TEXT: A GRIM WORLD OF PERILOUS ADVENTURE
  TM
  ®
  
  1
  
  2
  BUILDINGS OF THE EMPIRE
  2
  CONTENTS
  COMMERCIAL BUILDINGS ........................................................3
  Shop
  Herbert Harzert Cheesemonger of Distinction .....................................3
  Warehouse
  The Oldenhaller Warehouse ...................................................................4
  DWELLINGS ......................................................................................5
  Farmstead
  Limburg’s Farm ......................................................................................5
  Townhouse
  Widow Hurkle’s Boarding House ..........................................................7
  INNS AND TAVERNS .....................................................................7
  Coaching Inn
  The Pouncing Pegasus ............................................................................7
  Tavern
  The Drum and Hat ................................................................................9
  MUNICIPAL BUILDINGS ............................................................10
  Canal Lock
  Hartsklein Lock and Lock Keeper’s House..........................................10
  Signal Tower1
  Tower NG-163-HY .............................................................................11
  Toll Gate
  Pfieffer Toll Gate ..................................................................................12
  RELIGIOUS BUILDINGS ............................................................ 13
  Temple of Sigmar
  Walen Temple ......................................................................................13
  Wayside Shrine
  The Diesdorf Table ...............................................................................14
  CREDITS
  Design: Andy Law, Dominic McDowall
  Writing: Andy Law, Andrew Leask, Clive Oldfield
  Illustration: Sam Manley, Scott Purdy
  Graphic Design: Andy Law, Paul Bourne
  Layout: Andy Law
  Cartography: Andy Law,  Jérôme Huguenin
  Editing: Síne Quinn
  Producer: Andy Law
  Publisher: Dominic McDowall
  WFRP4 Designed by: Andy Law, Dominic McDowall
  Special thanks to Games Workshop
  Published by Cubicle 7 Entertainment Ltd,
  Suite D3, Unit 4, Gemini House, Hargreaves Road, 
  Groundwell Industrial Estate,
  Swindon, SN25 5AZ, UK
  No part of this publication may be reproduced, stored in a 
  retrieval system, or transmitted in any
  form by any means, electronic, mechanical, photocopying, 
  recording or otherwise without the
  prior permission of the publishers
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2019. Warhammer Fantasy Roleplay 4th 
  Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, 
  the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, 
  characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around 
  the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 
  Entertainment Limited. All rights reserved.
  
  WARHAMMER FANTASY ROLEPL AY
  3
  BUILDINGS
  OF THE REIKLAND
  The buildings of the Reikland are as varied as its people. 
  Those detailed here are common examples of their kind, and 
  are provided to inspire your own creations.
  COMMERCIAL BUILDINGS
  Commercial buildings are places for trade or business, 
  including shops and warehouses.
  Shop
  Herbert Harzert Cheesemonger of Distinction
  Herbert Harzert runs Harzert’s cheese shop on Altstrasse 
  in Ubersreik. He’s proud to call it ‘the finest cheese shop 
  in Ubersreik’, although there is not much competition. 
  He’s recently branched out and has started stocking the ‘posh’ 
  Bretonnian cheeses that travel down the Grey Lady Pass. 
  Harzert prefers the harder, Empire cheeses, but pretends to 
  love the new, softer, Bretonnian varieties to boost sales.
  Property is relatively expensive on Altstrasse because it is so busy, 
  and each shop is taxed by frontage. Therefore Harzert’s, like all the 
  neighbouring shops, is long and thin. The shop floor is bifurcated 
  by a broad, wooden counter. On one side, customers queue for 
  service and cast their eyes and noses over the array of produce. 
  On the other side, Harzert and two or three assistants, his nieces 
  and nephews, serve customers. Harzert’s office is situated at the 
  back of the ground floor. It’s a dishevelled space with a pair of 
  desks and a small safe for keeping the takings overnight. Piles 
  of correspondence from suppliers across the Reikland and 
  Bretonnia are stacked haphazardly everywhere.
  •
  •
  
