be used with a strong group of PC’s for added interest. 
   
  Have the PC’s notice a much larger set of single tracks 
  leading off into the gloom at some point.  A deep growl 
  comes from down the tunnel into which the tracks lead.  If 
  the PC’s decide to investigate have them encounter the Rat 
  Ogre, if they decide to head for the surface, give them the 
  feeling that something is tracking them as they head for an 
  exit…… 
   
  If they investigate: 
   
  As you walk down the sewer tunnel you can hear heavy 
  foot-prints ahead of you in the gloom and a deep guttural 
  growl. 
  Turning a bend in the tunnel, you’re lantern’s glow reveals 
  a huge creature in the middle of the sewer, its huge body is 
  covered in matted hair, with both gore and waste hanging 
  from its fur.  Its huge rat-shape head looks in your 
  direction with black beady eyes.  The beast then rears up 
  as much as it can in the confined space of the tunnel and 
  raises its claws ready to attack you. 
   
  Rat-a-Jack’s - Horst, Gunter and Gregor 
   
   
   
   
   
   
   
   
  Skills:  Concealment, Dodge Blow, Follow Trail, 
  Perception, Scale Sheer Surface, Search, Silent Move, 
  Common Knowledge (the Empire), Gossip, Speak 
  Language (Reikspiel). 
  Talents:  Quick Draw, Tunnel Rat, Night Vision. 
  Armour:  Light Armour (Leather Jack) 
  Armour Points:  Head 0, Arms 1, Body 1, Legs 0 
  Weapons:  Short Jagged Sword (Poor Quality), 
  Crossbow with 10 Bolts, Knuckle-dusters (Made to 
  make marks to look like claws. 
  Trappings:  Lantern, Old Hooded Cloak,), Length of 
  rope (3’ long and 1” round, attached to back of belt), 
  Old Boots (Made to look as if they have claws). 
   
     
     WS    BS    S     T   AG    Int    WP    Fel 
      46      42    32   47    40     27      39     30 
   
       A      W    SB  TB   M    Mag   IP     FP 
       1       13    3      4      4        -       -         - 
  
   
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  This encounter can in itself be very deadly and should be 
  used with caution if the PC’s party is relatively weak, 
  otherwise it could spell the end of the adventure before 
  they reach its conclusion.  
    
  However if PC’s wish to ignore the warning signs let them 
  meet what’s coming to them. 
   
   
  Returning to ‘The Runefangs’ 
   
  Once the PC’s arrive back at the Tavern, they will discover 
  a Watch Patrol in the bar-room, they have finished taking 
  reports and are waiting for the PC’s return. 
   
  Barthelm and his wife Carla can be seen near the fire-place 
  comforting one another.  When they see that the PC’s do 
  not have their little girl Lucie they both begin to cry. 
   
  In the room will also be the young bar-maid, Nat the 
  Sewerjack and Old Edgar.  They are all sat around one of 
  the other tables, watching the proceedings with concern.  
   
  Sergeant Hadwin Lankdorf will approach the first PC that 
  enters the ‘The Runefangs’ and addresses them as follows; 
   
  “Well then your back.  You did a very brave thing giving 
  chase to those brigands.  I’m Sergeant Lankdorf of the 
  Watch, now tell me what you have discovered, if anything, 
  about these kidnappers”. 
   
  The Sergeant may give a number of different responses, 
  depending on what the PC’s have discovered, what they 
  are willing to tell him and whether they have any evidence. 
   
  If there is any mention of Skaven; 
   
  “Don’t be absurd, there are no such things as walking, 
  talking Giant Rats!  Old Edgar has convinced Barthelm 
  and Carla of his silly stories, and now you it seems.  Do 
  you have any evidence?” 
   
  Any mention of their suspicions; 
   
  “Really, men dressing up as Ratmen, that would explain a 
  lot of what has been happening in the town lately.  Do you 
  have any idea who it could be that is doing this?” 
   
  Evidence brought before him (Head of a Rat-a-Jack); 
   
  “So then its men dressed up as Ratmen, let’s have a look at 
  this head.  By Sigmar!  That’s young Gregor, he’s one of 
  the local Sewerjacks!  Hey Nat isn’t he on your patrol?” 
   
  Young Nat will look surprised at seeing his comrade’s 
  head, he will reply that it is indeed young Gregor.  He will 
  then make his excuses and leave the Tavern with the bar-
  maid.  After a short walk away from the Tavern he will 
  kiss the girl goodbye and head back to the Watch 
  Compound and the Sewerjack barracks.  
   
  Evidence brought before him (Head of a Rat-Ogre); 
   
  “Would you look at the teeth on that thing!  You’ve done a 
  great service to the town, killing this monstrous creature.  
  If you call in at the Watch Compound, then we’ll see what 
  reward the Captain will give you for this deed”. 
   
  After taking the PC’s reports the Patrol will head back to 
  the Watch Compound and make their reports to the 
  Captain of the Watch.   
   
  Young Nat and the bar-maid will also now leave (if they 
  haven’t already).  Nat will kiss the bar-maid goodbye, 
  heads back to the Watch Compound and to the Sewerjack 
  Barrack’s.  The bar-maid will make her way back home. 
   
  Old Edgar stays in his seat and looks across at Barthelm 
  and Carla, then back towards the PC’s, and then back to his 
  pint of ale. 
   
   
  Rat Ogre - ‘ Mogoth Flesh-Render’ 
   
  The Rat Ogre ‘Flesh-Render has had some minor 
  improvements from representatives of the Clan 
  Moulder that are in the Skaven Warren beneath the 
  town.  One of the side effects of the experimental 
  improvements is an increase it the creatures Int and 
  WP, hence it has managed to escape its Skaven 
  masters and is able to perform simple tasks without 
  the need for a minder, such as hunt prey and make a 
  basic lair. 
   
   
    
   
   
   
   
   
  Skills:  Dodge Blow, Intimidate +10, Perception, 
  Scale Sheer Surface. 
  Talents:  Fearless, Frightening, Natural Weapons, 
  Night Vision, Strike Mighty Blow, Strike to Injure, 
  Menacing. 
  Special Rules:  Due to its increase in Int and WP 
  ‘Flesh-Render’ is able to ignore the In Need of 
  Direction rule, nominally associated with Rat Ogres. 
  Armour:  None 
  Armour Points:  - 
  Weapons:  Claws 
   
     WS    BS    S     T   AG    Int    WP    Fel 
      42       -      61    48  25     22      25      10 
   
       A      W    SB  TB   M    Mag   IP     FP 
       3       35     6      4     6        -       -         - 
  
   
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  10 
  What happens next? 
   
