TEXT: ILL MET BY MORRSLIEB
  ILL MET BY MORRSLIEB
  A Warhammer Fantasy Roleplay
  A Warhammer Fantasy Roleplay  
  Scenario 
  Scenario 
  by 
  by 
  Morgan Hudson
  Morgan Hudson
  Table of Contents
  Table of Contents
  
  
  Introduction & History.....pg 2
  Introduction & History.....pg 2
  
  Act 1
  Act 1 – Strangers by
   – Strangers by  
  Moonlight....pg2
  Moonlight....pg2
  
  Act 2
  Act 2 – Over the River and Through
   – Over the River and Through  
  the Woods....pg 4
  the Woods....pg 4
  
  Act 3
  Act 3 – The Long and Winding
   – The Long and Winding  
  Road....pg 6
  Road....pg 6
  
  Act 4
  Act 4 – The Wisdom of the
   – The Wisdom of the  
  Woodwose....pg 9
  Woodwose....pg 9
  
  Act 5
  Act 5 – Bad Moon Rising....pg 11
   – Bad Moon Rising....pg 11
  
  
  Ending the Adventure....pg14
  Ending the Adventure....pg14
  
  Appendix
  Appendix: Important NPCs....pg 15
  : Important NPCs....pg 15
  
  INTRODUCTION
  INTRODUCTION
  This adventure is designed for players still 
  in their first career, set a year or two after 
  the event known as the Storm of Chaos 
  (2523 or 2524 by the Imperial Calender). 
  Although intended to take place in the 
  Empire, it could be just as easily set in the 
  forested depths of Artois in Bretonnia or 
  the tangled woods of the Border Princes.
  As they are traveling, the players find 
  themselves coming across a Roadwarden 
  and her captive. Their choice to either help 
  the warden or free her prisoner will set 
  them on a path deep into the nearby 
  forest, where a hideous mutant holds 
  dominion over an entire town and calls out 
  for human sacrifice.... 
  The players will have to decide how best 
  to proceed and which characters to trust in 
  order to best the monster, as well as deal 
  with a crazed old hermit who may or may 
  not know the creature's greatest 
  weakness. With the Chaos Moon of 
  Morrslieb growing large in the sky above, it 
  will eventually fall to the adventurers to 
  disrupt the foul monster's sacrifice and 
  rescue one of their own allies from 
  becoming its next meal.
  HISTORY
  HISTORY
  For centuries, the small village of 
  Kaltenbrach has squatted deep within the 
  tangled forest that surrounds it. Once, the 
  roads were flush with caravans of 
  merchants eager to trade their wares with 
  the local carpenters and coopers, but that 
  time has long since passed. During the 
  Storm of Chaos the Beastmen came to 
  Kaltenbrach, and for the past two years 
  their constant predation has slowed all 
  trade to a mere trickle. The coaches and 
  caravans no longer come to Kaltenbrach – 
  those living more than a few days' journey 
  have all but forgotten that the place still 
  exists. The once proud craftsmen and 
  burghers have been largely reduced to 
  charcoal burners and rag pickers who 
  sleep lightly and live in constant fear of the 
  dark and secluded woods that are slowly 
  encroaching from all sides. In this place, 
  people are willing to do whatever it takes 
  to feel even a little bit safer... even strike 
  deals with a monster like Kellerman.
  A hideously malformed mutant of 
  prodigious size and strength, Kellerman 
  stumbled upon the village while fleeing the 
  righteous fury of the Empire's Witch 
  Hunters. Realizing how isolated and 
  terrified the people were (and needing a 
  convenient place to hide until his pursuers 
  stopped looking for him), Kellerman struck 
  a deal with the local mayor. For the past 
  year, the monster has spent his nights 
  driving off the Beastmen that threaten his 
  territory and his days resting safely in his 
  sponsor's wine cellar. In exchange for his 
  protection, Kellerman demands monthly 
  tributes of blood and constant worship – 
  every time that the chaos moon of 
  Morrslieb begins to wax full, the call for 
  sacrifice sounds out from the caverns 
  beneath the mayor's home and the people 
  of Kaltenbrach are reminded yet again of 
  the grisly price they must pay for their 
  safety. 
  ACT ONE: Strangers By Moonlight
  ACT ONE: Strangers By Moonlight
  For the players, this adventure begins with 
  an unexpected encounter on the road. You 
  can easily insert this opening any time that 
  an existing party is on their way from one 
  place to another, so long as there is a 
  nearby forest for Kaltenbrach to be hidden 
  away in. It is close to evening, and the 
  skies have been especially dark and 
  ominous all day. The winds from the north 
  have been as cold and bitter as if they 
  were on loan from the frigid depths of 
  Kislev, and the few feeble glimpses that 
  the players have had of the sun have only 
  been enough to make the rest of their 
  dreary and miserable journey seem even 
  more intolerable. As they have traveled, 
  they have likely noticed how little traffic 
  this road has: nobody will have passed 
  them going the other direction in nearly a 
  day, and the path itself is clearly in poor 
  