  4
  BUILDINGS OF THE EMPIRE
  Beneath the busy shop floor lies Harzert’s cool, damp cellar 
  in which he stores cheeses not yet ripe enough to serve. The 
  first floor is where Harzert — a widower, who lost his young 
  wife a year ago — lives alone. His apartment comprises a 
  bedroom, a kitchen and a small parlour — not that he has 
  many visitors: stinking cheese is not conducive to polite 
  conversation. The top two floors are leased out to private 
  tenants who reach their apartments via a rickety staircase in 
  the alley behind the shop. A large family — sixteen in total 
  — live on the second floor. The formidable Frau Duschen, 
  a widow, who lives cheek by jowl with her eleven children, 
  three of their spouses, and two grandchildren. Gustav Klosch, 
  an artist, rents the top floor and endures the noise and cheesy 
  reek for the quality of the light.
  WarehouSe
  The Oldenhaller Warehouse
  The Oldenhaller warehouse, in the seedy docklands of 
  Altdorf in the Reiksford district, has a solid frontage. The 
  Oldenhaller Merchant Company takes security very seriously, 
  and prides itself on that reputation. Given the seasonal nature 
  of trade, and the significant cost of a large warehouse in a 
  prime location sitting empty, the company regularly sub-let 
  sections of their warehouse to other, smaller trading ventures.
  The warehouse itself has stone walls at ground level, with a 
  timber first storey, and a slate-tiled roof. Narrow windows 
  too small for human ingress are positioned high on all four 
  walls of the upper level. A single pair of wide, wooden doors 
  — heavily chained and padlocked on the inside of an evening 
  — alost fill the wall facing the docks. On any given day, the 
  yard outside the warehouse has numerous wagons and carts 
  coming and going, as well as barges loading and unloading 
  their wares. 
  During the day, Ella Krump oversees the Warehouse. A 
  ranking member of the Stevedores and Teamsters’ Guild of 
  Altdorf, Krump has a several gangs of stevedores under her. 
  Taciturn and uncompromising, she bears a number of ugly 
  scars and crude tattoos, mementos of a youth misspent on 
  the dockside. Despite her coarse appearance, her merchant 
  masters are most satisfied with the efficiency of her work.
  By night, Kasey Backstein, the master of the warehouse, 
  keeps watch. As broad of girth as he is light of finger, he has 
  a watchpost at the front of the building. The post is a small 
  room with a brazier, a cot, and a comfortable old armchair. 
  Backstein spends most of the night in this room, only 
  patrolling the large corridors between the stacked crates once 
  or twice. Getting on a bit now, he loves to eat and drink, and 
  is not above ‘sampling’ the wares stored there. So far, he’s not 
  been caught, but it’s only a matter of time until the missing 
  goods are noticed and the stains on his jerkin betray him. 
  SOMETHING DOESN’T SMELL RIGHT
  • 
  The late Frau Harzert was a frail young woman who sickened and passed away a year ago. Her brother, 
  Volker Grüner, a shipping clerk from Altdorf, suspects foul play — his sister was always a picture of indefatigable 
  health. More importantly, if it should turn out that is sister was murdered — say, by Harzert, and this could be 
  proved — then the Cheese Shop is inherited by him! He is looking for someone to travel to Ubersreik to investigate. 
  • 
  It is a truth universally acknowledged that a young man in possession of a cheese shop must be in want of 
  a wife. One of Harzert’s suppliers — the fragrant Mademoiselle Cloche — has stolen his heart. The interfering 
  Frau Duschen resents the interloper as she has designs on Harzert herself, and his money. Herbert needs a 
  friendly soul to carry love letters to his paramour, while Frau Duschen will go to any lengths to dig up dirt on 
  ‘that stinkin’ Bretonnian gold-digger’.
  