  The PC’s may choose to act on their suspicions about Nat 
  and the fact that the Ratmen are humans in disguise.  If this 
  is so, they should proceed with care when making 
  accusations.   
   
  If they decide to accost young Nat before he reaches the 
  Watch Compound he will not tell on his fellow Rat-a-Jacks 
  unless tortured, he knows what the other Rat-a-Jacks will 
  do to him for squealing.  This course of action will produce 
  many complications, first they will be spotted by a Watch 
  Officer taking young Nat and second they have to find 
  somewhere to interrogate him?  The Watch will not take 
  kindly to this and will come down heavily on the PC’s. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If they decide simply to trail him, then go to ‘The Watch 
  Compound’. 
   
   
  Give them a Push! 
   
  If they are convinced that it is Skaven that they are dealing 
  with, then their best course of action is to ask Old Edgar to 
  show them where he saw this ‘Rat Warren’ all those years 
  ago.  If they are slow to do this and appear to be stuck as to 
  what to do, have Old Edgar approach the PC’s himself and 
  offer to help them in their hour of need by take them to the 
  ‘Rat Warren’ he discovered all those years ago. 
  The Watch Compound 
   
  If the PC’s have followed young Nat they will see him 
  enter through the gates of the compound (which are 
  guarded), and walk towards a building just inside the 
  entrance, to the left. He is approached by another man; a 
  successful Perception Test at Challenging -10 will reveal 
  that the man has a slight limp (The cut caused by the 
  window glass when climbing into the kitchen at The 
  Runefangs is the cause of the limp). 
   
  If the PC’s stay concealed and watch these two men, then 
  they will see them enter a building close by and exit a few 
  minutes later from a different door with their Sewerjack 
  uniforms on.  They will then proceed to open a man-hole 
  which is close by, and descend into its depths (They will 
  then make their way to their hide-out). 
   
  If at any time the PC attempt rushing into the compound, 
  they will first have to deal with the guard.  The two Rat-a-
  Jacks will make their escape into the sewer, with or 
  without their Sewerjack uniform.  This course of action 
  will also bring down the wrath of the Watch Captain, who 
  will try to arrest the PC’s for assault on a member of the 
  Watch. 
   
  The one easy way that they can enter the Compound 
  without causing mayhem, is by claiming the reward for 
  killing the Rat-Ogre.  This will allow a PC or two to sneak 
  around the building looking for Nat or other clues, while 
  the other PC’s are receiving the reward from the Captain. 
   
   
   
   
   
   
   
   
   
   
  Reward for killing the Rat Ogre 
   
  The PC’s are led into the main building and greeted by a 
  clerk at reception. 
   
  “Good morning to you and how may I help?” 
   
  The Watch guard explains why you are here; 
   
  “So you’ve come to claim the reward.  Well then if you 
  don’t mind waiting I shall go and inform the Captain of the 
  Watch that you are here.  While I’m gone maybe you could 
  tidy yourselves up a little?” 
   
  At this the clerk gets up from his desk and knocks on the 
  door behind him with a gentle tap.  He then opens the door, 
   
  Nat - The youngest of the Rat-a-Jacks 
   
  Young Nat is just 17 years of age and is not as 
  experienced as the others; as such his main duties 
  consist of casing out a target before the other Rat-a-
  Jacks strike.  He has great respect for his patrol 
  commander and greatly enjoys the benefits that being 
  part of the group brings. 
   
   
        
   
   
   
   
   
  Skills:  Concealment, Perception, Scale Sheer 
  Surface, Search, Silent Move, Common Knowledge 
  (the Empire), Gossip, Speak Language (Reikspiel). 
  Talents:  Quick Draw, Tunnel Rat, Night Vision. 
  Armour:  Light Armour (Leather Jack) 
  Armour Points:  Head 0, Arms 1, Body 1, Legs 0 
  Weapons:  Short Sword, Crossbow with 10 Bolts. 
  Trappings:  Lantern, Old Hooded Cloak. 
   
  WS    BS    S     T   AG    Int    WP    Fel 
    35     37    32   38   43     32      34      36 
   
    A      W    SB  TB   M    Mag   IP     FP 
    1        9     3      3      4        -       -         - 
   
  The Watch Compound consists of three buildings 
  surrounded by 10 feet high iron fencing, a large pair of 
  gates is the only entrance and this is guarded at all times 
  by a member of the Watch in a sentry box. 
   
  See Map 3 - The Watch Compound for more details. 
   
  
   
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  11 
  enters and closes the door behind him.  A moment later the 
  door re-opens and the clerk reappears.  He holds the door 
  open for the PC's; 
   
  “Captain Tabbeck will see you now” 
   
  You enter a medium sized room; a map of the town is 
  situated on one of the walls and a narrow faced man sits 
  behind a large oak desk. 
   
  “Well now who do I have the pleasure of meeting?” 
   
  “You have done a great deed and I thank you on behalf of 
  the townsfolk for stopping this menace.  I am able to give 
  you a reward of 5gc each and offer you the use of our 
  medical facilities”. 
   
  A PC may try to increase this with a successful Fellowship 
  Test at Hard -20; this will increase the reward to 6gc each. 
   
   
  The Sewerjack’s Barracks 
   
  The inside of the barracks is split into two sections.  The 
  first side is for the Sewerjack clothes and equipment, this is 
  joined to the clean section of the building via a simple cold 
  shower system.   
   
  The dirty side (or ‘the mess’ as the Sewerjacks call it) of 
  the building contains very little, other than dirty smelly 
  equipment and clothes. 
   
  The clean side, however, contains lockers which belong to 
  the men of different patrols.  Any PC with the Read/Write 
  Skill will be able to locate both Nat’s locker and Gregor’s 
  (if he has been killed and identified).  A successful 
  Perception Test at Very Hard -30 will enable a PC to 
  spot a piece of paper sticking out of one of the lockers.  
  Hand over Handout 1, but only if a PC has the 
  Read/Write Skill. 
   
  Contents of Lockers:  
   
  Nat:  Perfume worth 3GC and a smart Jacket at 9GC. 
  Horst:  Perfume worth 3GC, and an Overcoat worth 30GC. 
  Gunter:  Perfume worth 3GC. 
  Detfel:  Scarf worth 15p. 
  Guido:  Overcoat worth 2GC. 
  Gregor:  Perfume worth 3GC, and a Cloak worth 15GC. 
  Heimar:  Cap worth 10s. 
  Sergeant S. Kummel:  Overcoat worth 10CG. 
  Sergeant M. Becker:  Perfume worth 3GC & Handout 1. 
   