  repair. If the characters are not familiar, 
  this may be a good time to allow them to 
  introduce themselves to each other and 
  engage in some simple conversation as 
  they while away the hours on the road. 
  When everyone is comfortably in character 
  and have gotten to know each other, read 
  the following (or just paraphrase it as 
  closely as you want to): 
  “ As you journey onwards, you notice that 
  the broken and rubble-strewn road is 
  beginning to pitch uphill very steeply. The 
  skies crack with a loud roll of thunder, and 
  lightning flashes briefly in the distance just 
  before the rain begins to pour down upon 
  you. It falls in sheets, soaking your clothes 
  and plastering your hair to your faces as 
  the freezing cold wind claws at your 
  exposed flesh. In a matter of minutes, 
  everything you own is completely wet and 
  the road has been turned into a muddy 
  chain of ankle-deep puddles. After 
  slogging to the crest of the hill, you see a 
  vast forest of tangled hickory and pine 
  stretching out beneath you as far as the 
  eye can see. Near the edge of the dark 
  and tangled wood, a massive boulder 
  leans over the road at a slight angle: 
  perhaps enough of an angle to get you 
  some cover from this miserable storm. 
  Some of the nearby brush might make for 
  decent kindling, too, if you're lucky.”
  Allow the players to set up camp however 
  they prefer and try to get dry to the best of 
  their ability. Give them some time to settle 
  down and get a bit of a fire going, then let 
  them settle down for some rest.
  “You awake to the sound of somebody 
  calling out in the distance, jolting you from 
  your sleep and forcing you back into the 
  cold, wet world. Your fire has been 
  reduced to a few smoldering embers, and 
  the night beyond their feeble glow is dark 
  and menacing. Two shadowy female 
  figures emerge from the underbrush, their 
  rain-soaked cloaks clinging to their bodies 
  and their faces hidden in the folds of their 
  raised hoods. One is taller than the other, 
  and is holding a heavy chain that has been 
  wrapped securely around her captive's 
  wrists. Lifting her head slightly, she calls 
  out in a wearied tone. 
  “If you're waiting here to rob any unwary 
  travelers, then I'm afraid Ranald has spit 
  on you.” Reaching into her cloak, she 
  draws a pistol and cocks the hammer back 
  expertly. “All I'm carrying is this nasty old 
  thing and Little Miss Sunshine over there, 
  and you had better believe I intend to hang 
  on to both.  Now let's all be sharing that 
  fire like civilised people, eh?” ”
  Despite her somewhat upset state of mind, 
  the taller (and better armed) of the two girls 
  is actually a Roadwarden: her name is 
  Beatrix Adler, and after she is able to get 
  somewhere vaguely dry, she will apologise 
  for being so brusque with the players. She 
  has just spent the last few weeks chasing 
  after her captive, a known outlaw named 
  Valerie Beiber. As she is all too willing to 
  explain, she had cornered her prey in the 
  nearby woods and successfully clapped her 
  in irons just moments before they were set 
  upon by Beastmen. The creatures were able 
  to scare off her horse - “the poor thing is 
  probably warming some monster's innards 
  now”, she'll lament – and caused her to lose 
  all of her supplies. For the last few hours, 
  she and Valerie have been trudging through 
  the woods on foot in the rain, and they are 
  both too wet and exhausted to continue 
  onward. After pausing just long enough to 
  thank the players for any generosity that they 
  have shown her and securing her prisoner to 
  nearby log, Beatrix will quickly find a place to 
  rest. 
  “As the warden's softly starts to snore and 
  the fire once more begins to settle down to a 
  dimly glowing pile of embers, the prisoner 
  glances over at you all with a calculating look 
  in her eye. She is young, barely old enough 
  to be out on her own, and her clothes are 
  spattered with muck and grime. 
  “Don't she think she's something, waving 
  that gun around and acting like the Count's 
  favorite daughter? If you ask me, I don't 
  even think that blasted thing would even 
  work after the soaking we both got. Why 
  