  WARHAMMER FANTASY ROLEPL AY
  5
  DWELLINGS
  From humble hovels to sprawling mansions, everyone’s got 
  to live somewhere. Most Reiklander homes are simple affairs, 
  often only one or two rooms, with multiple family members, or 
  even generations sharing not only a room, but a bed. 
  FarmStead
  Limburg’s Farm
  Many farmers live safely within a village, leaving to till their 
  fields at dawn, then returning before nightfall. However, some 
  larger farms require permanent residence, especially those with 
  livestock. By necessity, these remote, rural farmsteads are often 
  self-sufficient and well defended.  
  Limburg’s Farm — home to Luther and Rita Limburg and their 
  extended family — lies between Siedlung and Ubersreik. The 
  fortified homestead has a dominating view of the surrounding 
  land, resting as it does on the crest of a ridge. Its walls are thick 
  and solid, and bear the scars of historic raids from Greenskins 
  and Beastmen in the past. While things have been quiet 
  recently, the Limburgs do not take any chances, herding their 
  cattle into the walled area every evening.
  As well as their fine herd of dairy cattle, providing cheese 
  for local markets and merchants in neighbouring towns, the 
  Limburgs grow oats and hops, and brew their own beer. They 
  sell some of it to locals, but a good proportion is sent down 
  the Vorbergland canals to Nuln. In addition to Luther, Rita, 
  and their seven children — three of whom are fully grown — 
  Luther’s Aunt Mags lives with the family, though she never 
  leaves her warm seat near the hearth, only rousing herself 
  to consciousness once or twice a day to hum long forgotten 
  folk songs, or issue cryptically prophetic warnings. There are 
  also a number of seasonally employed hired hands helping 
  with harvest, planting and calving, and an array of cats, dogs, 
  chickens and rabbits calling the muddy yard home. 
  The farmstead has a thick perimeter wall around its large 
  farmyard, which contains both the sprawling stone farmhouse 
  — enlarged it seems by each passing generation of the Limburg 
  clan — a well, and a number of buildings: including a cattle 
  shed with milking room, a stables, and a bunkhouse for the 
  hired hands. The farmstead even boasts its own smithy, most 
  commonly manned by the Limburg’s eldest, Hari, who keeps 
  the horses shoed, makes farm implements, and patches up 
  any damaged ironwork.
  WHO WATCHES THE WATCHMEN?
  • 
  Sharing the spoils of his midnight pilfering, Backstein split a very expensive bottle of Tilean wine with 
  a friend, whose face immediately turned purple as he died, clawing at his throat. Understandably distressed, 
  Backstein fled the warehouse, leaving the door unlocked, the body on the floor, and the poisoned wine uncorked. 
  He needs help, and fast!
  • 
  Making a delivery to the docks, the party witness Ella Krump casually slit the throat of a dark-haired man, 
  their contact, and toss the body into the Reik. What do they do?
  • 
  A representative of the criminal Valantina family of Nuln approaches the party with a lucrative job offer. It’s 
  a simple task: infiltrate the warehouse, retrieve a particular item, and then burn it to the ground. What could go 
  wrong? 
  
  6
  BUILDINGS OF THE EMPIRE
  YOU REAP WHAT YOU SOW
  • 
  Detecting a nearby herd of Beastmen, the party flees behind the Limbergs’ stout walls. Swiftly surrounded, 
  the Beastman leader issues a guttural decree: for the tribute of three souls, they will spare the farm. Will the party 
  fight the overwhelming odds, or sacrifice the farmers — or their children — to save their own skins? 
  • 
  The players encounter a priest of Morr returning a body recently recovered from a bog near the Limburgs’ 
  farm. The body was Luther’s younger brother, Kurt, who disappeared a decade earlier. At the time, it was assumed 
  that Kurt fled, but his body bears the clear marks of murder, and the priest of Morr wants help finding the culprit.
  • 
  While stopping to buy provisions or shelter from a ferocious storm, the party is invited to share lunch with 
  the family — they’re having goose. Aunt Mags interrupts proceedings with a dire warning that one of PCs will 
  bring the family to ruin. Suddenly, the room is very tense. The Limburgs trust Aunt Mags completely…
  
  WARHAMMER FANTASY ROLEPL AY
  7
  toWnhouSe
  Widow Hurkle’s Boarding House
  Tilda Hurkle’s townhouse is a picture of faded grandeur, 
  much like its owner. Situated in the respectable Goellner Hill 
  district of Altdorf, the house was built for Tilda’s husband, 
  a prosperous cloth merchant, and it was their pride and joy. 
  Now, some forty years later, her husband is no more, and 
  Tilda has resorted to taking in boarders to make ends meet. 
  Though the house is not as pristine as once it was, it remains 
  solidly constructed, and well appointed, and is a credit to its 
  neighbourhood. 
  Behind the ground floor of the four-storey house is a 
  kitchen with space for a laundry, scullery, and larder 
  beside a small room for Tilda’s servant, Lupa — a mousey 
  country girl from Hochland. On the ground floor itself is 
  Tilda’s bedroom, a bathroom, and a small dressing room. 
  The first floor is the reception area, with a dining room and 
  a large drawing room, still beautifully furnished for receiving 
  visitors. The top two floors contain four bedrooms and a 
  bathroom. These rooms are let to Tilda’s boarders, who tend 
  to be middle class, either single men or women, or recently 
  married couples unable to afford a home of their own. 
  Currently, Tilda’s tenants include Volker Grüner, a shipping 
  clerk in his 20s; Marie Selleaux, a young Bretonnian writer of 
  independent wealth; and Leopold and Marco Santini-Fuchs, 
  a young couple recently moved from Nuln. 
  Behind the house is a small, cobbled yard, home to a compost 
  pile, a surprisingly clean outhouse, and a cat.
  INNS AND TAVERNS
  The quintessential roleplaying locale: the pub! Most 
  settlements will have at least one drinking hole, often 
  significantly more.
  CoaChing inn
  The Pouncing Pegasus
  Resembling a fortress from afar, the Pouncing Pegasus is a 
  coaching inn on the main road from Altdorf to Bögenhafen. 
  It is surrounded by high, stone walls, and possesses a 
  watchtower, clad in timber, from which lookouts can spy 
  approaching coaches as well as any marauding Greenskins, 
  Beastmen, or brigands. 
  BEHIND CLOSED DOORS
  • 
  Looking for a place to stay in Altdorf, the 
  party rent a room from Frau Hurkle. She offers 
  them a discounted rate in exchange for a favour. 
  She is being pressured to sell her house to her 
  wealthy neighbour, Duke Otto von Siert, who 
  is keen to expand his property. The next time 
  he sends his bully boys round to intimidate her, 
  all they need to do is stand up to them. But the 
  thugs won’t take no for an answer, and are willing 
  to risk death in order to remove Hurkle. Why?
  • 
  Marie Selleaux is looking for a few hardy 
  souls to accompany her as she catalogues Altdorf ’s 
  the folklore and legends. She intends to visit 
  even the most dangerous districts and talk to all 
  manner of citizens. First on her list is a bookseller, 
  Harrich Buchmann on Kerzenmacherweg, who 
  allegedly knows all about the city’s dark secrets. 
  How willing he will be to share them, and just 
  how accurate they will be, remains uncertain. 
  But that’s probably because he’s also a cultist of 
  Tzeentch…
  