  If PC’s take to much time looting or making too much 
  noise, then a member of the Watch will come and 
  investigate. 
   
   
  Caught Red Handed 
   
  Any PC’s caught in the Watch Compound without an 
  escort will be asked to explain their business and then 
  forcefully removed from the property.  If they are caught 
  going through the Sewerjack Lockers, an alarm will be 
  raised.  The PC’s will find themselves arrested and taken to 
  the cells where the Watch Captain can question them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Captain of the Watch: Magnus Fetlock 
   
  Captain Fetlock is a man under increasing pressure due 
  to the rise of violent crime in the town.  His position 
  has commander is under threat unless he is able to stop 
  the recent bout of murders and get to the bottom of 
  several mysterious break-ins and disappearances.  
   
   
   
   
   
   
   
   
  Skills:  Academic Knowledge (Law & Strategy), 
  Common Knowledge (the Empire), Dodge Blow, 
  Follow Trail, Gossip +10, Intimidate +10, Perception 
  +10, Search, Speak Language (Reikspiel), Command 
  +10,   
  Talents:  Coolheaded, Disarm, Savvy, Strike Mighty 
  Blow, Strike to Stun, Very Resilient, Menacing, Street 
  Fighter, Quick Draw 
  Armour:  Light Armour (Leather Jack) 
  Armour Points:  Head 0, Arms 1, Body 1, Legs 0 
  Weapons:  Hand Weapon (Sword) and Dagger 
  Trappings:  Uniform, Unit of Troops 
    
    WS    BS    S     T   AG    Int    WP    Fel 
      63    42     57   56   51     47      43     55 
   
      A      W    SB  TB   M    Mag   IP     FP 
      3       15     5     5     4         -       -        -              
  Watch Patrol - 6 Men 
   
   
   
   
   
   
   
   
  Skills:  Academic Knowledge (Law), Common 
  Knowledge (the Empire), Dodge Blow, Follow Trail, 
  Gossip +10, Intimidate, Perception, Search, Speak 
  Language (Reikspiel). 
  Talents:  Coolheaded, Disarm, Savvy, Strike Mighty 
  Blow, Strike to Stun, Very Resilient. 
  Armour:  Light Armour (Leather Jack) 
  Armour Points:  Head 0, Arms 1, Body 1, Legs 0 
  Weapons:  Hand Weapon (Cudgel) and Dagger 
  Trappings:  Lantern and Pole, Uniform 
   
    WS    BS    S     T   AG    Int    WP    Fel 
      31    31     33   41   30     38      28     30 
   
      A      W    SB  TB   M    Mag   IP     FP 
      1       12     3     4     4         -       -        -               
  
   
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  12 
  Rats, Rats and more Rats… 
   
  The PC’s will need to enlist Old Edgar if they are to find 
  the Rat-a-Jack’s lair and rescue the young girl.  If the PC’s 
  have not worked this out for themselves or have come up 
  with a scheme to try and apprehend the Rat-a-Jacks on the 
  surface then have Old Edgar stumble across them on his 
  way home and ask why they aren’t in the sewer’s rescuing 
  Barthelm’s daughter.  If the PC’s seem determined to 
  capture the Rat-a-Jacks on the surface have Old Edgar 
  point out that the Captain of the Watch will not be happy to 
  see members of the towns Sewerjack service being man-
  handled by outsiders and that time is of the essence if 
  young Lucie is to be found before any harm can come to 
  her.  At this point Old Edgar will off to lead the PC’s to the 
  liar he found all those years ago so Barthelm and Carla can 
  be reunited with Lucie as quickly as possible. 
   
  Old Edgar will lead the PC’s to a sewer entry point near by 
  and with a little effort he opens the man-hole cover and 
  descends into the darkness.  With the PC’s following him, 
  he moves down a series of sewer tunnels and then comes to 
  a stop, raising his hand.  He points down the tunnel. 
   
  “This is as far has I go lads, just follow the sewer channel 
  up to a T junction and turn left.  You’ll need to find a way 
  to cross the stew ‘cause the entrance to the warren is on 
  the other side of tunnel.  Good luck finding Barthelm’s 
  daughter”. 
   
  With that Old Edgar turns and heads back the way you 
  came, towards the exit and the relative safety of the 
  surface. 
   
  See Sewer Map 2 
   
  Locations 
   
  1: 
  This is the point on the map that Old Edgar leads 
  the PC’s to before heading back to the surface. 
   
  2: 
  This section of the walkway has several loose 
  rocks; this is a potential hazard for the lead PC 
  (see Other Hazards in the section Into the 
  Stew). 
   
  3: 
  A soft moan can be heard up ahead in the 
  distance, if the PC’s investigate they will come 
  across a young man who has been severely 
  wounded.   
   
   
  A small figure lies hunched against the sewer 
  wall, as you approach you can see that three deep 
  red strips have been torn across their chest and 
  blood seeps from the wounds.  The figure turns his 
  head towards you and you make out the face of a 
  young man in a great deal of pain. 
   
   
  “At least I don’t die alone”, he croaks. 
   
   
  “I don’t know who you are, but you have to get 
  out of the sewer, there’s a monster in these 
  tunnels and it’s done me in!” 
   
   
  He reaches into his jacket and hands across a 
  small book wrapped in cloth. 
   
   
  “Can you grant a dying man one request and take 
  this to Herr Bacher of (insert a Town name of 
  your choice).” 
   
   
  “Thank you” 
   
   
  He smiles, then grimaces in pain, clutching his 
  chest and his whole body shakes before lying still 
  permanently. 
   
   
  The young boy is a thief, sent by a mysterious 
  patron called Herr Bacher to steal the small book 
  he has handed to the PC’s.  The monster he talks 
  of is either the Rat Ogre or a Skaven depending 
  on whether the PC’s have killed the Rat Ogre. 
   
  4: 
  At this point along the sewer tunnel an old dirty 
  sheet covers a hole in the wall.  Beyond it lies a 
  narrow tunnel which leads up a steep inclination 
  which does not level off until location 6.  A 
  successful Perception Test at Routine +10 will 
  enable a PC to hear human voices up ahead. 
   