  should you be helping her, with me all 
  helpless and chained up like this? I've never 
  done anything to any of you. Come on, get 
  me out of here – it's the gallows for sure if 
  that witch ever gets me back to a magistrate! 
  All you've got to do is help get these chains 
  off: there's a key on her belt that does it.”” 
  If the players choose to, they can easily 
  overpower Beatrix in her weakened 
  condition: her gun is indeed quite useless to 
  her and she is too exhausted to put up more 
  than a token resistance against their 
  numbers. It's possible that the players may 
  prefer to stay out of the situation, or at least 
  that they would like to know what's in it for 
  them if they decide to risk their necks for a 
  total stranger. If such is the case, Valerie has 
  one final offer to make: 
  “I can pay you, I promise! The gang I've 
  been working with, we've got this place in 
  the forest where we keep all our loot. Let me 
  out and I'll take you straight to it, just as soon 
  as that old bloodhound over there is wearing 
  these chains instead of me. She's been 
  tracking me for months, and for what? A 
  pitcher of cream off some Noble's table? 
  Just set me loose, and it will all be yours.”
  It is still possible that players of an 
  exceptionally honest bent will still refuse to 
  consort with criminals, or interfere with any 
  servant of the Emperor while they are on 
  their duly appointed tasks. Should the 
  players still refuse to assist Valerie, Beatrix 
  will sit up and admit that she was actually 
  listening in the entire time. Suitably 
  impressed by their stalwart and incorruptible 
  natures, she will make an offer of her own:: 
  “Clearly, there is little hope of me getting this 
  tricky little sneak thief very far by myself – it's 
  been less than a day, and she's already 
  running me ragged. I have heard rumours 
  that there is a village somewhere in the 
  nearby woods. If you are willing to 
  accompany me until I have delivered this 
  criminal there  to stand trial, I would greatly 
  appreciate it. I can't promise you'll be paid, 
  since the last time I saw my money it was 
  disappearing into the underbrush alongside 
  my horse, but I will put in a kind word with 
  the magistrates and try to see that you are 
  properly rewarded.”
  (Note: there will be points in the adventure 
  marked “HONOUR” and  “RICHES”. If the 
  players are working with Valerie, read the 
  sections marked “RICHES”. If they have 
  chosen to support Beatrix, read the parts 
  marked “HONOUR”.)
    