  8
  BUILDINGS OF THE EMPIRE
  The solid walls guard an outer courtyard with a vegetable 
  garden. From there, two gates — 'Passenger Gate' and 
  'Coach Gate' — lead through to two inner courtyards and 
  the relative saftey and warmth of the inn's main building. 
  Between the two gates, a bustling kitchen and larder connect the 
  two halves of the inn together.
  Beyond the Passenger Gate, which is manned by a porter, 
  lies the tap room and a private 'snug' for exclusive parties. 
  The taproom appears cavernously empty when no coaches are 
  visiting, but packed to the rafters on a busy Festag. Attached 
  to this is a storeroom that leads down to a well-appointed 
  cellar — the cellar can also be accessed from a ramp in a 
  brewhouse that lies opposite the inn's delivery entrance at 
  the rear of the building. The brewhouse produces the inn's 
  speciality ale, ‘Forlorn Hops’, which uses honey gathered from 
  three beehouses in the rear courtyard as a secret ingredient.
  The Coach Gate leads through to an inner courtyard with 
  three stabling areas for guests, private guests, and coaching 
  horses. There is also a smithy for shoeing and repairs, and a 
  large coach house. 
  Upstairs are six private guest rooms that cost 7/6 each to hire 
  for a night. For those unwilling to pay for privacy, there is 
  also a spacious common room at the front of the building 
  for just 20d per person per night. Rooms for the staff are also 
  upstairs, as is a small suite of rooms put aside for the State 
  Army of Altdorf to organise its local road warden patrols.
  The watchtower soars above the walls outside the main inn 
  building. It's lower floor ontains a small dormitory, where the 
  inn’s guards — Helga Schauer and Helga Brun — reside.
  Felda Gretsch and her wife Joli run inn on behalf of the Four 
  Seasons Coaching Company. Felda, a Reiklander of sober 
  mien and shrewd judgment, handles the business dealings, 
  and is rarely seen with anything other than a frown on her 
  face. By comparison, the aptly named Joli has a perpetual 
  smile and her booming laugh echoes everywhere — she 
  tends bar and deals with the customers, her harsh Nordlander 
  accent a source of amusement to many passing travellers. 
  Felda and Joli have 14 staff working for them, including the 
  2 guards, a smith, a porter, and a number of young men and 
  women who cook, serve, clean, and muck out the stables. 
  
