TEXT: HELL RIDES TO HALLT
  •
  •
  ®
  TM
  
  2
  HELL RIDES TO HALLT
  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 2020. 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.
  CREDITS
  Writing: Chris Handley & David Whitworth
  Illustration: JG O'Donoghue, Ralph Horsley,
  Yugin Maffioli, Sam Manley
  Editor: Síne Quinn  Proof Reader:  R P Davis
  Producer: Pádraig Murphy
  Production Team: Dave Allen, Anthony Burke,
  Emmet Byrne, Walt Ciechanowski, Elaine Connolly,
  Zak Dale-Cutterbuck, Donna King, Dániel Kovacs,
  Tim Korklewski, T.S. Luikart, Rachael Macken, Sam Manley, 
  Rory McCormack, Dominic McDowell, Pádraig Murphy, 
  Kieran Murphy, Eileen Murphy, Ceíre O’Donoghue,
  Jonathan O’Donoghue, Síne Quinn, Christopher Walz
  Publisher: Dominic McDowall
  Special Thanks: Games Workshop
  Published by: Cubicle 7 Entertainment Ltd,
  Unit 6, Block 3, City North Business Campus,
  Co. Meath, Ireland
  Release: v1.0 October 2020
  CONTENTS
  Hell Rides to Hallt ............................................................3
  Adventure Summary ....................................................3
  Getting Started ............................................................3
  Hell Rides to Hallt ......................................................4
  Hallt ............................................................................4
  Background ..................................................................5
  The Council of Vicissitude ...........................................5
  Part 1: Highway to Hallt ....................................................6
  Goswin Samter ............................................................7
  The Rider Attacks ........................................................8
  The Headless Horseman ..............................................9
  Hel – The Headless ......................................................9
  Horseman’s Steed .........................................................9
  Part 2: Rest Your Head, Weary Traveller ..........................10
  Bertille Lindemann ....................................................10
  The Calm Toad ..........................................................10
  Guests of Ill Repute ...................................................12
  Part 3: Heads Will Roll....................................................13
  Don’t Lose Your Head ...............................................13
  Fight or Flight ...........................................................14
  Off With His Head! ..................................................14
  That’s Some Neck ......................................................14
  Part 4: A Head for Figures  ..............................................15
  The Temple of Sigmar, and the Graveyard ..................16
  The Market Square  ....................................................17
  Hunfried Mauss’s Farmstead ......................................17
  The Cult .....................................................................19
  The Windmill ............................................................19
  Part 5: Hexensnacht .........................................................20
  The Windmill ............................................................20
  Conclusion: Fate is Like a River ................................23
  XP Rewards for Using Your Head: .............................23
  
  0
  3
  HELL RIDES TO HALLT
  Only the damned and damnable fools ride out on Hexensnacht, as 
  the turning of the year wakes the very dead, calling them up from 
  unmarked graves and unhallowed resting places. The priests of Morr 
  alone are safe, their lonely vigil a solitary ward against the restless 
  dead. So which are you — fool, damned soul, or lonesome priest — 
  to set about so close to Hexensnacht, with rumour and more of a 
  headless rider claiming grim trophies across the land?
  Ubersreik Adventures: Hell Rides to Hallt is a short scenario 
  that can be played either as a stand-alone adventure or as the 
  Characters travel throughout the Empire. The adventure begins 
  either with the Characters arriving at the town of Hallt, at the 
  behest of Litigant Goswin Samter, or with the Characters out 
  late on the road to Hallt when they witness Goswin set upon by 
  a headless horseman.
  The scenario sees the Characters exploring and investigating 
  the town of Hallt and its residents, on a quest to discover 
  the dark secrets surrounding the headless horseman — the 
  notorious ‘Dullahan’ — and the reason for his deadly attacks. 
  Depending upon how the Characters act, they can prevent 
  further deaths and learn the reason why the horseman is out for 
  bloody vengeance. Remember to keep calm at all times and try 
  not to lose your head, but should the party fail, feel free to let 
  them lose theirs. It is Hexensnacht, after all....
  Adventure SummAry
  On the ominous eve of Hexenstag, a long campaign of terror by 
  a headless horseman approaches its bloody conclusion. While 
  there are many legends of such horrors roaming the Empire, all 
  carrying out terrifying campaigns of revenge and murder, the 
  ‘Headless Horseman of Hallt’ has his own agenda. In fact, this 
  horseman is no ghost or daemon, but a strange mutant who, at 
  least until recently, possessed two heads — one on top of his 
  neck, and other on his stomach.
  The horseman was once Friedwart Hauptfehlt, a blacksmith 
  from Hallt. Despite a hidden mutation that left Hauptfehlt 
  with a second ‘head’ on his stomach, the man was as innocent as 
  most citizens of the Empire. A relative newcomer to the town, 
  he was a convenient scapegoat on which to pin the murder of 
  HELL RIDES
  •
  •
  TO HALLT
  Ute Bott, a local priest, by a cult centered in Hallt. Decapitated 
  of his less unusual head some months back, Hauptfehlt was 
  presumed dead. So when his body disappeared, it only served as 
  further evidence that the blacksmith must have been in league 
  with some daemon or worse. The cult — the ostentatiously 
  named Council of Vicissitude — who framed him remain in 
  Hallt, the horseman’s decapitated head just one of several grim 
  trophies that adorn the cult’s warren.
  As the dark of Hexensnacht draws near, the Characters are 
  on their way to the town of Hallt, and are attacked by the 
  horseman. As a result, they are drawn into the conspiracy and 
  lies that riddle the town of Hallt and the tale of the ‘Headless 
  Horseman’. Can they stop the horseman’s bloody rampage? Or 
  indeed, should they?
  GettinG StArted
  To play this scenario your Characters should be travelling to 
  the town of Hallt. If you are running a one-off adventure, the 
  Characters can simply begin in a carriage, or riding alongside, 
  with the Litigant Goswin Samter who has business in Hallt. 
  Depending on your Characters' backgrounds, they may be 
  colleagues, employees, or friends of Samter. If not, they may 
  simply be fellow travellers sharing a carriage, or otherwise on 
  the road to Hallt as Samter’s carriage passes by. Either way, they 
  should be present for the Horseman’s attack on Samter, and 
  given reason to seek shelter in Hallt.
  HEXENSNACHT 
  The festival of Hexensnacht and its twin, Geheimnisnacht, are 
  the only nights of the year when both Mannslieb and Morrslieb 
  are certain to be full in the sky — on all other nights, Morrslieb 
  does as it pleases, waxing and waning to unknowable whims. 
  Hexensnacht occurs in the depths of winter, and marks the 
  turning of the old year into the new. It is followed by Hexenstag, 
  the first day of the new year. 
  Most citizens of the Empire would not dare to leave their homes 
  after dark on Hexensnacht, save for Morr’s dedicated priests, 
  who keep a watchful vigil on the disquieted dead who stir on 
  such nights.
  
  0
  HELL RIDES TO HALLT
  Reeve Elva Fellgiebel oversees the town. Her late husband, 
  Karsten, held the role of Reeve for twenty-six years, but upon 
  his death his young wife took on the position. In passing she is 
  often referred to as ‘her ladyship’ by the townsfolk, partially in 
  jest, but also as an honest mark of respect. Elva makes a living 
  from land ownership and brewing. She rents several morgen of 
  good land to the local farmers. She owns the largest brewery in 
  the town, which also brings in considerable income.
  As one rides into the verdant valley heading towards Hallt, a 
  tall and venerable windmill dominates the landscape. Large old 
  standing stones are dotted around the valley and in the town 
  itself — enduring monuments to the faith that permeated the 
  lands before the ascension of Sigmar. These ancient stones are 
  inscribed with runes marking Hallt as once being a place of 
  importance to the old tribes that predated the Empire, though 
  quite a few have become damaged — either ravaged by time or 
  quarried by heedless locals for building materials.
  The bustling town is surrounded by imposing stone walls. 
  Within their confines the town plays host to a number of inns, 
  a Sigmarite temple, a town hall and a covered market. Hallt 
  also boasts a number of large grain warehouses with adjacent 
  breweries, from which the heady smell of beer wafts, each 
  bearing the distinctive bitter smell of the brewers’ favoured 
  hops.
  Even in these winter months, when many towns would be quiet 
  with trade at a near standstill, Hallt is still a hive of activity. This 
  is the time of year when the grains that have been harvested 
  are turned into the fine beers and ales that Hallt is known for, 
  and as the year comes to an end the first barrels are consumed, 
  used in hot spiced beverages. A bonfire is lit and offerings are 
  made to Sigmar, Taal, and perhaps other powers, to ward off evil 
  spirits, and to welcome the coming of longer days and spring.
  As a town devoted to brewing, there is also a history of herbalism 
  and alchemy in Hallt, with locally distilled elixirs and medicinal 
  salves despatched to all corners of the Empire.
  HELL RIDES TO HALLT
  With an unnatural horseman roving the wilds, the Characters 
  are forced to seek shelter in Hallt, an isolated town at the 
  foot of the Grey Mountains. While the town’s high walls may 
  provide some comfort, the horseman is on a mission, which he 
  plans to  carry out in the town this very night.
  HAllt
  Hallt sits at the bottom of the basin of the Grey Mountains, 
  where two of the River Schilder’s tributaries meet. It is mostly 
  a farming town, producing crops of hops, corn and pumpkins, 
  and known locally for the wool produced from its sheep herds. 
  Many of the local farms bring their goods to Hallt for market 
  before going to the larger town of Eilhart. Hallt is also the last 
  town before travellers venture up into the mountains. The inns 
  are welcoming to travellers, known to provide good fare, mainly 
  consisting of pumpkin, and warm woollen blankets — for a 
  price. Hallt sits on two tributaries that flow down to the Reik; 
  this steady flow of water enables the turning of the mills that 
  grind grain for the well-hopped beer that Hallt is well known 
  for. Hallt is thus a prosperous if isolated town.
  