  Whichever girl the players have cast their 
  lot with, she will suggest that they rest up 
  for the rest of the night and move out in the 
  morning – Beatrix to look for the town, and 
  Valerie to show everybody where their 
  reward is hidden. No matter what their 
  motives may be, the players' fates now lie 
  somewhere in the woods near 
  Kaltenbrach....
  ACT TWO: Over The River And
  ACT TWO: Over The River And  
  Through The Woods
  Through The Woods
  HONOUR – Come morning, Beatrix will be 
  in a much more friendly frame of mind. She 
  will be most grateful to the players, both for 
  helping her when she was so unfortunate 
  and for their refusal to betray her to Valerie. 
  Her plan having failed, Valerie will become 
  depressed and begin to sulk. She will have 
  little to say to the players now that they 
  have clearly sided against her, but she will 
  take any opportunity to escape if they seem 
  distracted or busy dealing with something 
  else.
  RICHES – Having turned the tables on her 
  captor, Valerie will be exuberant. Unable to 
  resist, she will begin taunting the now-
  chained Beatrix at any available 
  opportunity. For her part, the Roadwarden 
  will be coldly furious at not only Valerie, but 
  the players as well. Unless someone gags 
  her, they can expect an almost constant 
  stream of curses and threats from her 
  direction for the rest of the journey. Despite 
  her bitterness, however, Beatrix will still try 
  to convince the players to let her free again 
  if they run into any trouble that she thinks 
  she could help with – she has no desire to 
  
  be left behind as a snack for the Beastmen 
  if something happens to her captors.
  “The woods around Kaltenbrach are a 
  tangled mass of gnarled oaks and giant 
  chestnut trees with thick underbrush and 
  uneven terrain. The twining branches and 
  canopy of leaves block out almost all light 
  and leave the entire wood in a state of 
  permanent twilight. As you travel deeper 
  into the woods, you can't shake the feeling 
  that you are being watched...”
  The woods are quite dark and deep, with 
  thorns and branches that pull and tear at 
  players as they try to thrash along what 
  may or may not be a path. Within a few 
  hours, it will become all but impossible for 
  the party to avoid being lost – an 
  AVERAGE (+0%) Navigate skill test will be 
  needed to stay on the path. If the party are 
  willing or able to provide a source of 
  illumination, the test will become ROUTINE 
  (+10%).
  RICHES – If Valerie is present, the 
  Navigate test will become ROUTINE 
  (+10%) automatically, since she is relatively 
  familiar with the woods. If the players have 
  both Valerie's help and a source of 
  illumination, the test will become EASY 
  (+20%).
  HONOUR – If the players should fail their 
  Navigate test, Valerie will attempt to run for 
  it. Beatrix will insist that everyone chase 
  after her, which will result in the players 
  being led into the next scene. 
  2.1 – Corpses in the Clearing
  2.1 – Corpses in the Clearing
  “Pushing through the brush, you stumble 
  into a small clearing. The area is littered 
  with branches torn from the nearby trees, 
  and great piles of leaves are heaped in 
  strange mounds on the otherwise scarred 
  and barren ground.”
  This clearing was the location of 
  Kellerman's latest confrontation with the 
  Beastmen. Curious players will easily 
  uncover the signs of battle with an EASY 
  (+20%) Perception test: splashes of blood 
  on the trunks of trees, trampled 
  undergrowth, cloven hoof-prints in the dirt, 
  and -most tellingly- the corpses of three 
  Beastmen partially hidden under the piles 
  mounds of leaves. Kellerman tried to cover 
  up his massacre in order to keep from 
  panicking the woodcutters who work nearby 
  – the trees in this area are clearly trimmed 
  back, and there is the remains of a charcoal 
  burning mound nearby. If there are any 
  wizards in the party, their witch sight will 
  reveal a strange warping in the air and the 
  eerie sensation of being watched by a 
  gigantic beast-like figure who is lurking 
  somewhere just out of sight. The winds of 
  Chaos are unexpectedly strong in this area, 
  and a wise magician will know to be wary 
  with his spells – any Miscast results on 
  casting rolls will automatically default to the 
  whimsy of the GM for as long as they 
  remain within the boundaries of these 
  woods. 
  There is little point in looting the corpses, as 
  Kellerman took everything of value before 
  he left, but feel free to let the players sift 
  around a little if they feel so inclined before 
  moving on. At the very least, they should be 
  able to locate some abandoned hatchets to 
  serve as hand weapons if they need them, 
  and a determined search will turn up one 
  spear half-covered with leaves and other 
  detritus (the charcoal burners use it to 
  remove the “motty pegs” that they plug their 
  burning coal piles with while remaining at a 
  safe distance). 
  2.2 – The Gibbet Tree
  2.2 – The Gibbet Tree
  “The trail winds onward, leading up to a 
  giant and warped old elm tree and then 
  forks in two directions and disappears into 
  the dense foliage. The tree stands directly 
  at the point where all three paths converge, 
  towering over you and stretching its gnarled 
  branches out to hang over the broken 
  remains of the road. A soft creaking sound 
  reaches your ears, and you look up to see 
  more than a dozen rusted iron cages 
  dangling over your heads. Scraps of rotted 
  clothing and a few yellowed bones still 
  dangle from the cages, and a large raven is 
  calmly pecking at one of the fresher 
  