  WARHAMMER FANTASY ROLEPL AY
  9
  The Drum and Hat is a two-storey building topped with 
  distinctive orange tiles. The ground floor is given over to the 
  taproom, which features a curved bar closing off a far corner, 
  with the rest of the room littered with tables, stools, and 
  mouldy straw on the floor. The cellar is spacious and is used 
  both as storage and as a brewhouse. There are no privies, but 
  the tavern’s rear exit leads to a narrow alley that juts onto the 
  Schilstrom Brook, a narrow tributary of the River Schilder, 
  which most patrons use in lieu of an alternative. 
  The first storey is a suite of low-ceilinged rooms, where 
  Becker lives with his widowed sister, Della, and her teenaged 
  son, Tomas. Tomas was badly injured by a horse as an infant, 
  losing the use of his legs. He moves about their rooms, and the 
  inn, through a series of bars and handholds that Becker had 
  installed. The regulars are used to the sight of Tomas moving 
  quickly around, collecting tankards and trading barbs. 
  tavern
  The Drum and Hat
  In Eilhart, a town known for its ales and wines, there are many 
  excellent drinking establishments. The Drum and Hat, just 
  off Sigmarplatz, is one of the town’s better-known taverns, 
  popular with tourists looking to sample a range of the region’s 
  light, hoppy beers, as well as discerning locals. This is due in 
  no small part to barkeep and brewmaster, Berthold Becker, 
  who both brews his own delicious ales, and also deploys his 
  garrulous charm and refined palate to pioneer the concept of 
  ‘guest ales’, featuring beers brewed in other establishments. 
  Whether this crazy idea will take off is anyone’s guess. 
  AT THE SIGN OF THE POUNCING PEGASUS
  • 
  A bad case of food poisoning has struck in inn, afflicting a patrol of road wardens who were investigating 
  reports of brigands. Someone needs to tackle the bandits, and also find the source of the suspect victuals!
  • 
  A travelling entertainer has been gracing the common room for a number of days, alluring listeners with 
  a beautiful voice and compelling tales of high adventure and derring-do. But something is awry: rich coach 
  passengers’ belongings are disappearing, and nobody can quite remember what the minstrel looks like. 
  • 
  There is an air of tension in the inn, as a squadron of road wardens have recently arrived, their manners 
  coarse and their mood belligerent. One of the party notices their uniforms appear to be bloodstained, and ill-
  fitting, almost as if these men had murdered the real road wardens and stolen their uniforms.
  TIME, GENTLEMEN, PLEASE
  • 
  Becker is concerned that some of his patrons 
  seem to be disappearing, leaving via the back 
  entrance and never returning. Concerned that they 
  may be falling afoul of footpads, he needs to hire 
  some brave souls to flush them out. Little does 
  he know that a gang of graverobbers, providing 
  cadavers for a necromancer, have been waylaying 
  his clientele, and that some of them may soon be 
  returning after all. 
  • 
  Della’s husband is not, in fact, dead. He was 
  in a debtors’ prison in Altdorf, but has recently 
  escaped. He wants Becker to pay him off to leave 
  his sister and son, who he despises and blames for 
  all his misfortunes, alone. Becker is happy to do so, 
  but concerned he will extort him for further funds, 
  so needs a little muscle to watch his back.
  • 
  As many of the Drum’s patrons are tourists, 
  it’s a prime location for gangs of thieves, bawds, 
  and charlatans looking to fleece naïve visitors and 
  separate them from their purses. When the party’s 
  purses get lifted, it’s on them to get them back. 
  
  10
  BUILDINGS OF THE EMPIRE
  and while operating the lock gates takes some effort, most 
  barge-hands, after watching her bent and diminutive frame 
  struggling with the gates, usually end up giving her a hand. 
  In return, Garland will often share a pipe-full of her finest 
  Mootland Greenleaf, as well as her scathing opinion on these 
  new-fangled, steam-powered lock-wheels she keeps hearing 
  about. 
  Henrietta’s home is a modest, two-storey affair with a small 
  watchtower. The upper chambers are her parlour, kitchen, 
  and bedroom, in descending order of size. The ground floor 
  contains a small office, a warmly furnished sitting room, a 
  storeroom, and a lockroom to store toll money. There is also 
  a sturdy cell, used by the river wardens should they need 
  somewhere to temporarily house prisoners: a feature of 
  most lock keepers’ houses. However, the river wardens on 
  this stretch know Henrietta well enough that they will use 
  another lock when possible, as she does not like criminals 
  underneath her roof. Besides, she uses the cell as a storeroom 
  for her gardening equipment, and for growing mushrooms.
  MUNICIPAL BUILDINGS
  Municipal buildings enable the Reikland bureaucracy to 
  function, and the wheels of commerce to turn, and here 
  include locks, signal towers, and toll houses.
  Canal loCk
  Hartsklein Lock and Lock Keeper’s House
  As the Weissbruck canal rises from the Altdorf Flats to the 
  mines of the Skaag Hills, there are a number of locks that 
  need to be negotiated. One such lies near the sleepy hamlet 
  of Hartsklein.  Hartsklein Lock is the domain of Henrietta 
  Garland, an aged halfling. 
  Henrietta, as befits her race, enjoys a relaxed life of simple 
  pleasures; she likes nothing more than sitting by her house, 
  watching the canal go by, smoking her pipe, or tending her fine 
  garden. Her responsibilities are minimal: repairs are handled 
  by engineers employed by the Gruber family of Weissbruck, 
  