  0
  5
  HELL RIDES TO HALLT
  BAckGround
  A year ago, a blacksmith who had moved Hallt just a few 
  seasons before was executed for a crime he did not commit. 
  Friedwart Hauptfehlt was beheaded for murdering the local 
  priestess of Sigmar, Ute Bott. Apparently, the murder was a 
  crime of passion, thought to be a product of a secret passion 
  Hauptfehlt held for the Ruinous Powers and their servants.
  This conviction was all a cover. Ute had been in the process 
  of uncovering the presence of a hidden cult within the town. 
  Once they uncovered his investigations, the cult had Ute killed 
  and Friedwart framed and ultimately executed for the murder. 
  The cult, for its part, was entirely unaware that Friedwart was a 
  mutant, and would have been shocked to discover that a single 
  beheading would not be enough to kill the man.
  As a result of Friedwart’s mutation, a second head was located 
  in his torso, one which could be hidden under a fold of skin. 
  This other head has an entirely different personality, which calls 
  itself Gismondo. While Friedwart died, Gismondo lives on. This 
  second head fondly remembers a simpler time when Friedwart, 
  its ‘top head’, took care of most of the business of living, and 
  seeks vengeance both for the harm done against itself and for 
  the murder of Ute. The very night of the execution, Gismondo 
  rose from the grave. Not dead, nor undead, but seeking revenge.
  Skilled in metal-working, Gismondo fashioned gruesome 
  armour and weapons, acquiring the knowledge from observing 
  Friedwart, who had been a skilled farrier prior to working as 
  a blacksmith. In the months since his strange second birth, 
  Gismondo has adopted several guises to gather both resources 
  and information. He operated as both a highwayman and, 
  somewhat ironically, as an executioner, as this allows him to 
  wear a hood hiding a fake head.
  Finally, Gismondo has gathered the information he needed 
  to take his revenge, adopting the guise of ‘The Dullahan’, a 
  headless horseman, the old myth lending its presence to new 
  and terrifying legend Gismondo has begun to forge.
  tHe council of viciSSitude
  The cult operating in Hallt is known privately as the ‘Council 
  of Vicissitude’. They are ostensibly a fertility cult, certain that 
  their investigations of ancient rituals will bless all of Hallt and 
  its surrounds with endless bounty. In a time-tested manner for 
  groups which must work in secret, they disguise their actions 
  by acting as a council of regional business owners. The council’s 
  membership is drawn from both Hallt and the few scattered 
  villages that surround it, with likely candidates initiated into the 
  cult’s horrific rites each Hexensnacht. Their main ritual space is 
  in the basement of the old windmill outside of town. It’s an ideal 
  location as recent improvements in the town’s watermills have 
  rendered the old windmill more or less defunct, which means 
  there’s little chance of the ‘council’ being disturbed. Happily for 
  cult, though not for Hallt, the windmill was created from stone 
  hewn from the ancient ogham stones that surround Hallt. This 
  perversion of the Old Faith of those who raised the stones has 
  resulted in terrible energies gathering there.
  There is a second, deeper hidden basement, where the cult 
  maintains a store of alchemical potions, and the collected heads 
  of their sacrifices, through which they commune and venerate 
  ancient spirits.The cult has through visions been directed to 
  synthesise various alchemical potions and draughts that are 
  used to taint wine and beer throughout the Empire. For what 
  purpose they do not know, but the ‘fertility’ spirits that inhabit 
  the windmill promise them much in return; that their farms 
  will never run fallow, that they will enjoy endless good health, 
  and that winter will turn away from Hallt, ushering in an 
  endless spring. The growth of out-of-season crops in the depths 
  of winter in the cultists’ farms highlights the strength of the 
  windmill’s spirits — proof enough for the cult’s burgeoning 
  membership.
  In truth, there are no ancient spirits,  at least none that would dare 
  call the windmill home. The ‘spirits’ are servants of Tzeentch, the 
  cult yet another guise worn by the Changer of Ways. Though 
  they do not know it, the cultists serve this ruinous power in all 
  their actions. Of course, this duplicity pleases Tzeentch greatly.
  
  0
  6
  HELL RIDES TO HALLT
  The ritual promises to secure the cult’s ultimate goal of bringing 
  endless bounty to Hallt, and make the horseman irrelevant. 
  This is partially correct — the ritual will summon a terrible 
  Chaos Spawn, which is certain to devour the horseman, the cult 
  members, the town of Hallt, and some sizable proportion of the 
  surrounding area, all in service to one of the Lord of Change’s 
  unknowable goals.
  PART 1: HIGHWAY TO HALLT
  The New Year, Hexensnacht, is approaching, the Reikland’s 
  highways and byways are covered in snow, and in the distance 
  the sun sets behind the snow-capped Grey Mountains. A cold 
  wind blows and the looming trees of the Reikwald forest grow 
  tall and thick on both sides of the muddy road. Owls hoot and 
  wolves howl, their calls penetrating the woodland’s darkness. 
  A troupe of weary travellers coming from Bögenhafen in the 
  south on a wagon are journeying to the town of Hallt. The 
  group are accompanied by their friend and compatriot, the 
  Litigant Goswin Samter. Goswin has been called to return to 
  his hometown to aid the townsfolk. A series of murders have 
  taken place, and Goswin has brought along his friends to help 
  solve the mystery.
  That is true, for the most part. Goswin is a member of the 
  cult and has been called to assist in this year’s ritual. While 
  he has been assured by his fellows that talk of the horseman 
  is overblown, Goswin is taking no chances, and has hired 
  the Character’s to protect him.As the wagon rumbles along, 
  Goswin explains that this time of year is always rife with attacks 
  from highwaymen, bandits, and the fae creatures that venture 
  out from the dark depths of the Reikwald. In particular, he tells 
  of the tale of the Dullahan, the headless horseman who was said 
  to haunt the town in ages past.
  The Remaining Cultists
  The surviving core of the cult is made up of the Reeve of Hallt, 
  Elva Fellgiebel; the mason, Ewald Auffarth; the falconer, 
  Diomira Kiefer, and the executioner, Anselm Buchberger. They 
  are all locals to Hallt, though some travel the region as called for 
  by their profession. Other local members are detailed below, but 
  all were recently killed by the horseman. A few cult members not 
  local to Hallt arrived recently. Schneck, Backmaye, and Harbutt 
  journeyed to the Hallt in search of safety as the horseman’s 
  campaign of revenge escalated. Of these, the horseman has 
  already killed one, and is sharpening his axe for the others.
  For the last few months the horseman has plagued the cult, 
  with minor members slain as ‘The Dullahan’ haunted the roads 
  around Hallt. The first few deaths were those who initially 
  accused Friedwart. As Gismondo murdered them, dragging 
  from each various concessions and accusations, he came to 
  realise that he is hunting a select few, all of whom bear a small 
  tattoo, the ‘Eye of the Heteroclite’, on the little finger of their 
  right hand. As a result, the horseman has gained a reputation 
  for removing his victims’ right hands.  Gismondo is not sure 
  of the tattoo’s meaning, but has begun removing his victim’s 
  hands so he can study the tattoos at his leisure — these arcane 
  markings change constantly, possibly due to some magic.
  So far the town elders have refrained from calling in official 
  bounty hunters or soldiers from Altdorf or larger towns, blaming 
  the deaths on roving bandits, unlikely accidents, or copy-cat 
  killers. The reality is that the cult is fearful of drawing attention 
  that could uncover them or their work, in particular because a 
  vital ritual is planned for Hexennacht, the following day. 
  THE REMAINING CULTISTS
  Member
  Occupation
  Cult Position
  Status
  Elva Fellgiebel
  Reeve of Hallt
  Head Priestess
  Alive
  Ewakd Auffarth
  Mason
  Keeper of the Way
  Alive
  Diomira Kiefer
  Falconer
  Unwavering Eye
  Alive
  Anselm Buchberger
  Executioner
  Gatherer of Gourds
  Alive
  Goswin Samter
  Litigant
  Stitcher of Lies
  Alive
  Gerwin Schuhbeck
  Fishmonger
  Interrogator
  Dead, killed last week
  Hunfried Mauss
  Farmer
  Lensholder
  Dead, killed a few weeks ago
  Ehrentraud Neuner
  Farmer
  Participant
  Dead, killed a few weeks ago
  Linde Schenk
  Participant
  Participant
  Alive, recently came to Hallt
  Markolf Bachmaye
  Brewer
  Participant
  Alive, recently came to Hallt
  Aimar Harbutt
  Mason
  Participant
  Dead, killed yesterday near Hallt
  
  0
  HELL RIDES TO HALLT
  GoSwin SAmter
  Goswin is a short, rotund, balding man, with light-grey hollow 
  eyes, ruddy cheeks, and a crooked nose. Fond of commanding 
  attention and displaying his wealth, he wears fine robes for his 
  profession, with a thick fur coat to protect against the winter 
  gales. He gesticulates while stressing his own importance, 
  his hands displaying an array of expensive and garish rings. 
  Between the trumpeting of his ruddy nose, phlegmy coughs 
  and sips of his liquor, Goswin explains the legend of the ‘The 
  Dullahan’, his eyes often darting about as another beast in the 
  woods brays or caws.
  ‘The Dullahan is a creature of darkness, a headless horseman, one 
  who was cursed at death who now rides bringing death to all who 
  see it. It is a fatal omen, and only those of a noble heart, or the truly 
  innocent, can survive such an encounter.’
  Gowsin coughs and curses the bitter night before resuming his 
  dark tale.
  ‘However, this is all just simple rural superstition. Folk speak of 
  killing the Dullahan with heartwood stakes from willow trees 
  cut during a full moon, or with a silver blade. They say that if the 
  missing head is found, the Dullahan can be made to leave and return 
  from whence it came. I can tell you, there is no truth to these tales. 
  No doubt the legend is a cover for some brigand or other preying on 
  fair Hallt!’
  If you are running a one-off adventure, now would be a good 
  time for the Players to introduce their Characters. Ask each 
  Player how their Character has dressed to deal with the cold, 
  how well they cope with it, and what their impression is of the 
  murders and the tale of the Dullahan.
  As the sun sets, the cold, clear night sky is illuminated by 
  the evening’s first stars and the two moons, Mannslieb and 
  Morrslieb; the former a waning crescent as if a lidded eye, the 
  latter a smaller green skull-like orb, casting its dark energies 
  across the lands. All around the nocturnal animals have gone 
  quiet, and from the crest of the hill the lights of Hallt are 
  visible. The small walled town — marked out by the pinpricks of 
  lantern light and rising smoke from chimneys — looks inviting 
  in the bitter night.
  GOSWIN SAMTER — BARRISTER (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  35
  35
  45
  30
  30
  30
  50
  55
  45
  16
  Traits: Weapon (Dagger) +6
  Skills: Bribery 65, Charm 65, Consume 
  Alcohol 55, Language (Classical) 55,
  Lore (Law 67, Theology 53), Perception 40
  Talents: Blather
  Trappings: Books of Law (3 GC),
  Silver Dagger, Fine Clothing, 2d10 silver shillings
  7
  