  corpses ' faces as it stares down at you with 
  a malevolent glare.”
  HONOUR - Read the following section: 
  “Valerie looks up at the rotting bodies and 
  shudders uncontrollably, clutching her 
  shoulders as she sinks to the ground. 
  “A gibbet tree,” Beatrix says, sounding 
  quietly disgusted. “I wasn't aware anyone in 
  these parts still used them. Barbaric things, 
  but effective. Prisoners get hung up and left 
  until they starve... or the Beastmen come 
  for them.”
  Valerie moans softly and looks up at you. 
  “These are the kind of people you're leaving 
  me with? I never did anything to you!”
  “You'll get a fair trial,” Beatrix replies firmly. 
  “That's exactly what you deserve.”
  “No!” Valerie screams, and there is a 
  sudden riot of cawing and flapping wings. 
  Their eyes filled with malice, a flock of 
  ravens dive towards you from the branches 
  overhead and attack.
  RICHES - Read the following section:
  “Vile things,” Valerie says, giving Beatrix a 
  cruel glare. “What do you think, 
  Roadwarden? Care to try one on for a bit? 
  Maybe we'd be better off leaving you here 
  for a little while.”
  “You won't,” Beatrix replies calmly. “You're 
  too scared that I might get loose when 
  you're not looking. You're convinced that 
  the second I escape from this, I'm going to 
  hunt you back down like the worthless dog 
  you always were. And you know what? 
  You're right.”
  “Big words from the girl in chains,” Valerie 
  says, but it's clear from the lack of 
  confidence in her voice that Beatrix has hit 
  a nerve. Stooping over, she picks a stone 
  up off of the ground. “Here's what I think of 
  your stupid gibbets,” she spits, and hurls 
  the rock at the nearest cage. With a 
  thunderous clang, the cage bursts open 
  and sends its contents raining down to the 
  ground below. 
  There is a moment of silence, and then, 
  with a riotous cawing and the sound of 
  flapping wings, a flock of ravens suddenly 
  dive down out of the branches, clawing and 
  pecking angrily at you.
  At this point, switch from Narrative Time to 
  Combat Time. The ravens will attack all 
  players equally, and there should probably 
  be at least one more raven than there are 
  players (it will attack either Beatrix or 
  Valerie, depending which is free). The 
  players can either try to calm the angry 
  birds with an EASY (+20%) Charm Animal 
  test, or simply beat them off through 
  combat. Though angry, the ravens are not 
  suicidal, and will fly away as soon as each 
  of them is reduced to 1 Wound. The stats 
  for Ravens can be found on page 233 of 
  the Warhammer Fantasy Roleplay 
  Rulebook. 
  ACT THREE: The Long And Winding
  ACT THREE: The Long And Winding  
  Road
  Road
  At this point in the adventure, the players' 
  earlier decision will become quite important. 
  If Valerie is free at the crossroads, she will 
  lead them east to the Bandit's Hideout. If 
  Beatrix is free, she will lead them west, to 
  the town of Kaltenbrach. Please read 
  either the HONOUR or the RICHES section 
  for this adventure, whichever applies to 
  your players:
  RICHES – “After a few hours, Valerie will 
  lead the players to a small clearing where a 
  moss-covered old chestnut tree has toppled 
  over and pushed aside a few of its 
  neighbours. 
  “It's right over here, just like I promised,” 
  she says. “After the favour you people have 
  done for me, I figure I owe you all more 
  than just a little clank – take as much of the 
  stuff as you want!”
  