  WARHAMMER FANTASY ROLEPL AY
  1111
  Signal toWer
  Tower NG-163-HY
  The Imperial Signal Corps are responsible for the 
  construction, maintenance and use of the signal towers that 
  are beginning to appear across the Reikland landscape and 
  beyond. This is part of a far-reaching and ambitious plan to 
  create an extensive network of towers that will criss-cross the 
  Empire, allowing speedy communication between all corners 
  of the land. Initially a military endeavour, there are hopes 
  that, in time, civilians will be able to make use of the network. 
  For a price, naturally. The towers are built and maintained by 
  Dwarf engineers in the employ of the Imperial Signal Corps 
  — much to the irritation of the Imperial Engineers School in 
  Altdorf — whose bid was rejected. 
  The towers — identified according to some arcane and 
  incomprehensible system of letters and numbers — vary 
  significantly. Where possible, the builders seek to make use 
  of existing structures – watch towers, keeps, stable ruins, but 
  when no such structure is available, they construct a sturdy 
  stone tower from scratch. The service men and women 
  staffing the towers vary just as much as the towers. The more 
  vital the route, and the more imminent the hostilities, the 
  more martial the operators. 
  Tower NG-163-HY is situated on the important route 
  between Helmgart and Wheburg, and was constructed from 
  scratch on an otherwise desolate patch of land. The lower 
  storeys are given over to the living quarters for the operating 
  staff, comprising a room for Chief Signalling Officer Votta 
  Plünnker, and a bunkroom for his assistants, as well as an 
  entrance hall (also used to bunk visiting road wardens), 
  kitchen, and mess. There is a lookout deck at the top of the 
  tower, equipped with two mounted telescopes, generally 
  trained on the neighbouring towers, in addition to the 
  signalling apparatus itself: two flags on mechanical arms, that 
  can move around like the hands of a clock to transmit code 
  to the next tower along. It also has a fire, enclosed by movable 
  shutters that can be used to send messages even in darkness.
  Plünnker is old, white of hair, and prodigious of moustache. 
  Though genial, if given half a chance he regales stories about 
  his time in the army, and the campaigns he fought against 
  ‘The Orc’. His assistants — Molli Tupper, Rhodni Schmidt, 
  and Franz Larz — do the actual work, watching out for 
  signals, and maintaining the night fires. 
  LOCK UP
  • 
  The party find themselves falsely arrested by corrupt riverwardens, and forced to spend the night in the 
  cell in Henrietta’s house. She is a trusting soul, and provides them with supper, ale, and some of her Greenleaf 
  to smoke. When she accidentally leaves the cell unlocked, the PCs have a choice: stay, and try to prove their 
  innocence, or flee, sullying Henrietta’s reputation in the process?
  • 
  Offered supper as their barge clears the lock, the party find their eyes drooping heavily. They awake to find 
  themselves trussed up, alongside Henrietta, who was forced to drug them by brigands, who have now stolen their 
  barge, their money, and their weapons, alongside all of Henrietta’s savings.  
  • 
  The lock keeps being damaged. The Grubers suspect foul play. The party are hired to investigate why 
  Hartsklein locals would want to sabotage the lock. Are they being paid by merchants plying other routes, or the 
  coaching inns? Are they cultists, in thrall to the Dark Gods? Or are they simply resentful that a Halfling occupies 
  such a well-paid job, and not a local Human? 
  