  5: 
  Halfway along the passage is an old alarm which 
  the Rat-a-Jack’s have made use of. The alarm 
  consists of a piece of wire which stretches across 
  the floor at ankle height, if triggered a bell will 
  sound in location 6.  A successful Perception 
  Test at Hard -20 is needed to spot the wire, 
  decrease the difficulty if the lead PC is searching 
  for traps. 
   
  6:  
  This rough hewn chamber serves as the Rat-a-
  Jack’s rest room and guard chamber.  On the left 
  side of the entrance is a series of metal pegs set 
  into the wall, from these hang an assortment of 
  old cloaks and lengths of rope (the Rat-a-Jack’s 
  pretend tails).  On the floor beneath the pegs are 
  modified boots with claws attached to the fronts.  
  On the right wall is another set of metal pegs 
  which hold cloaks with the Sewerjack badge of 
  office on them. 
   
  On the floor near to the left wall are several small 
  cages which contain rats.  The Rat-a-Jack’s have 
  been using these to study their behaviour and also 
  collect their urine in order to give off a fake musk. 
   
  As the PC’s move further into the room what they 
  find will depend on whether they set off the alarm 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  13 
  If the alarm has not been set off: 
   
  Up ahead the PC’s see a table with three men sat 
  around playing cards and drinking.  They are 
  unaware of the PC’s presence (unless the PC’s 
  start to make to much noise, at which point allow 
  the Rat-a-Jacks a Perception Test).  How the 
  PC’s handle this situation is up to them, the Rat-a-
  Jack’s are not too happy about doing the Kreb’s 
  dirty work, especially kidnapping, and can be 
  convinced to let Lucie go with good role-playing.  
  If the role playing fails the result will be violence. 
   
  If the alarm has been set off: 
   
  Up ahead the PC’s see a table which has been 
  overturned so that the top is pointing towards 
  them.  Three Rat-a-Jacks are hiding behind the 
  table ready to spring their trap.  If the PC group 
  move in closer, one Rat-a-Jack will spring up in 
  the centre and the other two will point their 
  crossbows around either end of the table.  All will 
  fire off one bolt and then drop their crossbows to 
  unsheathe their swords.  While these three prepare 
  to charge, Nat and Meiner put down covering fire 
  shooting one bolt each from their crossbows.  Nat 
  is positioned at the entrance to the Cells and 
  Meiner in the opposite tunnel. 
   
  If things look to be going to badly for the PC’s in 
  this fight then as GM you may introduce the 
  Skaven party (see A Twist in the Tail), this will 
  allow the PC to ally with the Rat-a-Jacks.  Once 
  Meiner sees the Skaven, he will command his 
  men to attack them instead.  Also remember that 
  Meiner has 3 Smoke Grenades left and can use 
  them to escape if necessary. 
   
  Adjust this section as necessary if members of the 
  Rat-a-Jack party have been killed earlier. 
   
  7: 
  This long, dismal corridor is accessible through a 
  sturdy wooden door from location 6.  There are a 
  total of nine cells in the corridor, four of which do 
  not have doors.  The other five, however, have a 
  wooden door with a small barred window and a 
  simple lock consisting of a wooden plank barring 
  the door.  A rough voice can be heard calling from 
  the eastern end of the corridor, behind one of the 
  barred doors. 
    
  The rough voice is that of Skorbin Thorginsson, 
  the Blacksmith that was taken last week by the 
  Rat-a-Jacks.  He is tied up, but once released will 
  be more than willing to help the PC’s in any way. 
   
  In the western most cell is a young girl of about 
  10 years of age, this is Barthelm’s daughter Lucie.  
  She is curled up and in a state of shock and will 
  need great care in helping her to move. 
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
   
   
   
   
   
       
   
   
  If the PC’s have time and do a more detailed 
  search of the other cells then they will find the 
  following objects:- 
   
  Small Harp - 20GC 
  Crowbar - 10s 
  Whetstone - 1GC 
   
  2 x Cutlery, metal - 3GC each 
   
  1 x Cutlery, silver - 15GC 
   
  4 x Cask, 4 gallons of ale - 8s each 
  Hand 
  Weapon, 
  hammer 
  (this 
  belongs 
  to 
  Thorginsson) - 20GC 
   
   
  This is only a sample of some of the things that 
  that the Rat-a-Jacks have stolen and stored in the 
  lair.  If you wish you may add to the list if you 
  want your PC’s to find something specific for 
  another adventure (maybe it’s a stolen Grimoire 
  from a wizard or cult, maybe!?). 
   
  8: 
  This area is used as a rest room by the Rat-a-
  Jacks; two hammocks are strung up from metal 
  hooks in the walls. 
   
  Skorbin Thorginsson - Dwarf Blacksmith 
   
  Skorbin is another of the Rat-a-Jack’s victims, taken 
  has a warning to others because he would not pay 
  protection money to the Kreb’s.  If the PC’s are able 
  to release him, he can be a valuable ally in any 
  fighting. 
   
   
   
   
   
   
   
   
   
   
  Skills:  Common Knowledge (Dwarfs), Drive, 
  Gossip, Haggle, Evaluate, Secret Language (Guild 
  Tongue), 
  Speak 
  Language 
  (Khazalid/Reikspiel), 
  Trade (Armourer/Smith/Weaponsmith), Perception, 
  Read/Write. 
  Talents:  Dealmaker, Dwarfcraft, Grudge-born Fury, 
  Night Vision, Stout Hearted, Sturdy. 
  Armour:  None 
  Armour Points:  None 
  Weapons:  None 
  Trappings:  None 
   
   
    WS    BS    S     T   AG    Int    WP    Fel 
      38     29    42    41   30     34      30     20 
   
      A      W    SB  TB   M    Mag   IP     FP 
       1      11     4      4     3        -       -         - 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  14 
   
  9: 
  At the far end of this chamber, which is supported 
  by four plain stone columns, is an old shrine to the 
  Skaven God, The Horned Rat.  It consists of an 
  altar flanked on either side by two 8 foot tall 
  statues representing the Horned Rat, although they 
  are crudely sculpted and it may not be possible for 
  PC’s to recognise what they represent.  A large 
  representation of The Horned Rat’s symbol - three 
  bones forming an inverted triangle in the middle - 
  has also been chiselled into the rock wall opposite 
  the altar.  There is a pit in the centre of the altar 
  where worshippers would throw offerings to their 
  deity.  This pit is natural - a narrow shaft about 3’ 
  in diameter which disappears down into the 
  darkness. 
   
   
  This chamber has been left alone, due to its dark 
  nature.  Only Meiner has spent any time in here 
  and this is where he discovered the remains of the 
  Skaven with the Warpstone Token. 
   