  0
  8
  HELL RIDES TO HALLT
  tHe rider AttAckS
  From the oily darkness, galloping hooves rumble and clatter as 
  branches snap and bushes rustle. From the night approaches the 
  headless horseman, clad in black armour atop a snorting warhorse. 
  The horseman holds aloft a large curved axe, unmistakably that 
  of an executioner. As he rides past the carriage, he brutally 
  cleaves the head from one of the steeds pulling the wagon. 
  Slamming into the horse’s corpse, the carriage topples over, and 
  those within are sent flailing. Each Character should make an 
  Average (+20) Athletics Test or suffer 1 wound, unmodified by 
  Toughness Bonus or armour. The unfortunate coachman and 
  any Characters on the exterior of the coach are hurled into the 
  night, slamming into the frozen earth. Treat this as a fall of 3 
  yards (WFRP page 166) for the Characters — the Coachman is 
  killed instantly. From the bloody stump of the slain horse’s neck 
  a tide of warm blood flows, staining the white snow and sending 
  wisps of steam into the night air. The overwhelming stench of 
  blood mixed with fear is alarming.
  Enquire how the Characters react to the situation. Do they 
  draw weapons? Do they seek shelter behind the wagon? Do 
  they run down the road to the town? Or do they run and hide 
  in the woods? No matter their reaction, give each Player the 
  chance to respond.
  Before the Characters can recover, however, a terrified Goswin 
  bolts away from the Carriage and towards the woods screaming 
  ‘He has come for me!’, stumbling over tree roots and bushes. The 
  horseman turns his steed about, and it rears up before charging 
  back down the road after Goswin.
  If any of the troupe try to stop the horseman they are charged 
  at by his horse and knocked out of the way. Make it clear to 
  the Players that fighting the horseman head-on could be very 
  dangerous. Remember that when acting aggressively, the horse 
  by merit of its size causes Fear in Average sized opponents (See 
  WFRP, page 341). The Characters should have a chance to 
  dodge out of the way, and those who are struck by the warhorse 
  hurt, but refrain from allocating critical hits — the horseman 
  is adept at controlling his steed, and only seeks to kill those 
  responsible for his execution.
  A NOTE ON NOTATION
  In the stat blocks in Hell Rides to Hallt, you will notice that 
  the Armour Trait now has an extra notation written in brackets 
  after the amount of AP the trait provides. This number is the 
  total AP, including Toughness Bonus, to be removed from most 
  attacks which don’t ignore armour in some way. This is purely 
  for your own convenience. For example, the headless horseman 
  has Armour 2 (8), meaning that in most cases, you will remove 
  8 from any damage done to the horseman.  
  
  0
  HELL RIDES TO HALLT
  9
  tHe HeAdleSS HorSemAn
  The horseman wears armour that has been darkened and cast 
  with grimacing faces — clearly the work of a fine blacksmith. 
  He rides a large black warhorse, called ‘Hel’, and brandishes a 
  sword and an executioner’s axe. Gismondo has a flair for the 
  dramatic, and he has hidden several Incendiary Bombs inside 
  some carved pumpkins. Once ignited, they emit a sulphurous 
  gas and burst into flame mid-air. Gismondo’s voice sounds as if 
  it is coming from inside almost hollow armour, a reverberating 
  growl that rumbles through the night. In life, Hauptfehlt would 
  often entertain his ‘brother’ Gismondo with poems and riddles. 
  Now Gismondo has picked up the habit of speaking in rhyme 
  or riddle, whenever possible, especially just after a murder.
  Hel – tHe HeAdleSS
  HorSemAn’S Steed
  Hel is a fine horse, and while stories abound about the terrible 
  beast that carries the Horseman about the lands — that it 
  is undead, or a daemon, or a mutant with seven nostrils and 
  a lizard's tail — there is nothing supernatural about Hel. 
  Gismodo 'liberated' her from a noble not far from Eilhart, and 
  she has been his loyal comrade ever since.
  HEL – THE HEADLESS HORSEMAN’S STEED
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  7
  45
  -
  55
  45
  15
  30
  -
  15
  15
  10
  23
  Traits: Armour 2 (6), Size (Large), Stride, Trained 
  (Mount, Ride, War, Magic), Weapon +7
  Characters who stand in the horseman’s way are briefly met by 
  the ‘gaze’ of unseeing eyes — despite his clothing and armour, 
  Gismondo has never had trouble ‘seeing’ everything around 
  him. He will look towards their right hand (Characters notice 
  this with a Difficult (–10) Perception Test). As they do not bear 
  the cult’s tattoo the horseman leaves them be. With a rasping 
  voice, the horseman mutters, ‘No curse’d eye marked out in ink, 
  you are no friend of theirs, I think’. If they are wearing gloves, he 
  asks them to remove them. If they do not comply, or otherwise 
  persist, he attempts to ride them down or fling an incendiary 
  bomb at them, hoping the flames will distract them while he 
  pursues his true quarry.
  However, if pressed, the horseman will attack anyone who does 
  not back down. He seeks to avoid being surrounded, but is a 
  dangerous fighter. If a challenger backs down or retreats, he 
  does give chase.
  The horseman pursues Goswin above all others, charging 
  him down, and with a single swift blow, decapitates the man. 
  Dismounting, the horseman also chops off Goswin’s right hand, 
  and takes his head and hand as trophies. If a Character is nearby, 
  they hear the horseman rhyme, as he cuts the hand off, ‘An eye on 
  the hand, two eyes in the head, revenge for Ute, as I said’.
  GISMONDO — THE HEADLESS HORSEMAN
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  75
  42
  61
  67
  47
  39
  34
  43
  48
  24
  20
  Traits: Armour 2 (8), Mutation (No Head – ignore all 
  hits which would strike the head), Ranged (Incendiary 
  Bombs), Weapon (Executioners Axe) +10
  Skills: Intimidate 78, Ride (Horse) 55, Melee (Basic) 85, 
  Ranged (Thrown) 66, Stealth (Rural) 60
  Talents: Combat Master 2, Deadeye Shot, Dual Wielder 
  1, Frightening 1, Hardy 1, Roughrider
  FORTUNE 
  Though terrible and strange, fate has plans for the 
  Headless Horseman of Hallt. He enjoys two Fate and 
  two Fortune points. If possible, the GM should use these 
  to keep him alive at least until the Characters reach the 
  windmill (page 20).
  THE EXECUTIONER’S AXE
  The Horseman’s Axe is a brutally efficient weapon, 
  designed to sever heads with a single blow. Treat it as 
  a Hand Weapon (WFRP, page 294) which enjoys the 
  Impact quality when used from a raised position, such as 
  from horseback, part way up a stairs, or when one’s enemy 
  has their head resting on a chopping block. If the axe 
  scores a critical hit on a Character’s head, roll twice on the 
  critical hit table and choose the worst result.
  