  “Interesting,” a gruff-sounding voice will 
  comment, as its owner and his friends 
  emerge from the other side of the clearing. 
  “Don't you all think Valerie is being quite 
  generous with our loot, lads? ” ”
  The speaker is Alfred Montag, the leader 
  of Valerie's gang of outlaws. He will be 
  supported by a number of footpads equal in 
  number to the players (the stats for 
  Footpads can be found on page 234 of the 
  Warhammer Fantasy Roleplay Rulebook). 
  Although understandably irritated, Alfred is 
  prepared to listen if the players want to try 
  talking their way out of a fight. A successful 
  EASY (+20%) Charm test will get him to 
  forgive Valerie for her transgression, but not 
  enough to actually give the players any of 
  his hard-stolen loot. If they decide to fight, 
  Alfred will surrender after three rounds – 
  there is no profit in him getting killed by 
  wandering adventurers. However the 
  encounter ends, he will be quick to confess 
  that outlawry in the woods is not as 
  profitable as it used to be. 
  “Time was, merchant caravans and trade 
  wagons used to come through here all the 
  time – loaded down with all sorts of junk we 
  could take off 'em. These days, though, it's 
  all we can do to keep from rag picking just 
  to make ends meet! Bad enough there's 
  barely anyone around here worth robbing 
  any more, my man Gallis over there ran into 
  some giant monster or something not eight 
  nights ago near this very spot. Came back 
  white as a sheet, he did! I haven't been able 
  to get these slackards to so much as set 
  foot out of camp. You're as liable to get your 
  head ripped clean from your body as you 
  are to find anything worth stealing! Old Man 
  Burkhardt's been saying that Taal sent that 
  thing to punish the wicked for profiting off of 
  the lives of innocent trees, or bunnies, or 
  something. Frankly, the old loon is off his 
  rocker – he wants us all to smear ourselves 
  with dung and wear berries in our hair. If 
  you want my money, I'll give it to you, but 
  you have to clear that menace out of here 
  first! Go talk to the crazy old man and see 
  what he has to say; just don't let him rub 
  anything on you!””
  HONOUR - “After several hours, the trees 
  seems to melt away to reveal a small 
  village nestled in the heart of the forest. The 
  walls surrounding the town are made of 
  solid teak, and bear the scars of countless 
  repelled attacks. As you draw nearer to the 
  place, however, you notice that there do not 
  seem to be any guards or militiamen 
  standing watch. In fact, the toll booths and 
  guard houses are completely vacant, and 
  the massive gates aren't even fully closed.”
  Entering the city will do nothing to make the 
  players feel any more confident – the 
  buildings are all adorned with gargoyles 
  that seem to watch them as they move 
  through the town, and aside from a few 
  beggars and wandering madmen 
  screaming about the end being near, 
  nobody seems willing to make eye contact 
  with them, let alone speak to them. There is 
  a noticeable pall over the entire town, and 
  the players will need to pass an EASY 
  (+20%) Charm test before they can even try 
  to purchase any goods or secure lodging 
  for the night. The people of Kaltenbrach are 
  naturally suspicious of strangers, as they 
  fear having their secret exposed to Witch 
  Hunters – anybody who wants to attempt it 
  can make a ROUTINE (+10%) Gossip test 
  to try to get an idea of what's going on. If 
  they would prefer taking a harder stance, 
  they can replace the Charm test with an 
  Intimidate test (Beatrix will reduce the 
  difficulty of this test to VERY EASY (+30%), 
  as she has both the training and the official 
  position to make people quite nervous). If 
  the Intimidate test passes, the difficulty of 
  the related Gossip test will be reduced from 
  ROUTINE (+10%) to EASY (+20%). 
  Degree of 
  Success
  Result
  0
  “The Beastmen attacks used to 
  be really bad, but lately they've 
  all stopped for some reason. 
  Nobody's sure what's behind it, 
  but the Mayor swears he's got 
  things under control.”
  1
  “Some of the people have been 
  