   
  Locations 10 & 11 can not be reached from this 
  location due to a roof collapse. 
   
  10: 
  This chamber is littered in general rubbish, and a 
  nest of rats have taken up residence in one of the 
  corners. 
   
  11: 
  This old chamber has two very old robes hanging 
  from one of the walls.  One is white and stained 
  with blood, the other is black with a red lining.  
  On a natural shelf in the wall is an old rusty 
  dagger, this is a sacrificial dagger and would be of 
  great value to any Skaven. 
   
  12: 
  At this point in the tunnel the construction of the 
  northern side changes to natural rock and there 
  seems to be a rough set of steps carved into it.  
  Climbing the steps will lead the PC’s to an area 
  about 7 yards above the sewer, a tunnel leads 
  further north and a rope bridge goes over the 
  sewer and towards another tunnel which leads 
  south. 
   
  13: 
  This tunnel is littered with the bones of animals, 
  both large and small.  The number of bones 
  increases the further the PC’s go, as does a 
  strange smell.  Eventually the tunnel opens into a 
  large natural chamber; on the northern wall is a 
  carving of the Horned Rat with a solid 
  bloodstained block of stone in front of it.  An iron 
  ring is set into the stone block.  Two stone pillars 
  support the entrance at the southern end; the 
  chamber smells terribly and is a dreadful mess. 
   
   
  This is the lair of the Rat Ogre (see Optional 
  Encounter: The Rat Ogre).  If the PC’s kill the 
  Rat-a-Jack’s with ease he could be introduced for 
  a little more excitement, or the Skaven could be 
  here trying to capture the beast. (See A Twist in 
  the Tail). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Plot Hook 
   
  Many years ago, when the Skaven used these 
  tunnels, this chamber was used in a bizarre 
  experiment to extract Warpstone from human 
  bodies that were sacrificed to the Skaven god, 
  the Horned Rat. 
   
  The chamber may still hold some belongings 
  from the poor souls killed here all those years 
  ago, and can thus provide a GM with an 
  opportunity to insert an item for a future 
  adventure.   
   
  The most obvious idea is to have a ghost 
  haunting the area, its presence only felt once the 
  Rat Ogre is killed.  This ghost can then plead 
  with the PC’s for them to help put his soul to 
  rest and inform his family of what has happened 
  to him.  The ghost can be from the recent 
  killings of the Rat Ogre or from the events that 
  occurred here all those years ago.  The latter will 
  obviously provide more of a challenge for PC’s 
  because of locating family after so many years 
  and it may be some time before they are able to 
  helping the poor soul rest in peace. 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  15 
  An Ending... 
   
  If the PC’s are able to return Lucie to her parents they will 
  be overjoyed by the reunion.  Barthelm and Carla will still 
  be approached by members of the Kreb’s gang, and will 
  need to decide whether they are going to pay the protection 
  money or sell up and leave town.  Work may be available 
  for the PC’s in the form of an escort, helping the family out 
  of the town so they can relocate elsewhere. 
   
  The Watch will be interested in any information that the 
  PC’s can supply, along with evidence of what has been 
  happening in the sewers, or the PC’s may be wanted men if 
  they have gone about killing the Rat-a-Jack’s with out 
  covering their backs by collecting evidence. 
   
  Handling any remaining Rat-a-Jack’s will depend on what 
  has occurred during the adventure, they may all be dead, 
  arrested or fleeing the town (see Expanding the Adventure 
  and Bounty Hunting).  At this point you may have the 
  Witch-Hunters turn up looking for an ex-Captain of the 
  Sewerjacks,  Meiner Naubhof, from Middenheim.   
   
  Experience 
   
  The following is a list of possible reasons for PC’s earning 
  experience points.  A GM may award his players as they 
  see fit and change the amount as they choose. 
   
  Completing the adventure -  
   
        75xp 
  Good role-playing -  
   
   
   10-50xp 
  Defeating the Rat-a-Jack’s in combat -  
        25xp 
  Persuading the Rat-a-Jack’s to let Lucie go -       75xp 
  Defeating the Rat Ogre -   
   
        75xp 
  Freeing Skorbin Thorginsson -  
   
        25xp 
  Investigating - 
     
   
                 25-50xp 
  Good interaction with the Watch -                       50xp 
   
   
   
   
   
  Expanding the Adventure 
   
  This adventure can have further usage if you choose.  The 
  most obvious is to use the main villains behind the piece, 
  the ones pulling the strings and running the protection 
  racket, the Kreb’s. 
   
  The Kreb’s 
  The Kreb brothers are twins, Reiner and Roderic, raised by 
  their mother on the dockside after their father died in an 
  ‘accident’ for owing money to the then Crime Lord of the 
  area.  The Kreb’s grew up in a tough environment, 
  protected by their dear mum, as young men they found out 
  how their father died and vowed revenge against those 
  responsible.  They joined the local gangs and rose in 
  stature amongst those around them until they where 
  recruited into the very same gang that killed their father.  
  Once they reached the protective inner-circle of the gang 
  leader they led a bloody coup and killed those in charge 
  taking control of the gang themselves. 
   
  Know they are the leaders of the local crime gang, and rule 
  the underside of the town with a fist of steel.  Reiner Kreb 
  is known to be the brains behind the outfit, a cold, 
  calculating man whose calm exterior hides a particularly 
  nasty streak.  Roderic Kreb on the other hand is rather 
  unstable, known to be calm and passive one moment, 
  turning into a raging psychopath at the merest comment he 
  disagrees with.  The only person able to calm him down 
  and control him is his twin brother Reiner, but this is a 
  delicate balance at best. 
   
  A party of PC’s going up against these characters will need 
  to be very careful how the handle themselves.  The Kreb’s 
  have no fear of the law; in fact have some of the local 
  Watch are on their pay-roll.  Sensible PC’s would leave the 
  Kreb’s well alone and leave town! 
   
  Rats in the Sewer 
  PC’s could be hired by the Watch to investigate the 
  growing Skaven menace under the town, keeping it all 
  secret from the public.  If the PC’s did not encounter the 
  Rat Ogre during the adventure, then their will still be a 
  monster on the loose which is killing the homeless and 
  occasional Rat-Catcher, which must be stopped. 
   
  Bounty Hunting 
  If any of the Rat-a-Jacks where able to escape into the 
  sewer and the PC’s are able to convince the Watch of what 
  has been happening then there is a good chance that a 
  Bounty will be placed on the heads of the remaining men.  
    