  0
  HELL RIDES TO HALLT
  PART 2: REST YOUR 
  HEAD, WEARY TRAVELLER
  With Goswin likely dead, the night only growing colder, and 
  a murderous horseman about, the Characters would be wise to 
  seek shelter in Hallt. Should they do otherwise, see the rules for 
  Exposure in WFRP, page 181, and the stats for Direwolves on 
  page 328 — it is almost Hexensnacht, after all.
  Once the Characters arrive in the town of Hallt, running, 
  screaming, or however the Players feel their Characters would 
  react to the Horseman’s attack, the town Watch  greets them 
  at the town gates. They are suspicious, having heard screams 
  and thundering hooves in the distance, but readily believe the 
  Characters’ story — it has become a common occurrence as of 
  late. If the Characters have brought Goswin’s body with them, 
  some of the Watch are horrified at the sight of the decapitated 
  corpse and its severed right hand.
  Looking over the body, the leader of the Watch, Bertille 
  Lindemann, makes it known that this is the fourth murder in 
  the last month, and one of a series that have taken place over 
  the last year, all committed by the Dullahan, a horseman who 
  terrorises the roads about Hallt. This is, of course, hardly news 
  to the Characters. As they are talking, they hear the church bell 
  in the background chime the closing of the gates. Its ringing 
  seems somehow off and odd to the Characters, as if out of 
  sequence. If questioned, the Watch will say that the bell has 
  been like that for as long as they can remember.
  Bertille lindemAnn
  Bertille is a heavy-set woman carrying a stout club, with her 
  dark-brown hair tied back under a woolskin cap. She wears the 
  livery of a Reiklander, having once served in the state army. 
  Her face bears the scars of battle, and on her neck is a tattoo 
  of a hammer, a common practice for some soldiers particularly 
  devoted to Sigmar. She is not the most eloquent person, or the 
  most subtle, but she is not rude. On a good day makes time 
  for the local children and often can be found sat telling them 
  tall stories about Orcs, Goblins, and the heroism of Sigmar 
  and Ulric. She has never faced the horseman, but she has seen 
  it riding in the distance. She is also suspicious of some in the 
  town. She wonders why these murders are happening, and 
  believes there is a lot going on right under nose. She is new 
  to Hallt, having only been stationed in the town two years ago 
  after the last head of the Watch was murdered. Bertille distrusts 
  the town’s executioner, Anselm Buchberger, and suspects he 
  harbours darker desires. 
  Bertille, along with another half dozen of the Watch, leads 
  the Characters into the town, closing the heavy wooden gates 
  behind them. The town itself is typical of the region, with stone 
  and wooden construction, tiled roofs, and a small temple to 
  Sigmar at its heart. 
  If questioned, Bertille explains what she knows of the horseman, 
  all the while making the protective sign of Sigmar’s Hammer. 
  She explains that The Dullahan, as the horseman is known 
  locally, has terrorised these lands for some time. She has heard 
  tales of it attacking all around, from Eilhart to Mellerfelden. 
  She is unsure if it is a creature of flesh, undead, or a spirit of 
  some sort. She curses the Characters as fools for braving the 
  night, though she shows sympathy if they were coming to Hallt 
  to offer aid.
  When they are finished questioning her, or if they choose not to 
  do so, Bertille turns to the Watch men and says,
  ‘Take the body of the Goswin to the temple of Sigmar. I will take our 
  guests somewhere warmer.’ Turning to regard the Characters, she 
  continues, ‘You look as if you are in need of something to warm you 
  up. Hallt is home to some fine digestifs, as well as headless axemen!’
  THE CALM TOAD
  The local inn is The Calm Toad, with a sign hanging outside of 
  a toad snoring at a table with a tankard of ale in hand. Inside, 
  the inn is warm and inviting, with a few tables, a roaring fire, 
  and antlers and stuffed animal heads hanging on the walls. A 
  collection of townsfolk are inside, nursing warm ales and mulled 
  wines. A few cheers erupt from one corner of the main room, 
  where some of the patrons are playing a game of quoits, with 
  each player aiming to throw a small ring of wood over a wooden 
  dowel. The expansive landlady, Gerwine Brotzmann, is ladling 
  mulled beer into tankards, drawing from a steaming pot that 
  rests over a stove. She is all smiles as the Characters enter, 
  with Bertille making some space for them at a table near the 
  fire before bringing them all a hot drink, asking if they want 
  some food. Should the Characters accept, they may remove any 
  Fatigued conditions they gained on their journey.
  Whilst warming themselves by the fire, the Characters have the 
  opportunity to take in the inn’s smoky and congenial atmosphere 
  and to observe the varied patrons relaxing after a day’s work in 
  the mills and breweries. The Characters may talk to the patrons 
  if they wish, learning more about the recent events in the town, 
  and a variety of rumours regarding the Dullahan. The townsfolk 
  are wary of the newcomers, but few will be able to resist hearing 
  of the attack, if the Characters make it known they witnessed 
  the Horseman first hand. An Average (+20) Gossip Test, or an 
  offering of a drink, will be all it takes to get a patron talking.
  Many of the townsfolk quickly make the sign of the hammer 
  and mutter prayers to Sigmar before talking nervously about 
  the Dullahan themselves. The rumours are wild and far fetched, 
  though most have an element of truth to them. The Characters 
  have to try and work out fact from fiction and the truth from 
  superstition. While the Characters are conversing with the 
  locals a Difficult (–20) Perception Test allows them to notice 
  that the town’s clock chimes out of sequence. 
  
  0
  11
  HELL RIDES TO HALLT
   
  0
  The horseman is undead and has been brought to life 
  by the evil magics that seep into the land from the 
  castle of Drachenfels. The Enchanter ’imself could be 
  in that armour!
   
  0
  The Dullahan be the ghost of a dead executioner, 
  murdered in Eilhart for the crime of killing a noble-
  born woman. Now he’s looking for her, killing anyone 
  he thinks might be in love with her too!
   
  0
  The horseman is said to be unable to cross running 
  water, and can only be harmed by the wood from a 
  willow tree cut down on the night of a full moon. 
  Probably he’s extra vulnerable tonight, with both 
  moons so full. Not that you’ll catch me out an’ about.
   
  0
  Many of the victims have their right hand chopped 
  off, though no one rightly knows why. Some say ’e’s 
  making a collection of ’em and joining ’em up, palm to 
  wrist, to make a whip to scourge honest folk!
   
  0
  Killed a dozen folk, he ’as. There were them two 
  farmers, a fishmonger and a mason. What’s more 
  is, many of the victims were friends. I reckon the 
  horseman’s got an axe to grind, so to speak!
   
  0
  All have been decapitated, but only some have had their 
  right hand removed. What’s the meaning there, then? 
  (In truth, the cult has killed some people too - victims 
  for its coming sacrifice!)
   
  0
  The horseman brings with him terrible famines and 
  poor harvests, everyone knows that! A pity, as harvests 
  near Hallt have been excellent for years now. All the 
  same, he’s probably that’s what caused ‘’alf the grain in 
  two to rot last week.
   
  0
  Dankwater Brewery is angry over a spoilt batch of 
  grain. Could be it was mould, but they’re blaming the 
  folks at Grey Mounts River Ale for it. Could be it was 
  them too, they’re rivals going back years, on account 
  of who gets what grain from what farm. It’ll come to 
  blows yet!
   
  0
  You see they only have bread and cheese tonight? On 
  account of the price of food — that spoilt grain has 
  everyone hoarding what they have. The hungry gap will 
  be wide this year for the first time in a long while....
   
  0
  The horseman can’t come into the town, on account of 
  the walls, and them stone circles too. The Old Faith is 
  strong in these parts, and keeps Daemons at bay! They 
  used some of them old stones to make all sorts around 
  here — the walls, the old mill, and more than that too!
   
  0
  Ah, things haven’t been the same since old Ute died 
  last year. Best Priestess of Sigmar we ever ’ad — 
  attendance at temple has never been so high since! 
  That new fella’s drunk half the time anyway, if Sigmar 
  will forgive me for saying so.
   
  0
  That fella over there, Markolf Bachmaye, he’s a good 
  laugh — in town trading for ale, and drinking the town 
  dry as he goes! Bad luck he ’as though. I saw him 
  talking to them two farmers afore they were killed 
  — won’t be buying any of their grain now! Come to 
  think of it, he was trading with that mason what the 
  horseman did for too... Some people have stinking 
  luck!
   
  0
  There is one other traveller staying at the inn that night, 
  a brewer, Markolf Bachmaye. He is complaining loudly 
  about the quality of the inn’s ale, and is outraged that 
  they won’t buy his mead instead, ‘far better quality than 
  this vile brown water.’
  Some of the rumours and stories the Characters are able to discover whilst talking to the townsfolk are detailed below. You may 
  choose randomly from these, or tell whichever seems most appropriate. Feel free to create your own terrifying tall-tales as well!
  RUMOURS AT THE CALM TOAD
  
  0
  12
  HELL RIDES TO HALLT
  GueStS of ill repute
  Bachmaye knows of the horseman and may relay some of 
  the rumours above, though he is more interested in talking 
  of brewing than childish rumours of things that go bump in 
  the night. Whilst talking to Bachmaye, there is a chance that 
  a Character notices the gaudy ring on the little finger of his 
  right hand. This ring covers his cult tattoo — a Difficult (–10) 
  Perception Test is required to notice this. If questioned about 
  the killings specifically, Bachmaye reveals he knew some of 
  those killed through his work with the town council, but he 
  knows of no connection between the victims. A Difficult (–10) 
  Perception Test, opposed by his Cool, reveals that Markolf is 
  not telling the truth — he knows almost every victim through 
  the Council of Vicissitude, of which he is an enthusiastic 
  member.
  Whilst the Characters are chatting with the locals, the 
  Reeve, Elva Fellgiebel enters the inn, or otherwise locates the 
  Characters wherever they may be, and makes herself known to 
  them. She thanks them for recovering Goswin’s body (if they 
  did), and ask about the horseman. She appears concerned (as 
  indeed she is), but offers no theories on the horseman, except 
  to say that there is a lot of wild talk regarding him, which she 
  has no intention of adding to. She offers them a night’s rest 
  at the inn as a small thanks for their efforts with Goswin, if 
  they recovered his body. Whilst at the inn, Elva also talks with 
  Markolf, and another local woman, Diomira Kiefer (another 
  cultist), who has been playing quoits.
  Markolf Bachmaye
  Characters asking after Bachmaye will find him in a back 
  corner of The Calm Toad, drinking, singing, and behaving 
  raucously. Even if they are not looking for the man, he may 
  make himself known by loudly demanding more beer, ‘with a 
  damn sight less water in it this time!’ He is happy to complain 
  about life in general to anyone who is willing to listen, but ends 
  each complaint with a laugh all the same, as though one could 
  hardly expect much more from life than misery in any case. He 
  has the ruddy-red complexion of someone who enjoys their 
  drink, a portly physique, and gaudy, expensive-looking (if tatty) 
  clothing. His hair is dirty brown in need of a cut, and his beard 
  is wild and greying, also in need of a cut.
  He wears a badge marking him out as a member of a regional 
  Brewers’ Guild. Whilst talking with Bachmaye, he goes on at 
  length about the region’s different ales and beers, where is best 
  for what and why. He can compare the virtues of lagers, ales, 
  stouts, pilsners, porters, and more all night to any who will 
  listen. Bachmaye has recently begun brewing mead, and secretly 
  hopes that the cult will bring him an endless supply of honey 
  to use for this purpose. Thus far his hives have been active all 
  year round, but the honey comes in odd flavours and colours. It 
  is only by brewing it into alcohol that it is palatable at all, but 
  this mead sells well.
  MARKOLF BACHMAYE — BREWER (SILVER 5)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  38
  29
  41
  52
  30
  30
  30
  35
  40
  45
  18
  Traits: Armour (Body) 1 (6), 
  Weapon (Knuckledusters) +7
  Skills: Charm 55, Consume Alcohol 55, 
  Lore (Local 50), Melee (Brawling) 49, 
  Perception 40, Trade (Brewer) 40
  Talents: Carouser, Doomed (A stiff neck would serve thee)
  Trappings: Guild License, Leather Jerkin,
  Knuckledusters, 2d10 silver shillings
  