  12
  BUILDINGS OF THE EMPIRE
  12
  toll gate
  Pfieffer Toll Gate
  Roads need maintenance and to be patrolled; this costs 
  money, so tolls are a necessary price of travel and trade in the 
  Reikland. As such, the highways and byways of the province 
  are punctuated regularly by toll bridges and toll gates. Many 
  towns and cities also charge a toll to enter. 
  One such gate lies near Pfieffer, a small village by Stimmigen 
  in the Suden Vorbergland. As a major trade route, the roads are 
  well-maintained and patrolled, so toll gates are regularly placed, 
  and well-staffed. A low wall, topped with iron spikes, runs 
  perpendicular to the road for dozens of yards, stretching from 
  the canal to the north and the treeline on the south, making the 
  gate hard to avoid. The gate itself is a sturdy affair, housed in a 
  strong stone tower house, with a heavy bell hanging on either 
  side, should travellers need to make their presence known to 
  the toll keeper. The ground floor is taken up with the tunnel and 
  gatehouse, which also has a tiny toll both; a hall and a small cell 
  for holding criminals; kitchens; and an office with a strongroom, 
  where the tolls are kept until they are collected monthly. On 
  the top floor is the toll keeper's bedroom, and a mess hall and 
  bunkhouse for visiting road wardens. Also inside the walls is a 
  stable and a courtyard with a well. On most days, an enterprising 
  Halfling from Pfieffer — Alwhin Hollyfoot — sets up a stall in 
  the courtyard offering delicious pastries to passing travellers.
  The toll keeper, Tollich ‘Three Bells’ Stamper, is so-called due to 
  his habit of locking the gate at night and walking the half-mile 
  or so to Pfieffer, and its inn The Couched Lance, trusting that 
  anyone foolish enough to travel by night will ring the bell for his 
  attention. In the warmth of the inn’s tap room, it will take three 
  rings for Tollich to stir; anything less doesn’t signify enough 
  commitment to rouse him from his cups. 
  SIGN OF THE TIMES
  • 
  An important message needs to be relayed, 
  but the tower’s mechanism has been damaged. 
  Can the party get the message to the next tower 
  in time, and will they be believed? 
  • 
  Local brigands are somehow making use of 
  intelligence transmitted via the tower network. 
  Do they have a spy on the inside, or have they 
  access to the code book? The Signal Corp will pay 
  handsomely to find out. 
  FOR WHOM THE BELL TOLLS
  • 
  Alwhin Hollyfoot is deeply resentful of a rival 
  who has set up stall across from him, offering ‘meat 
  bread’ at a discount rates. He will pay someone to 
  investigate how his rival can offer such low prices. 
  The meat is of dubious origin, but the village has 
  never been so free from vagrants. 
  • 
  As the party passes through the toll gate, they 
  overhear a merchant express surprise that ‘Three 
  Bells’ isn’t there. The toll keeper mumbles a surly 
  response and sends them on their way, waiving the 
  toll. The party can take the good luck of a saved 
  coin, or indulge their curiosity, as Stamper – the 
  real toll keeper – lies trussed up in the strongroom, 
  while a gang of thieves await their opportunity to 
  slit his throat and flee with the month’s tolls. 
  • 
  At the Couched Lance, late at night, the toll 
  bell begins to chime insistently, but Stamper is 
  too drunk to attend. The party are ‘nominated’ to 
  investigate, but on arrival, they find no one there. 
  As they make their way back to the inn, they hear 
  the bell again, but it seems to be sounding from the 
  forest. Should they investigate, they will discover 
  a necromancer at his grisly work in the ruins of a 
  long-abandoned Shallyan Hospice, accompanied 
  by the ghostly ringing of the hospital’s alarm bell 
  that it seems the necromancer cannot hear.
  
  WARHAMMER FANTASY ROLEPL AY
  1313
  It has high, thick walls, making it a source of physical as 
  well as spiritual sanctity, and it is the first point of retreat 
  should the village be attacked. In addition to the main temple 
  — in which the faithful stand to hear the priest’s sermons 
  — a number of smaller buildings cling to the temple’s rear, 
  including chambers for the local priest, Father Stihlman, and 
  his beadle, Klaus Bahlk. Stihlman also keeps a small, cosy 
  office — which has a small fire burning all year through 
  — where he offers spiritual counsel and confessions to the 
  villagers outwith his services. Above the office is the ‘new’ 
  bell tower, a somewhat rickety construction that poorly fits 
  with the rest of the stone temple. While Father Stihlman is 
  a placid, genial man, his beadle Klaus is taciturn and dour, 
  if not actively hostile. However, he is readily appeased by 
  generous donations to the temple’s upkeep. 
  Though the temple is always open, Festag is the main day 
  of worship and all locals from miles around are expected to 
  turn up for the weekly ‘Festag Throng’. Though the temple 
  once held all villagers and nearby farmers easily, as Walen 
  has grown, space has become tighter. These days, latecomers 
  have to linger outside the temple’s main doors, and Father 
  Stihlman does his best to project his voice. 
  RELIGIOUS BUILDINGS
  Religion is everywhere in Reikland; all villages have a temple 
  to Sigmar, and most sizeable towns have more than one. 
  While other faiths are less dominant, in large towns and 
  cities, you may well find temples to these other deities too. 
  Smaller shrines — to all manner of Gods, well known and 
  obscure — pepper the roadsides of the Reikland’s heartland. 
  temple oF Sigmar
  Walen Temple
  Dominating the Marktplatz of the village of Walen, near 
  Auerswald, the temple of Sigmar is the settlement’s heart 
  in more ways than one. The relatively small building is still 
  the largest in the surrounding area by some measure, facing 
  its nearest rival — The Crooked Crook tavern — across the 
  market square. 
  Like many Sigmarite temples, the building is loosely laid out 
  in the shape of a hammer, although in this case it is reverse 
  to the norm, with the ‘hammer’ and ‘claw’ positioned by the 
  entrance rather than at the rear.
  FAITH NO MORE
  • 
  At the Festag throng, while Father Stihlman 
  is offering his usual, relatively tame sermon, a 
  robed stranger enters the village and offers his own 
  speech, a stirring counterpoint full of fiery wrath 
  and devastation that quickly cows and sways the 
  crowd to his side. As Stihlman appears to cede his 
  pulpit to the itinerant preacher, the party catch a 
  glimpse of the foot beneath the robe, and see a 
  cloven hoof…
  • 
  The morning after the party arrive in Walen, 
  Klaus, the beadle, is found unconscious and badly 
  wounded in the vestry. The party are the only 
  outsiders in town, and suspicion is levelle their 
  way, although an investigation of Klaus’s chambers 
  reveals a strangely carved wooden plaque, etched 
  with eldritch symbols, and a pair of boots caked in 
  the distinctive red clay of a nearby quarry. 
  • 
  As the party arrive in Walen at nightfall, 
  they see a cheery glow ahead. On reaching the 
  Marktplatz, things grow more sinister, as they see 
  an old woman, bound and gagged, being dragged 
  towards the bonfire, under the steely gaze of a 
  witch hunter. Behind him, a dozen more villagers 
  are being prepared for the pyre, including Father 
  Stihlman. As they debate what to do, the witch 
  hunter turns his fevered eyes to the unwelcome 
  interlopers. 
  