  If Meiner managed to escape or survived the adventure due 
  to the decisions made by the PC’s, then he will have his 
  Mutation to deal with and it is quite possible that the 
  Witch-Hunters will turn up looking for him.  This could 
  make for an interesting situation if the PC’s managed to 
  persuade the Rat-a-Jack’s to let Lucie go, and/or fought the 
  Skaven beside Meiner.  Maybe the PC’s and Meiner have 
  formed an alliance to take down the Kreb’s, in which case 
  they will be closely linked with Meiner, not a good 
  position to be in with the Witch-Hunters about. 
   
  The Book 
  If the PC’s obtained the small book from the dying thief in 
  Location 3 of the section Rats, Rats and more Rats, then 
  they may decide to return the book in the hope of receiving 
  a reward.   
   
  What the book contains and who this Herr Bacher is I 
  leave to you to decide; it could be a simple book 
  containing directions to hidden treasure or maybe a spell is 
  hidden in its text.  Through this plot hook you can lead 
  your PC’s to a new setting of your choice, but don’t forget 
  that the person from whom the book was stolen from will 
  come looking for it! 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  16 
  A Twist in the Tail 
   
  This page deals with ideas on how to turn this adventure 
  into a game for Skaven PC’s.  This twist will require some 
  extra work from you as GM to make it work. 
   
   
  A Skaven Introduction 
   
  The PC’s have been paw-picked to investigate the 
  sightings of another Skaven Clan in the town.  This other 
  Clan has been making themselves seen by the humans 
  which is something that can not be allowed at this moment 
  in time.  
   
  “You Skaven should be proud to serve your Clan, Yes, Yes.  
  Now go to surface and find out who this other Clan is that 
  is stepping on our territory and teach them a lesson they 
  shall not forget!” 
   
  Also a Rat Ogre has recently escaped from its holding pen 
  and has begun to venture onto the surface to find prey, 
  most often animals but sometimes humans.  This beast is 
  of high value and the Skaven Moulders would rather see it 
  returned in good condition, however one way or another it 
  must be stopped.  (Use the profile given in Optional 
  Encounter: The Rat Ogre). 
   
  “You find our pet and bring it back you hear, extra tokens 
  for you if you do, now go and bring her back”. 
   
   
  The Skaven Party 
   
  A Skaven party sent on this mission would be led by a 
  Grey Seer with his own bodyguard, but would also 
  comprise of two other elements. 
   
  The first is a contingent from Clan Moulder, this group is 
  most concerned with retrieving the Rat Ogre for their 
  masters.  A live capture is preferred as it will bring the 
  most reward.  They will not be interested in spying if the 
  opportunity to capture the escaped Rat Ogre presents itself. 
   
  The second contingent is led by members of Clan Eshin, 
  this group is concerned with investigating the new Skaven 
  threat to the Clan under the town.  They see this as being 
  far more important than chasing down a loose Rat Ogre 
  and will push for that side of the mission to remain as a 
  secondary priority. 
   
  This adventure will prove to be a challenge for the player 
  in the role of the Grey Seer trying to lead these two 
  factions in a clear manner as they both push for their own 
  agendas.  
   
   
   
  Running the Game 
   
  The best way to start this side of the adventure is to have a 
  human informant tell the Skaven of a rumour they’ve heard 
  about a Skaven Hit-Squad striking at a human Tavern 
  called ‘The Runefangs’ this very night.  The Skaven PC’s 
  should arrive on the scene just as a human NPC group 
  gives chase to the Rat-a-Jack’s. 
   
  From this point you can run the game with the Skaven 
  party following the human NPC group on its investigation.  
  More detailed maps of the sewers will probably be needed 
  to include Skaven tunnels.  
   
  Also extra encounters with other humans in the sewer 
  could be used for the Skaven party to fight or gain 
  information; these humans could be local thieves, 
  smugglers or cultists.   The use of a human cult dedicated 
  to the Horned Rat (such as The Yellow Fang from SH 
  page 99) in the town would be of great use, so they can 
  help in the Skaven’s surface investigations.  
   
  It would be best if the Skaven party also lose the Rat-a-
  Jack’s tracks.  The ideal reason for this would be the 
  sudden appearance of the Rat Ogre which they are also 
  looking for.  This situation could cause the party to split 
  into two groups, with each one after its own personal glory. 
   
  The Skaven of Clan Eshin could be given a lead by a 
  human contact to investigate the local Watch House and its 
  Sewerjack members. 
   
  Members of Clan Moulder can continue their tracking of 
  the Rat Ogre in the sewer system.  Encountering the trail of 
  destruction left by the creature they may come across a 
  smugglers operation recovering from an attack. 
   
  This could then lead to the two groups having separate 
  encounters, but meeting back up in the area of the Rat-a-
  Jack lair, as nearby is also the lair of the Rat Ogre. 
   
   
  Final Note 
   
  Great fun can be have from the Skaven point of view, 
  however the key to controlling this adventure is to help the 
  Grey Seer maintain control of the party giving it the 
  direction it needs.   
   
   
  Have fun… 
   
   
   
   
   
   
   
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  17 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sergeant Meiner Becker/Naubhof  
   
       
   
   
   
   
   
   
   
  Skills:  Concealment, Dodge Blow +20, Follow trail, 
  Perception +10, Scale Sheer Surface, Swim +10, 
  Silent Move, Animal Care, Command +10, Gossip, 
  Academic Knowledge (Tactics/Strategy), Read/Write, 
  Common Knowledge (the Empire), Intimidate,  Secret 
  Language (Battle). 
  Talents:  Resistance to Disease, Tunnel Rat, Disarm, 
  Lightning Parry, Menacing, Street Fighter, Strike 
  Mighty Blow, Strike to Stun. 
  Mutation:  A 3’ hairless tail +6 to his Agility. 
  Armour:  Light Armour (Leather Jack) 
  Armour Points:  Head 0, Arms 1, Body 1, Legs 0 
  Weapons:  Short Jagged Sword (Poor Quality), 
  Crossbow with 10 Bolts, Knuckle-dusters (Made to 
  make marks to look like claws. 
  Trappings:  Lantern, Old Hooded Cloak,), Old Boots 
  (Made to look as if they have claws).  3 Skaven 
  Smonk Grenades. 
   