  0
  13
  HELL RIDES TO HALLT
  Elva Fellgiebel
  Elva Fellgiebel is a striking  woman, wearing fine but functional 
  garb, fitting her role as Reeve. She bears her badge of office with 
  pride, and typically wears a wide-brimmed hat with a peacock 
  feather set in place by a silver pin. She has a long face with thin 
  lips and angular nose, framed by shoulder-length russet curls. 
  Though her chin is raised with an air of haughtiness, her warm 
  amber eyes are welcoming. Elva owns an opulent townhouse, 
  is landlord to a number of local farmers, and she also owns the 
  largest local brewery — Fellgiebel's Finest Fermentations. She 
  is the cult leader and is being courted by Gunter, a cowering 
  Silversmith who has no clue of his fianceé’s involvement with 
  the cult. As the cult leader, Elva is skilled in some of the magical 
  dark arts, and is also a knowledgeable alchemist.
  ELVA FELLGIEBEL – REEVE (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  46
  34
  32
  31
  54
  43
  49
  67
  61
  42
  15
  Traits: Weapon (Sword) +7
  Skills: Bribery 52, Charm 65, Cool 67, Channelling 66, 
  Dodge 48, Intimidate 39, Language (Magick) 74, Lore 
  (Dhar) 72, Melee (Basic) 53
  Talents: Arcane Lore (Dark), Frightening (Causes Fear 
  1), Kingpin, Petty Magic
  Trappings: Fine Clothing, Ritual Books, Writs 
  and Legal Documents, 1d10 gold crowns
  Spells: Blast, Corrosive Blood, Dart, Drain, Eavesdrop, 
  Magical Shield, Manifest Lesser Daemon
  PART 3: HEADS WILL ROLL
  As night draws in, the Characters will have to find rest 
  somewhere in the town. The Calm Toad is the most likely place, 
  though if they refuse to sleep there for any reason there are 
  poorly guarded warehouses. If the Characters seek to avoid 
  sleep, remember that it is very cold outside, and they will begin 
  to accumulate Fatigued Conditions, and risk exposure if they 
  fail to settle down.
  keep your HeAd ABout you
  As snow falls outside and the patrons of the inn have retired 
  to bed, the Characters finally find some rest. Rough linen and 
  straw provide some comfort, if they have chosen to sleep at 
  the inn, while bellies full of food and ale allows them to sleep 
  soundly. The only sound is that of the howling wind, and the 
  clatter of shutters not secured tightly enough. Here and there, 
  libations and prayers against the ills of Hexensnacht are carried 
  on the wind. However, the night is not a calm affair, and before 
  long a rhythmic tapping can be heard — the sound of heavy feet 
  trodding across the slate roof of the Calm Toad.
  Characters awaken on an Average (+20) Perception Test if they 
  are sleeping in the inn. Ask the Characters how they respond, 
  and how they feel about being awakened at night by the noises.
  If the Characters didn’t wake up, or did not sleep at the inn, 
  they are awakened as they hear screams and the sound of a door 
  being flung open. A Difficult (–10) Perception Test allows a 
  Character to notice that the lone candle that was left burning 
  is not as it should be. Rather than having shrunk over the 
  hours it has in fact grown. There is little time to investigate 
  this oddity, however, as the sound of screams, and slamming 
  doors intensifies. Investigating the commotion requires the 
  Characters to take candles or lamps as the inn will be dark — 
  though there is enough light for those with the Night Vision 
  Talent to see by. 
  What little light the candles throw reveals the brewer, Markolf, 
  dressed in little more than a shirt and trousers, running down the 
  corridor towards the stairs, his face ashen with terror, screaming 
  for help. Behind him stands the horseman, his black armour 
  glowing orange in the flickering candlelight cast through an 
  open door. The horseman marches forward, brandishing his axe, 
  intent on Markolf ’s head. Each purposeful step seems to shake 
  the very ground beneath him, and his armour clanks ominously 
  with every stride ‘Ale and rum, just watch him run. Wine and 
  liquor? Blood is thicker.’
  Markolf, for his part, flees out of the inn and into the freezing 
  night as quickly as possible. If the Characters chose to sleep 
  away from the inn, then they are awakened by the horseman 
  pursuing Markolf through the streets instead.
  
  0
  14
  HELL RIDES TO HALLT
  fiGHt or fliGHt
  The players have two options here; fight or hide. Fighting the 
  horsemen likely reveals that he does indeed bleed, if they are able 
  to wound him. He is intent on his quarry, not the Characters, 
  and pushs past or around them where possible. Fighting with 
  the horseman leads to him dropping a pendant — a twin-
  tailed comet that is typically worn by a member of the Cult of 
  Sigmar. Any Character making an Average (+20) Perception 
  Test notices that something was dropped, though not exactly 
  what unless they retrieve it. The name of the priestess, Ute Bott, 
  is inscribed on the back of the pendant. If the Characters cause 
  too much trouble for the horseman, he throws his incendiary 
  pumpkin bombs at them, and rely on terror and luck to make 
  his escape. He may jump out or in a window, or scurry up a 
  prepared rope onto a nearby roof, which he quickly cuts once he 
  reaches the top. He continues his pursuit of Markolf as soon as 
  he has lost the Characters.
  It is possible that while facing the horseman the players might 
  wish to question him. If asked why he hunts and kills, or who 
  he hunts and kills, the horseman in his guttural voice responds 
  in a strange rhyme.
  ‘Just those curs who bear the eye, they took her life, and now must 
  die. Her prayers unheeded, Ute rots. Though Sigmar failed her — I 
  will not.’
  If asked who he is, the horseman responds with the following:
  ‘I had a head for the blade, they a blade for my head. I took up that 
  axe, and keep it fed.’
  off witH HiS HeAd!
  Should the Characters be unable to prevent the horseman from 
  reaching Markolf, or if they choose to hide, they witness the 
  following scene; Markolf, half frozen from the biting wind, is 
  barely visible in the gloom and drifting snow. He cries out for 
  help, hoping the town Watch  will come to his aid. ‘He’s here! 
  He’s here! The Horseman has come for me!’ 
  The horseman runs in Markolf ’s direction, throwing his axe 
  so that it slices through the air and shears off Markolf ’s head 
  with unearthly precision. Markolf ’s body drops to the ground, 
  spraying gouts of blood from the stump of his neck. With 
  Markolf dead, the horseman approachs his body and removes 
  the right hand, plucking a ring from that severed appendage. 
  He calls for his horse, and gallops off, the beast leaping clear 
  over the town walls and carrying the horseman away into the 
  deep dark night.
  GOSWIN THE HEADLESS
  What if the Characters managed to save Goswin Samter? In 
  this case, they witness Goswin chat briefly with Markolf at 
  the bar earlier in the evening — it is clear they both know 
  each other — before the Litigant retires for the night, alone, 
  to a sturdily locked room upstairs in the inn. The horseman 
  comes for Goswin first, entering through a foolishly unlocked 
  window and murdering him silently in the dead of the night. 
  The horseman then throws Goswin’s decapitated corpse into 
  Markolf’s room, which the brewer mistakes for the horseman, 
  sending him fleeing into the hallway, as above. When Markolf 
  flees the inn to escape his supposed attacker, the horseman sets 
  upon him in the streets instead.
  Investigating the body of Markolf reveals that the ring from 
  the little finger of his right hand was removed and dropped on 
  the ground, and that inside his shirt is a notebook. The book is 
  out of focus and blurry no matter how it is observed, but there 
  are clearly diagrams, maps, and writing contained within it. 
  Understanding the book is impossible without the amber lens 
  (page 17). If a Character has the Sense Magic talent, they may make 
  a Challenging (+0) Lore (Alchemy or Magick) Test. A success 
  indicates that the notebook is enchanted with the Jade Wind in 
  some fashion. However, Characters getting +2 or more SL will 
  note that under this enchantment strong hints of Dhar can be 
  detected — a hint at that the touch of Tzeentch is upon the book. 
   
  The Characters then encounter the town Watch, responding to 
  the fracas with just enough speed to arrive after the horseman 
  has departed. They recover Markolf ’s body, and ask them 
  questions regarding the attack. The Reeve will also arrive, 
  watching and listening most attentatively.
  tHAt’S Some neck
  If the Characters are able to drive off the horseman and save 
  Markolf, they may find him less grateful than they expect. 
  The attack leaves him paranoid, bordering on terror. He can 
  be calmed with a Challenging (+0) Charm Test, but otherwise 
  stands muttering to himself and shivering until the Reeve 
  arrives. Characters who make a Challenging (+0) Perception 
  Test notice that Markolf continually checks his pocket — this 
  is to ensure that he hasn’t lost his notebook.
  Once he sees Elva Fellgiebel, Markolf immediately approachs 
  her and begin angrily demanding why she has been ignoring 
  his warnings. ‘Surely you see now, Elva, that it is as we feared? We 
  are found out and hunted! Does he know about the…’ The Reeve 
  will not let him continue beyond this point, quickly having the 
  Watch usher him away out of supposed concern for his well 
  being. If they think quickly, a Character making an Average 
  (+20) Sleight of Hand Test can recover the notebook from a 
  distracted Markolf while ‘helping’ the guards.
  