  saying that there's some sort of 
  monster out in the woods that's 
  been killing all the Beastmen. 
  It's probably just those stupid 
  bandits again, but it it is a 
  monster, then maybe we owe it 
  a favour or two....”
  2
  “Every time the Chaos Moon 
  waxes in the sky, there are 
  these strange noises that come 
  from the Mayor's mansion. It's 
  better not to ask too many 
  questions about that sort of 
  thing. ”
  3+
  “There's an old hermit living out 
  of town who says he's seen 
  some kind of giant monster in 
  the forest at night. The crazy old 
  fool says it's been sent by Taal 
  to punish us all for our sins, or 
  something. He's mad as a 
  hatter, but there have been 
  some odd things going on 
  around here lately.”
  Based on the information that they have 
  been able to unearth, the players will likely 
  need to decide what to do next. At this 
  point, they can: 
  1. Question the Mayor about the rumours 
  about a monster and the strange lack of 
  Beastmen in the area. If they go to 
  speak to the Mayor at his mansion, they 
  will find him with little difficulty - he 
  almost never leaves his home during the 
  day for fear that someone will stumble 
  onto Kellerman in his basement while he 
  is out. He will be evasive, but clearly 
  nervous as he tries to answer their 
  questions. If the subject of a monster 
  comes up, he will pale noticeably and 
  start to stammer as he tries to convince 
  the players that all they are hearing is a 
  local legend with no basis in reality. As 
  far as he is willing to admit, the 
  Beastmen all left because there was 
  simply nothing left in Kaltenbrach worth 
  taking. Any tales of monsters are “likely 
  just the outlaws in the woods using 
  some sort of disguise to strike fear into 
  unsuspecting villagers. That, or crazy 
  old Burkhardt has finally started foaming 
  at the mouth and biting people.” Despite 
  his best attempts, he will be far from 
  convincing, and a ROUTINE (+10%) 
  Perception test will be enough for the 
  players to notice that the inside of his 
  wrist is marked with what looks 
  suspiciously like a Chaos brand. This 
  brand was the way in which he sealed 
  his bargain with Kellerman, and he has 
  developed a bad habit of scratching at it 
  whenever he is nervous. 
  2. Go into the woods and try to speak to 
  Valerie's gang about what they have 
  seen going on. They may decide this 
  based on the result of their Gossip test 
  or because of what the Mayor tells 
  them. If the players seem stuck, or if 
  they simply have not passed their 
  Gossip tests, Valerie herself will 
  volunteer this option. Assuming the 
  players are willing to speak to Valerie's 
  friends, simply read the RICHES section 
  for this part of the adventure and act out 
  their encounter with Alfred Montag as if 
  they had already let Valerie go, and omit 
  any mention of the treasure.
  3. The party may choose to go into the 
  woods and look for the hermit 
  Burkhardt, based either on their early 
  investigation (if their Gossip test scored 
  a large number of successes), or 
  because the Mayor mentioned it when 
  they were questioning him. They may 
  also want to go because they have met 
  with Alfred and he has asked them to. 
  The players will likely seek out the old 
  hermit eventually, but if they want to ask 
  around town some more or try to find some 
  equipment. If this is the case, Kaltenbrach 
  will be considered a village with a 
  population of Below 1,000 on the 
  “Availability By Population” table found on 
  page 104 of the Warhammer Fantasy 
  Roleplay Rulebook. Be sure to adjust the 
  rarity of items accordingly – this village 
  should not have an abundance of high 
  quality items or powerful weapons, or else 
  they would not have needed  Kellerman's 
  help to survive. By the same token, don't 
  