  Background: 
  Sergeant Meiner Becker was once known as Captain 
  M. Naubhof; of the Sewerjacks of Middenheim, City 
  of the White Wolf.  A man who came from a poor 
  background, but has served his city well and rose 
  within the ranks.   
  This made him a prime target for the Cult of the Jade 
  Sceptre, a Chaos Cult that worshipped Slaanesh.  
  They thought that they could convert a man from a 
  simple background by showing him showering him 
  with gifts and inviting him to their exotic parties, and 
  gain the use of a man in his position. 
  However the Storm of Chaos came to Middenheim 
  and the Cult made to open the cities gates to the 
  hordes, the failed and the Cult was destroyed. 
  Meiner became associated with the Cult because he 
  had been to some of the parties, not knowing they 
  where a Chaos Cult, this however would not wash 
  with the Witch-Hunters and he fled the city and 
  changed his name to Becker. 
  He headed south and found a new job as a Sergeant to 
  a patrol of Sewerjack’s.  During one of these patrols 
  he found a old Skaven warren, amongst the items was 
  a strange small rock.  They hit upon the idea to use the 
  warren as a base for thieving, but now he’s started to 
  mutate.  
  The Rat-a-Jacks 
   
  Nat - The youngest of the Rat-a-Jacks 
   
  Young Nat is just 17 years of age and is not as 
  experienced as the others; as such his main duties 
  consist of casing out a target before the other Rat-a-
  Jacks strike.  He has great respect for his patrol 
  commander and greatly enjoys the benefits that being 
  part of the group brings. 
    
       
   WS    BS    S     T   AG    Int    WP    Fel 
    35     37    32   38   43     32      34      36 
   
    A      W    SB  TB   M    Mag   IP     FP 
    1        9     3      3      4        -       -         - 
   
        
  Skills:  Concealment, Perception, Scale Sheer 
  Surface, Search, Silent Move, Common Knowledge 
  (the Empire), Gossip, Speak Language (Reikspiel). 
  Talents:  Quick Draw, Tunnel Rat, Night Vision. 
  Armour:  Light Armour (Leather Jack) 
  Armour Points:  Head 0, Arms 1, Body 1, Legs 0 
  Weapons:  Short Sword, Crossbow with 10 Bolts. 
  Trappings:  Lantern, Old Hooded Cloak. 
   
   
  Rat-a-Jack’s - Horst, Gunter and Gregor 
   
     
     
     WS    BS    S     T   AG    Int    WP    Fel 
      46      42    32   47    40     27      39     30 
   
       A      W    SB  TB   M    Mag   IP     FP 
       1       13    3      4      4        -       -         - 
   
   
  Skills:  Concealment, Dodge Blow, Follow Trail, 
  Perception, Scale Sheer Surface, Search, Silent Move, 
  Common Knowledge (the Empire), Gossip, Speak 
  Language (Reikspiel). 
  Talents:  Quick Draw, Tunnel Rat, Night Vision. 
  Armour:  Light Armour (Leather Jack) 
  Armour Points:  Head 0, Arms 1, Body 1, Legs 0 
  Weapons:  Short Jagged Sword (Poor Quality), 
  Crossbow with 10 Bolts, Knuckle-dusters (Made to 
  make marks to look like claws. 
  Trappings:  Lantern, Old Hooded Cloak,), Length of 
  rope (3’ long and 1” round, attached to back of belt), 
  Old Boots (Made to look as if they have claws). 
   
      
     WS    BS    S     T   AG    Int    WP    Fel 
       65     54    51   49   59     43      47      58 
   
       A       W    SB  TB   M    Mag   IP     FP 
        3       15    5      4      4        -       -         - 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  18 
  Map 1 - The Sewer Tunnels 
   
        
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Handout 1 
   
   
  Copy of note to leader of the Rat-a-Jack’s 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Entrance Point - from the alley 
  * 
  A Dark Encounter 
  RM 
   
  You are to keep the girl alive and 
  well for 2 nights, on the 3rd you 
  shall cut-off her little finger and 
  send it to Barthelm. 
   
  From that moment onwards take a  
  pinkie each night until none are left 
  then take her head! 
   
  K 
   
  A Slippery Walk 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  19 
  Map 2 - The Rat-a-Jack Lair 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  N 
  Old Edgar leads the party 
  this far. 
  1 
    4 
  5 
  6 
    7 
  8
  9 
  10 
  11 
    12 
  13 
  2
  3 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  20 
  Map 3 - The Watch Compound 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Watch House
  Guard House & Gates 
  Sewerjack’s 
  Barracks 
  Training Ground 
  Ground Floor
  Entrance to Watch House from Street 
  Reception 
  Office 
  Rest Room 
  Cell 
  Cell 
  Cell 
  Watch House 1st Floor
  Captain’s Office 
  Interview 
  Room 
  Strong  
  Room 
  Changing  
  Room 
  Reception 
  Basement 
  Cell 
  Cell
  Cell
  Cell
  Sewerjack Barracks 
  Changing Room 
  Showers 
  Entrance to 
  Sewer System 
  Exit to Watch Compound Training Ground 
  
   
  Fan Material for Warhammer Fantasy Roleplay: The Rat-a-Jacks 
   
   
  21 
  Sewer Construction 
   
  The very first sewers of The Empire where constructed in 
  Altdorf long ago when Dwarfs first settled in human lands.  
  The Dwarfs brought with them a far greater knowledge and 
  understanding on how to mine and construct tunnels in a 
  quick and safe manner.  The Dwarfs found employment 
  very quickly and set about constructing the very first 
  modern human sewers.  Over time however the cities grew 
  in size and new tunnels where needed to cope with the 
  greater number of people.  This meant that newer tunnels 
  have been constructed by human hands, at a cheaper price, 
  but a lower level of craftsmanship.  Now most of the sewer 
  networks in the Old World resemble a maze of tunnels of 
  different shapes and sizes, with further additions made by 
  others, such as Cultists and the Skaven. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Some of the sewers that where constructed by Dwarfs had 
  the main channel of sewage covered by stone slabs, many 
  of these no longer exist, but those that do are now used as 
  bridges across the channel.  Other types of bridges consist 
  of wooden planks and stepping stones in the channel itself 
  see Major Sewer floor plan for picture. 
   
   
   
   
   
   
   
   
  Sample Sewers 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The above example shows three different ways of crossing 
  a sewer channel, the first on the left is a simple wooden 
  plank, the middle consists of four stepping stones and the 
  right shows the remains of stone slabs that are used by 
  Dwarf Engineers.   
   