  14
  BUILDINGS OF THE EMPIRE
  14
  Beyond its spiritual responsibilities, the temple of Sigmar 
  is also central in the training of the village’s militia — 
  all men and women of age must attend a number of 
  training sessions over the course of the year, to ensure 
  they stand ready to defend the village, and one another, 
  in the face of attack. While Father Stihlman offers words 
  of encouragement, any actual training or advice during 
  these sessions tends to come from Else Frink, a retired 
  road warden and State Soldier, who now calls Walen 
  home. 
  WaySide Shrine
  The Diesdorf Table
  Just beyond Diesdorf, a little way off the beaten track, 
  via a winding path that leads through the forest, lies an 
  ancient shrine to Rhya. The sacred place is housed in 
  a worn, megalithic structure with a flat roof that looks 
  ancient. However, the large stone table it protects from 
  the elements is much older. Nobody remembers what 
  the table is supposed to be, or why it is enshrined, but 
  the locals reliably maintain it, leaving offerings of fruit, 
  vegetables, and sheaves of corn. 
  A marvellous garden lies nearby, large enough to make 
  Rhya herself proud. Despite the fervent devotion to 
  Sigmar of the folk of Diesdorf, many of the area’s rural 
  community owe strong allegiance to Rhya, given how 
  dependent their lives are on the ongoing fertility of 
  their fields. Some of these locals, from Diesdorf and its 
  surrounding villages, put a lot of work into the garden to 
  make it beautiful and relaxing.
  SHRINE ON
  • 
  On a moonless night, the party, travelling late,  
  stumble across a ritual taking place at the shrine. 
  Elders from Diesdorf plan to sacrifice a criminal 
  on the ancient table, believing it will ensure their 
  town has a year of bumper harvests. After all, what 
  is the life of a terrible lawbreaker, weighed against 
  food for the masses? However, when one of the 
  Characters recognises the cries of help as coming 
  from an old friend, Verena's scales of Justice are 
  suddenly weighted quite differently.
  • 
  Disaster! Diesdorf's harvest is ruined by a 
  blight many miles across, centred on the shrine, 
  which has been desecrated with unholy runes 
  daubed in filth. The locals are at a loss, and are 
  desperate to locate the perpetrators before the 
  blight spreads, but have so far had no luck. Can the 
  Characaters succeed where all others have failed?
  • 
  As the party passes the shrine, the Characters 
  notice movement in the undergrowth, then hear 
  shrill laughter. A closer inspection reveals tiny 
  footprints and a mound of dung heaped on the holy 
  table. The shrine has been overrun by Snotlings! 
  Should the Characters pursue the pesky creatures, 
  they soon discover they are a precursor to a much 
  larger Greenskin incursion. Can the party warn 
  Diesdorf in time?
  
  PREPARE TO EXPERIENCE THE  
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SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Buildings of the Reikland.pdf