  0
  15
  HELL RIDES TO HALLT
  PART 4: A HEAD FOR FIGURES
  The morning brings a gloomy atmosphere to Hallt. With the 
  horseman having been seen inside the town walls, the sense that 
  nowhere is safe pervades the townsfolk. Breakfast is barely pal-
  atable, and there are hushed voices speaking about the killings. 
  If the Characters are having a meal at the inn, they are served 
  oats and honey, which is overly sweet. During the meal, a single 
  honey bee climbs out of the small pot of honey left on the table. 
  It flies about for a moment before dropping dead. 
  For the townsfolk, however, life must go on. The gates of the 
  town are opened, farmers and woodsmen arrive with their 
  goods. A herd of sheep bustles into the town centre, and is 
  guided to their pens. Several of the sheep are in lamb, very much 
  out of season, but the farmer says this has been happening in 
  recent years.
  The locals are agitated, their long faces and furrowed brows 
  highlight their unease, for this is the day of Hexxenstag, and the 
  new year is not off to an auspicious start. Those townsfolk not 
  preoccupied with their regular work instead set about gathering 
  foliage from the woodsmen, using it to weave wreaths that 
  are believed to ward off evil spirits when hung on the doors 
  of their homes. Characters can make a Challenging (+0) Lore 
  (Theology) Test to recognise the wreaths as being related to the 
  old fertility cults that predate the Empire.
  Through the town the local priest of Sigmar, Father Lothar, 
  leads a procession carrying the recent dead into the temple. 
  Hymns are sung and incense is wafted in a ritual designed to 
  ease the passage of the dead into the next life, while the local 
  gravedigger walks beside, measuring up the body (or bodies), 
  ready for their coffins. Though such duties would normally fall 
  to a priest of Morr, Hallt relies on travelling Moorite priests to 
  see to the dead, so the fallen will be interred until such a figure 
  passes this way.
  The Characters are free to explore and investigate the town 
  during the day. There are many people to speak with, though 
  not all will be forthcoming as the Characters have now been 
  potentially present at two of the horseman’s appearances, and 
  perhaps as many deaths, and so are starting to be considered 
  bad luck. Investigations will typically require a Difficult (–10) 
  Gossip Test, with members of the cult coming off particularly 
  cold towards any probing questions. This coldness can be 
  noticed with a secret Hard (–20) Intuition Test.
  PURPLE STAIN, PURPLE STAIN
  If you wish, Markolf’s body may be marked not once, 
  but twice. While the horseman may have taken his hand, 
  Markolf bears another tattoo, drawn in purple ink under his 
  left armpit — a purple handprint. Unbeknownst even to his 
  fellow conspirators, Markolf is a member of a far larger cult: 
  The Purple Hand. If you are running this scenario as part 
  of The Enemy Within campaign, the Characters may have 
  already become aware of this cult, and Markolf’s affiliation 
  with them can serve to reinforce the presence of The Purple 
  Hand at all levels of society. If you intend to run The 
  Enemy Within in the future, this mark will foreshadow some 
  of the events to come.
  To what end has Markolf infiltrated the Cult of Vicissitude? 
  Perhaps to guide the cultists towards a true 
  understanding of their master, Tzeentch, but 
  the ploys and machinations of the Changer of 
  Ways are many and far beyond the grasp of 
  most mortals.
  SOMETHING ROTTEN IN HALLT
  Walking around town as the Characters visit locations like the 
  Temple or breweries, or browse the market and stores, they may 
  notice peculiar occurrences. Some of these have been hinted 
  at already; the odd behaviour of the candle set beside their 
  beds, and the strange sounds of bells and clock chimes. Pepper 
  in additional oddities as they go about their day — a tree in 
  the graveyard bearing leaves and fruit one minute, but looking 
  lifeless the next, a large dog walking backwards down the street, 
  pumpkins imploding when they walk by a large pumpkin patch 
  at the edge of the town. There are moments of déjá vu, as the 
  same black cat crosses their path. Streets seem to loop in odd 
  ways, and the Characters may find themselves arriving at the 
  same crossroads again and again.
  Scatter these surreal occurrences around at random, and feel free 
  to add your own strange quirks. The locals seem oblivious to 
  these weird events, though most are aware that things have not 
  been the same since Ute was killed. Some may be suspicious 
  that many of the victims seem to be from the Reeve's unofficial 
  ‘council’. Build up a sense of fear and impending dread now that 
  the horseman has finally attacked within the town walls.
  
  0
  16
  HELL RIDES TO HALLT
  tHe temple of SiGmAr,
  And tHe GrAveyArd
  Within the Temple resides Father Lothar Schmitt, though he 
  also wanders the market offering blessings. He is sombre but 
  happy to converse with the Characters. If asked about Ute, he 
  explains how she was killed. He’ll share the official story at least, 
  that of Hauptfehlt killing her in a moment of passion. Father 
  Schmitt goes on to talk of the blacksmith’s execution. Further 
  questioning leads him to reveal that the body and head went 
  missing after the swift execution.
  Investigating the Temple and its grounds reveals Ute’s grave — 
  if the Characters have yet to hear of her, they still notice that her 
  grave, alone in the graveyard, has been kept carefully tended and 
  bears fresh flowers. An Average (+20) Perception Test reveals 
  freshly dug earth behind the headstone. In the dirt there are 
  numerous bones, and at least one fresh finger. Blood and torn 
  flesh still cling to some of the bones. A close inspection reveals 
  a tattoo on any fingers fresh enough to sport flesh. 
  It shows an eye with a spiral amber iris — the eye that marks 
  members of the cult. The tattoo on the freshest of these fingers 
  seems to warp and move as the Character’s watch, before it 
  disappears beneath the fingernail, almost as though it was aware 
  that it was being watched.
  Within the temple, there is a small shrine to Magnus the Pious. 
  Any Character passing a Challenging (+0) Perception Test 
  notices a small panel in the shrine that appears to be a door — 
  any Character who specifically mentions checking the Shrine 
  notices this automatically. A small indentation in the panel’s 
  face accepts Ute’s pendant as a key. If the Characters are lacking 
  this it can be forced open with an Average (+20) Strength Test 
  — there will be no disguising the sound of cracking stone if they 
  choose to do so. Inside is a notebook from Ute that describes 
  her investigations of the cult within Hallt. 
  It explains that time seems to move differently for a small 
  number of people, including the Reeve. They also say she has 
  found the cult’s sanctum, though fails to mention where.
  14th Pflugzeit
  The feeling I have been unable to shake for so long now, the formless 
  unease I have felt, has finally begun to take shape. Instead of relief, 
  however, I have discovered only more to concern me. There are 
  individuals in this town, including the Reeve Fellgiebel, for whom time 
  itself makes bold accommodation. On three separate occasions, I have 
  witnessed the Reeve Fellgiebel arrive back from a survey of her 
  holdings before she had departed to do so. Moreover, certain of her 
  nearby farms, such as that farmed by Hunfried Mauss, have grown 
  all sorts of produce out of season. Strawberries in Sigmarzeit? I ask 
  you.
  It is clear that there are some in Hallt for whom the natural laws 
  have been twisted and warped. I fear by what means they might have 
  achieved this travesty. Were it not that so many in Hallt are good and 
  stalwart folk, I would leave at once for Cathedral in Altdorf to seek 
  aid, but if I leave now and draw down such wrath and fire on Hallt in 
  error, what will I have achieved? I must see what I can uncover here 
  before doing more — may Sigmar guide my hand in all things.
  Ute Bott
  Servant of Sigmar
  
  0
  17
  HELL RIDES TO HALLT
  tHe mArket SquAre 
  At the market square, rumours abound about the previous 
  night’s events and of the spoiled corn. Some say the grain 
  rotted, while others claim it sprouted, but all are in agreement 
  that it has definitely gone bad. 
  Most feel that something is wrong in Hallt, and some are calling 
  for another bounty hunter to be sent for. If the Characters 
  ask what happened to the first bounty hunter, they learn that 
  one came all the way from Altdorf a few weeks back, but had 
  apparently been killed by the horseman and buried in the 
  Temple graveyard.
  If the Characters are stout of heart, they can exhume the body, 
  and find that he has both his head and hands, but that the 
  body has rotted oddly, with much of his right side completely 
  preserved, while maggots writhe in his left. This is an effect of 
  the magic used to do away with the man — he drew too close to 
  uncovering the cult, and the Reeve killed him personally. If you 
  wish, the Bounty Hunter’s corpse might provide an enjoyable 
  jump scare as his preserved right hand suddenly jerks up, 
  clutching one of the Characters by the throat. However, there 
  is little else to learn from the body. The Temple of Sigmar and 
  the Graveyard are described on page 16, should the Characters 
  choose to visit there.
  Listening to the farmers gossiping, the Characters learn about 
  the home of Hunfried Mauss, a farmer who was murdered 
  months earlier. While his family has moved away since his 
  death, last night lantern light was seen coming from the 
  farmstead. (See Hunfried Mauss’s Farmstead.)
  If the Characters are struggling at this point, feel free to throw 
  some additional rumours their way, directing them towards Ute, 
  Hauptfehlt, or the cult. If you wish, a peddler might be selling 
  Ute’s pendant, recovered from where the horseman dropped it 
  last night. Most people are illiterate, and so no one has read 
  Ute’s name on the pendant just yet, as they would surely return 
  it to the Temple if they knew it was hers.
  All of the townsfolk, if they become comfortable with the 
  Characters, may make mention of the excellent harvests, 
  especially in recent years. Most put this down to the general 
  character of the locals, their faith in Sigmar or Taal, or simply 
  good luck. If pressed, a few note that certain farms — mainly 
  those on land owned by the Reeve — are particularly productive, 
  enjoying long growing seasons and prodigious harvests.
  Hunfried mAuSS’S fArmSteAd
  If the Characters choose to venture out to the farmstead, be 
  sure to describe the odd feeling of not quite leaving the town 
  behind them. While they are now out in the wilds and farms, 
  they still feel the sensation of cobbled streets or wood panelled 
  floors beneath them, as though they have not left Hallt at all. 
  If the Characters expect it to still be early morning, make it 
  late afternoon instead. If they ask how long it takes them to 
  reach the Farmstead, be sure that it takes at least twice as long 
  to return. If they choose to put the town behind them, they 
  can walk for most of the day in any direction, only to find 
  themselves arriving back at roughly the same time they set out.
  Hunfried’s farmstead itself is typical of the region, a small two-
  bedroom cottage nestled in the shelter of a small hill, with fields 
  of barley, hops, and of course, pumpkin about it. The fields have 
  not been properly tended for some time, though neighbours 
  have made an effort to see to those overwintering crops that 
  they might themselves harvest — after all, the Mauss family 
  are unlikely to miss it now. Characters with any kind of Lore 
  (Herbs) or similar skills will notice the remains of some crops 
  which, though now frost damaged and wilting, were clearly 
  growing entirely out of season up to just a few days ago.
  The interior of the farmstead is sparsely decorated, though 
  various fetishes to local fertility gods abound — many feature a 
  humanoid figure bedecked with plucked feathers which appears 
  to move about the room whenever the characters turn away. It 
  is harmless, however. 
  Inside the farmstead, under a loose floorboard that is spotted 
  with a Challenging (+0) Perception Test, is a polished piece 
  of amber coloured glass, clearly shaped to create a convex lens. 
  This enchanted decryption device belongs to the cult, and was 
  hidden with Hunfried — a ‘gift’ of the 'spirits' that haunt the 
  windmill. It reveals the secrets of Markolf ’s notebook if its 
  blurred pages are viewed through the lens. The text reveals dark 
  incantations, diagrams, and the nuances for mixing alchemical 
  potions, as well as the fact that they are all designed to help 
  bring a servant of ‘The Master of Fortune’ into being.
  