  The sewer can be reached via a man-hole and a ladder 
  down a 7ft. shaft; this comes out into the sewer in a small 
  enclave. 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rules 
  Any very loud noises or acts of destruction may cause 
  pieces of masonry to fall down onto a PC below: 
   
  - 
  10% chance if of Dwarven construction. 
  - 
  20% chance if of Human construction. 
  - 
  35% chance if of Skaven construction. 
   
  The GM must decide whether any of the falling masonry 
  hits those in the tunnel.  A Perception Test should be 
  allowed for everyone in the tunnel to see if they spot the 
  falling stonework.  This allows the person below to see 
  if they can then Dodge the masonry or for someone else 
  to push them out of the way.  (Test difficulty to be 
  modified at GM’s discretion). 
   
  Example 
  Karl and Franz are walking through the sewers when 
  they chance upon a Mutant.  Karl, being in the lead, 
  quickly unsheathes his sword and, forgetting about the 
  confined space, swings wildly at the Mutant.  Karl fails 
  his WS Test badly and the GM decides he has hit a 
  section of loose masonry and it falls towards him.  He 
  fails to notice the danger, but Franz passes his 
  Perception Test is able to push Karl out of the way, 
  leaving Franz to face the Mutant and Karl in the stew! 
   
  If any PC’s have Miner or Stoneworker skills, then a 
  Hard -20 Perception Test will identify a difference in 
  the workmanship of the sewer construction.  If the PC is 
  examining the construction allow a Routine +10 
  Perception Test to identify the difference. 
  Into the Stew 
  Major Sewer 
   
  This is the largest form 
  of sewer that can found 
  in the Old World.  Most 
  commonly of Dwarven 
  construction, they can 
  be found in Cities and 
  larger Towns. 
  10ft.
  5ft
  7ft. 
  10ft. 
  5ft
  7ft
  .
  Regular Sewer 
   
  This is the type of sewer 
  mostly found in smaller 
  towns, or as connecting 
  tunnels to Major tunnels. 
  Entrance to Sewer
  Sewer Channel 
  Rules 
   
  Due to the way sound travels in the tunnels, all Listen 
  Tests receive a +10 modifier.  However sounds can be 
  distorted and a GM should use this to their advantage.  
  
   
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  Minor Sewer tunnels are extremely small, and are used as 
  the main exit tubes from the system to outside the City or 
  Town.  Sometimes these tubes can become blocked and 
  cause a back log of filth up the tunnel.  The exit point itself 
  has a metal grill for protection. 
   
  Combat in the Sewer 
   
  Fighting in a sewer environment should bring a whole new 
  range of risks to a PC.  For a start the footing will be very 
  slippery and the space is too cramped to allow free use of 
  swords etc.  It should also be remembered that more often 
  and not the fighting will be one-on-one, due to the small 
  walkway. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Other Hazards 
   
  Slippery Surface, Holes and Loose Rocks 
   
  The floor of the sewer may become slick over time from 
  natural algae, over spills from the sewer channel, spilt oil 
  from a lantern or even blood.  Then there is the hazard of 
  pot-holes and loose rocks. In order for a PC to spot such a 
  hazard a Perception Test is required at Challenging -10 
  due to the dark conditions (unless the PC has Night 
  Vision, in which it becomes an Average Test).  A GM 
  may make the Test more difficult if they feel the hazard is 
  harder to spot than normal. 
  Failure to spot the hazard will mean that the PC will need 
  to make a successful Agility Test or fall over.  Where he 
  lands after his fall can be determined using the Bomb and 
  Incendiary Miss Locations Table 4-1 Page 45 of the Old 
  World Armoury (remember, some of the locations may 
  mean that the PC hits a wall, and would thus land instead 
  in the most likely square). 
  This can be either just a hindrance to a PC; it may cause a 
  minor wound (1 Wound Point deducted) or mean that they 
  fall into the stew. 
   
  In the Stew 
   
  The worst nightmare faced by all who venture in the 
  sewers is the possibility of falling into the sewer channel.  
  The first problem is the panic that a PC must face if they 
  have never fallen into it before.  A successful WP Test, 
  which is Challenging -10, is needed for them to calm 
  down.  Failure will result in them beginning to drown and 
  they will gain 1 Insanity Point.  A pass will mean that 
  they are able to stand up in the channel or Swim if they 
  posses the Skill. 
  Once they are able to climb out or have been rescued the 
  PC will receive a -30 to all Fellowship Tests until they 
  manage to have a wash and get a change of clothes. 
   
  Infection and Disease 
   
  The other major problem that a PC faces is the potential of 
  contracting a foul disease or having their wounds become 
  infected due to the environment.  The most common way 
  to catch a disease is for a PC to end up in the stew, all 
  manner of unpleasant types of disease can be present and 
  the normal rules apply to a PC catching them. 
  In order for a wound to become infected it must be either 
  open to the sewer environment or caused while there.  Any 
  minor wound may become infected, from a grazed knee 
  caused by a fall to a cut from a rusty weapon. 
  The PC should make a Toughness Test to see if their 
  wound becomes infected after one day in the sewers or 
  after it have been caused while in the sewer and not been 
  cleaned properly.  A failure will mean that the affected area 
  will become red and swollen; hampering any Movement 
  or Agility Tests the PC may make (GM discretion to 
  penalty, until the wound is cleaned).      
  Sewer Channel 
  Minor Sewer 
   
  Used as connecting tubes and exits. 
  5ft
   
  Rules for Combat 
   
  Melee 
  All melee attacks in a sewer are made at Challenging 
  -10 to simulate the cramped conditions, inclusive of 
  any other modifiers.  
   
  This however can be offset by a PC using a weapon 
  more suited to the conditions, such as a Short Sword, 
  Dagger or Spear (which is used in a jabbing motion). 
   
  If a PC is fighting with a weapon which is larger than 
  a Hand-Weapon, then they move down one step in the 
  Difficulty Chart to Hard -20.  
   
  All combat in Minor Sewer tunnels cause an extra 
  modifier of -10 in addition to the above rules. 
   
   
  Ranged Attacks 
  If a PC is able to fire off a shot with a Firearm, refer to 
  the rules concerning the sewer’s construction, the loud 
  noise may cause masonry to fall.  A PC using more 
  old fashioned means of ranged attacks will avoid this 
  problem. 
   
  A GM should consider the need for line of sight when 
  using ranged attacks (the sewers tend to twist and 
  bend all over the place) and to introduce the 
  possibility of others being hit by ricochets if the 
  original target is missed. 
  
   
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SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/The rat-a-jacks.pdf