  0
  18
  HELL RIDES TO HALLT
  The only other feature of note is a series of four tapestries, 
  clearly the most valuable thing in the room. They depict the 
  four seasons, with figures variously planting, harvesting and 
  consuming assorted crops, depending on the season. If viewed 
  through the amber lens the figures are engaged in quite 
  different activities. Some are piling earth on other people, their 
  half-buried arms taking the place of growing crops. One group 
  of shepherds, which appeared to be herding pigs, are changing 
  shape, becoming pig-like animals themselves. On the tapestry 
  of winter, a group of figures huddled around a fire instead appear 
  to be venerating a great, burning figure, a pyre into which the 
  watching figures eagerly throw themselves.
  As they are searching the farmstead, the Characters eventually 
  hear the door slam shut behind them, and the smell of smoke 
  starts to permeate the room. The front door has been barred, 
  leaving only two small windows by which to exit — one 
  to the front, the other to the side of the house. Outside the 
  side window, hidden from view, is Anselm Buchberger, the 
  executioner. He has been sent to recover the lens, and has taken 
  it upon himself to deal with the meddlesome Characters.
  If an Average sized Character attempts to squeeze through the 
  side window, have them make an Average (+20) Athletics Test. 
  Small Characters pass this Test automatically. Failure indicates 
  that the Character becomes momentarily stuck. Anselm attacks 
  the first Character through the window — if they are stuck, 
  they count as having the Prone condition, granting Anslem 
  +20 on his strike. He uses this to make a Called Shot on his 
  unfortunate victim's head.
  From the twists of time it shall 
    emerge, flesh unmade and 
  remade, screaming pain and 
    tortured rage. Change made 
   flesh, flesh made change. 
  Let it come to the lands and
     remake them. Change them.
  The Master of Fortune shall be
  From the twists of time it shall 
    emerge, flesh unmade and 
  remade, screaming pain and 
    tortured rage. Change made 
   flesh, flesh made change. 
  From the twists of time it shall 
    emerge, flesh unmade and 
  remade, screaming pain and 
    tortured rage. Change made 
   flesh, flesh made change. 
  
  0
  19
  HELL RIDES TO HALLT
  Anselm Buchberger
  Anselm is a large brute of a man, clean-shaven, broken nose, 
  dark-brown eyes, and a grim face, a few teeth missing, and a 
  gold ring in his right ear. He wears the trappings of his guild 
  — sombre robes, leather gloves and boots, and an executioner’s 
  hood, which is pulled back when he is not on duty. He is not 
  one for idle chatter, and is not inclined to speak, especially to 
  those who endanger the cult. Grunting more than speaking, he 
  attacks the Characters without hesitation, and without mercy.
  It is a fight to the death, but if the Characters appear to struggle, 
  the horseman may make an appearance and come to their aid 
  — especially if someone has spent a Fate Point to avoid death 
  during the scene.
  If the Characters did not uncover Markolf ’s journal the previous 
  night, Anselm is carrying it.
  ANSELM BUCHBERGER – EXECUTIONER (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  56
  28
  47
  42
  43
  47
  39
  25
  45
  24
  16
  Traits: Weapon (Great Axe) +10
  Skills: Dodge 56, Melee (Two Handed) 63, Intimidate 67, 
  Stealth (Rural) 56
  Talents: Deadeye Shot, Furious Assault
  Trappings: Great Axe, 1d10 silver coins, Gold 
  fillings pulled from his victims’ heads (1 GC)
  tHe cult
  The Characters may have uncovered some evidence of a Cult 
  at work in the town, but are unlikely to know quite how far it 
  goes. Any accusations against the Reeve are met with ridicule, 
  though the town is paranoid enough that accusations against 
  other members may prove fruitful if evidence is provided or 
  a mob is sufficiently riled up. Allow dedicated agitators some 
  leeway here, but any mob raised will quickly get out of hand 
  unless carefully managed — fear of the horseman is at a fever 
  pitch, and panicking townsfolk may well decide to burn every 
  stable in the area.
  You may allow the Characters to proceed with these 
  investigations, but most cult members are respected townsfolk, 
  and unless the Characters themselves take drastic action, the 
  cult is unlikely to be undone during the course of the day.
  tHe windmill
  If the Characters head to the windmill due to uncovering the 
  cults’ notes, or simply because it has been looming over events 
  for several scenes now, they notice as they approach that it 
  appears to be turning in the wrong direction, against the pitch 
  of its sails. It is an old rickety stone structure, the heavy wooden 
  doors and windows chained and locked shut. The stone it is 
  made of was hewn from local standing stones, and anyone who 
  has seen one of these stones up close recognises this, as some 
  of the engravings can still be seen on certain blocks. On close 
  inspection, the chains and locks are clearly new, with the door 
  in good repair compared to the rest of the building. Picking the 
  locks requires +3 SL on an extended Hard (–20) Lockpicking 
  Test. It is possible to brute force their way through with a good 
  strong kick — a Challenging (+0) Strength or Melee (Brawl) 
  Test does the trick.
  The windmill is a mess of mouldering sacks of corn, dominated 
  by the mechanical workings of the mill, and its large grinding 
  stones. A Hard (–20) Perception Test reveals a mechanism 
  that opens a hidden trap door in the floor. It leads down to 
  the sanctum used by the cult. The chamber is dominated by a 
  circle of runes around the centre, and there are all manner of 
  potions scattered around the room. There is a workbench upon 
  which are a number of pieces of glassware used for alchemy. 
  More grisly is the collection of severed heads, including that 
  of Friedwart, the horseman. All have had their mouths sewn 
  shut. The energies from the leylines under the sanctum cause 
  these decaying heads to stir, their eyes flutter, mouths beginning 
  to murmur incomprehensibly through the stitches. If the 
  Characters think to cut the stitches in the mouths, the heads 
  become understandable, intoning the story of their death. Four 
  are well preserved enough to be understood.
  
  0
  20
  HELL RIDES TO HALLT
  HEAD, OLDEST TO NEWEST
  WHAT IT SAYS
  Female, blonde
  Cut me down, they did, as I travelled here from Ubersreik! A new start! They 
  talk though, they talk of fertility and growth. What for me but death? What for 
  poor Griselda?
  Male, dark haired, no nose
  ‘Drunk! I was hardly drunk, just tipsy. Seemed so nice, that Markolf. Talk of 
  beer. I love a drink, do you have one? My lips are so parched, I can’t remember 
  the last time I...
  Male, no ears
  G...Great growth is coming, great change. The land will be remade, and all of 
  Hallt shall tremble! I am the fuel, the fertiliser. I...
  Male (Friedwart)
  For Ute! For Ute I died, and for Ute he’ll kill! The whispering voice I hear at 
  night, my secret brother. My arm is yours, brother, cleave who I could not.
  TALKING HEADS
  Should the players cut all of the stitches, the heads will begin to speak in unison:
  ‘Witches watch, witches wait, green moon rises, the tricksters’ fate. Flesh will burn, heads will roll, green 
  moon rises, death to all. Horseman rides, horseman kills, jade moon rises, burn this mill!’
  PART 5: HEXENSNACHT
   
  Night falls across the land, and only Morrslieb rises above the 
  mountains and forests, casting a chill light, causing the winds of 
  magic to blow strong and the dead to stir. It’s as if the viridian 
  light could snuff out the town’s candles, and lamps. The doors to 
  homes are shut fast, and locals wrap themselves tightly in bed, 
  fearful of what evil stalks the land. The snow falls and the layer 
  of whiteness is stained by the tainted light of the green moon.
  tHe GrAnd plAn
  On this auspicious night, the first of a new year, the cult will 
  attempt to perform its ritual. They believe it will bring fertility 
  to the land, but in fact a terrible Chaos Spawn will emerge 
  from their summoning, bringing death rather than life to the 
  land. By ‘killing’ Hauptfehlt, the horseman, the cultists set their 
  cause back significantly. Now, fewer in number and all the more 
  desperate, the misguided, merciless cultists of the Council of 
  Vicissitude gather to bring forth horror into the world.
  As many cultists as survived the day’s events meet at the 
  windmill, there to perform their ritual, drinking of the unholy 
  alchemical potion they have brewed. They are eager to channel 
  the magical energies needed to complete the ritual. For this act, 
  they have acquired a new sacrifice — the final one required to 
  complete their work.
  SprinGinG A trAp
  If the Characters have determined that the windmill is the 
  location of the cult activities, the Characters have a chance 
  to plan an ambush. Alternatively, the Characters may have 
  suspicions regarding some of the cult members, and notice 
  them all simultaneously slipping away that evening. Following 
  a cultist to the windmill requires a contested Stealth Test, but 
  with the benefit of darkness Stealth (+10).
  If the Characters do not have a clue about the ritual or the 
  cult, late at night they hear the horseman’s hooves as he gallops 
  past the town, and rides to strike down the last of the cult. A 
  pumpkin spewing yellow luminous smoke leaves a trail in the 
  horseman’s wake . Gismondo comes upon the cobbler, Linde 
  Schenk, late to the ritual. He cries out as he is slain and the 
  town’s alarms are sounded, alerting the cultists in the windmill, 
  but also allowing the Characters to catch a glimpse of the 
  Gismondo, riding toward the windmill.
  tHe windmill
  Arriving at the windmill after the cultists reveals a familiar 
  scene — a body, that of Linde Schenk, decapitated, with his 
  right hand removed. The windmill stands at the top of the hill, 
  silhouetted against the moon Morrslieb, and from within comes 
  a flickering lantern light.
  
  0
  21
  HELL RIDES TO HALLT
  Characters arriving early can sneak into the windmill, and 
  witness the ritual taking place or disrupt it before it can begin. 
  The cultists, if allowed, will imbibe their potions as the Reeve 
  leads the ritual, standing at the centre of the circle of runes 
  carved into the stone floor, the foul incantations clearly twisting 
  reality. If it has not already occurred, the dying cobbler’s screams 
  in the background draws the falconer, Diomira Kiefer, away 
  from the chamber, exiting the windmill to confront whomever 
  they find.
  Overhead, as the ritual reaches its climax, the stars and moons 
  wheel until all is dark, and only Morrslieb hangs full and large 
  in the sky, coating the land with an inky-green light. Unaware 
  of what potions they have been drinking, the cultists collapse 
  screaming in pain, their bodies turning into writhing matter 
  which crawls and undulates, coalescing together to form a 
  being of writhing tentacles, chattering teeth, and a multitude of 
  blinking eyes — a spawn of chaos. This is the final showdown, 
  and if the Characters are lucky they might have Gismondo on 
  their side to fight this beast.
  If the Characters arrive late, a fight between the horseman and 
  the cult will be taking place, as Gismondo wrestles a cultist, 
  before witnessing all the cultists drop to the ground in pain, as 
  the transformation in the chaos spawn begins. If the Characters 
  arrive too late, they find that the Chaos Spawn has already 
  formed, and the horseman is dying from injuries made by the 
  creature. He crys out to Ute to forgive him for failing her, 
  but will be coherent enough to point the Characters 
  in the direction of the creature.
  If at this point the Characters have figured out that the 
  horseman is, in fact, not the enemy but an ally, upon arrival at 
  the windmill they can aid him in gaining access to the windmill, 
  potentially even preventing the ritual from being completed.
  THAT LOOKS KIND
  OF DANGEROUS
  What if the Characters fail to challenge the cultists at the 
  windmill? This is entirely predictable, of course. The horseman, 
  outmatched and ultimately only a man, is slain, and his body 
  added to the ritual’s human fuel. This results in a Chaos Spawn 
  forming, all the crops for a hundred miles failing, and the 
  town of Hallt being briefly exposed to the raw stuff of Chaos 
  itself. Everyone within a mile of the town gains 3 Corruption 
  Points, and for the remainder of the night is spent fending off 
  Daemons, Undead, and any other foul abomination you wish 
  to throw at the party.
  
  0
  22
  HELL RIDES TO HALLT
  Chaos Spawn
  The spawn is a mound of writhing flesh, chattering teeth, 
  blinking eyes, and tentacles, all of which are moving and 
  twisting.
  CHAOS SPAWN
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  5
  65
  -
  42
  56
  23
  24
  27
  -
  -
  -
  56
  Traits: Armour 5 (10), Bestial, Bite +7, Corruption 
  (Moderate), Fear 2, Immunity to Psychology, Painless, 
  Size (Enormous), 4 Tentacles +5
  Note: The Chaos Spawn has 4 free attacks — one for 
  each tentacle. Successful hits may entangle the target. 
  Once entangled, the creature may spend one Advantage 
  to make a Bite attack against all creatures it has currently 
  entangled. These attacks do not generate further 
  Advantage.
  Size: Remember that the Chaos Spawn's Enormous 
  size means that it will inflict Terror 2 on most average 
  Characters, and Terror 3 on Halflings. Additionally, its 
  damage will be doubled against average Characters, and 
  tripled against Halflings.
  Diomira Kiefer
  Diomira is a grim-faced woman, clad in dark leathers, and a 
  cloak with a hood that she wears up to obscure her features. 
  She bears scars on her face from when she was once attacked 
  by a hunting bird, and wears many tokens of her hunts, such as 
  feathers and teeth. Her face is grimy and her matted hair is tied 
  back into a crude ponytail. When she speaks she has a gravelly 
  tone, her voice better suited to the hushed words she speaks 
  when hunting and commanding her falcons.
  DIOMIRA KIEFER – FALCONER (BRASS 4)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  31
  58
  39
  43
  34
  24
  43
  27
  32
  23
  18
  Traits: Armour 2 (6), Weapon (Dagger) +3, Ranged 
  (Bow) +4
  Skills: Animal Care 35, Animal Training 55, Charm 
  Animal 39, Dodge 51, Melee (Basic) 42, Ranged (Bow) 
  63, Set Trap 48, Stealth (Rural) 36
  Talents: Fast Shot, Hardy, Marksman, Trapper
  VERMINBANE, DIOMIRA’S FALCON
  A SLEEK, BEAUTIFUL, BUT CRUEL EYED PREDATOR
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  2
  25
  -
  15
  25
  40
  10
  -
  15
  30
  10
  7
  Traits: Size (Small), Weapon (Claw) +4, Bestial, Fly 100, 
  Skittish, Trained (Broken, Home, War, Magic)
  EWALD AUFFARTH – MASON (SILVER 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  24
  22
  48
  41
  32
  27
  51
  32
  24
  37
  14
  Traits: Weapon (Hammer) +8
  Skills: Cool 36, Consume Alcohol 58, Dodge 65, 
  Endurance 63, Melee (Basic) 35, Trade (Mason) 46
  Talents: Craftsman (Mason), Strong Back, Very Strong
  Ewald Auffarth
  Ewald is a rugged man, with taught muscles, and a square 
  jaw furnished with an unruly beard. His dust-caked clothing 
  is simple and hard-wearing, with a simple metal pendant that 
  bears the emblem of the Masonic Guild. He has already started 
  to bald, and he is often seen smoking a pipe.
  
  0
  23
  HELL RIDES TO HALLT
  CONCLUSION: FATE
  IS LIKE A RIVER
  If the players slay the beast, or prevent it’s final summoning, 
  the corpse of the spawn sizzles and boils away. Morrslieb drops 
  below the horizon and the sun rises. The night of foul witchcraft 
  is over. However, it is clear that the cult has been polluting food 
  and drink with the flux inducing chemicals of Tzeentch. But to 
  what end? Why have no other mass mutations occurred in the 
  Reikwald? Or is it more a matter of when?
  With the cult revealed, the Characters may be hailed as heroes, 
  and if the horseman lives, he thanks them and rides off to finally 
  retire far from those who would harm him — that is, if the 
  Characters are fine with letting a mutant go unmolested. If they 
  do allow him to leave, he turns to them one last time before he 
  goes, saying:
  ‘Of stranger folk I’ve not heard tell, you who wish this monster well. 
  Glad I am I killed you not, though gladder still her killers rot. Ute 
  would not approve of what we’ve done, but she is dead and I am 
  gone. I can ask no more of thee, nor have I gold, as you can see. Take 
  good care upon the road, and recall to Hallt a Horseman rode.’
  If they request his axe, he tosses it their way, and says, before 
  departing:
  ‘I took it up and vengeance found, but leave that axe upon the 
  ground. Friedwart is dead, and Ute too, but you, poor soul, have life 
  in you. That axe has supped enough I fear — you would do well to 
  leave it here.’
  If, however, they fail or flee, the Chaos Spawn storms into the 
  town, and those it ensnares are also turned into more churning 
  flesh to add to its own. (See That Looks Kind of Dangerous 
  on page 21 for more.) If you wish, perhaps the Spawn absorbs 
  enough people to allow a true daemon to finally take form within 
  this horrific shell of corpulent flesh, providing an antagonist for 
  the Characters to face later in their adventures.
  Xp rewArdS for uSinG your HeAd:
  As well as the usual rewards for good roleplaying, players should 
  recieve the below rewards.
   
  0
  25 points for having a spooky time 
   
  0
  25 points for stopping the Cult before the Chaos 
  Spawn makes an appearance
   
  0
  25 points for actively participating in capturing the 
  horseman before he kills again
   
  0
  15 points for actively participating in capturing the 
  horseman without causing any harm to him or anyone 
  else 
   
  0
  10 points for taking direct action to stop the Reeve 
   
  0
  10 points for restoring peace and calm in Hallt
   
  0
  5 points for taking Hel, the horseman’s warhorse, 
  should the horseman die
  
  To find out more about the Enemy Within companions,  
  as well as a host of other game expansions and resources, visit
  www.cubicle7games.com
  LET THE EPIC ADVENTURE CONTINUE WITH...
  
  To find out more about the Enemy Within companions,  
  as well as a host of other game expansions and resources, visit
  www.cubicle7games.com
  THE RIVERS OF THE EMPIRE  
  HOLD MORE SECRETS AND THREATS.  
  DO NOT MISS THE INDISPENSABLE...
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Hell Rides to Hallt.pdf