  shortchange your players if they happen to 
  roll well: there are probably a number of 
  ratty old suits of leather armour piled in the 
  corner of former guards' closets, and at 
  least a few swords that have been getting 
  used for fireplace pokers and the like. 
  ACT FOUR: Wisdom of the Woodwose
  ACT FOUR: Wisdom of the Woodwose
  “As you journey deeper into the forest, you 
  notice a strange quiet settling over the area. 
  The usual sounds of birds chirping, bushes 
  rustling, and even the occasional branch 
  snapping on the ground have all stopped. 
  It's almost as if every living creature in the 
  woods is holding their breath in expectation 
  of what is about to happen.”
  4.1 – A Trap in the Forest
  4.1 – A Trap in the Forest
  Although nowhere near sane, the old hermit 
  Burkhardt is still a crafty old man – the 
  area around his little hovel is covered with 
  countless booby traps and tripwires in order 
  to keep away threats both real and 
  imagined. In this instance, the players are 
  about to stumble into a deadfall trap: he has 
  rigged several logs and small boulders to 
  tumble down the hill if one of his wires is 
  tripped. 
  The logs are set up roughly 20 feet away 
  from the players initially, and there is a 
  chance they may notice it even in the gloom 
  of the forest. If the players are carrying any 
  source of illumination which has a 
  maximum vision range of 20 feet or more, 
  then allow them to make a VERY EASY 
  (+30%) Perception test to avoid the trap. If 
  they pass, the resulting Agility test will 
  become EASY (+20%) instead of ROUTINE 
  (+10%). Either way, they are in for a fairly 
  rude welcome.
  “There is a sudden snapping sound – like 
  breaking rope – and the quiet is interrupted 
  by a earth-shaking rumble as an avalanche 
  of falling logs and rocks tumbles down upon 
  you from above!”
  The players must make a ROUTINE 
  (+10%) Agility test in order to avoid the trap 
  without any harm (as mentioned earlier, a 
  successful Perception test made before the 
  trap is sprung will change the test to EASY 
  (+20%), as they will have received advance 
  warning). Any player who fails the test will 
  immediately take 1D10 damage and be 
  pinned under the rubble until either they or 
  their comrades can pull them free (which 
  will be an AVERAGE (0%) Strength test).
  Having heard one of his traps go off, 
  Burkhardt will attempt to spy discreetly on 
  the players in order to see what they are up 
  to. He will be extraordinarily bad at this, as 
  the crazed old hermit smells like a blend of 
  dung, whiskey, and deer urine (and not 
  necessarily in that order, either). Due to his 
  horrid stench, Burkhardt's attempt at 
  sneaking suffers a -20% to the opposed 
  check against the players' Perception skills. 
  If noticed, the old hermit will try to run away 
  – an EASY (+20%) Follow Trail skill check 
  should be enough for the players to trail him 
  to his hovel. If he somehow manages to go 
  unnoticed (an unlikely, but possible event), 
  the old man will try to ambush the players 
  and gain a surprise round in the following 
  combat. Players who do not wish to fight 
  Burkhardt can try to calm him down with a 
  successful Charm test, but due to his 
  insanity the test will only be AVERAGE 
  (+0%). Attempting to use the Intimidate skill 
  on him will actually be CHALLENGING 
  (-10%), but relying on the Blather skill will 
  be VERY EASY (+30%), since trying to 
  confuse the madman is far simpler than 
  reasoning with him. Of course, combat is 
  also always an option. If the players wish to 
  fight with Burkhardt, he will try to direct all 
  of his attacks at any magic users in the 
  party (he believes that all wizards consort 
  with Chaos and warp Taal's blessed places 
  with their foul and heathen magics). Failing 
  that, he will choose whoever is closest and 
  attack them instead. The combat will 
  continue until the hermit loses all but 4 
  Wounds. At this point the imminent danger 
  will be enough to sink through his rage-
  clouded mind and he will suddenly become 
  quite sociable – introducing himself politely, 
  inquiring after the players' well-being and 
  
  even offering to patch up anybody who has 
  been injured back at his hut. He will be 
  delighted to answer any questions that the 
  players might have, as long as they are 
  willing to chat with him over some boiled 
  roots first. It is possible that some players 
  might feel compelled to simply ignore the 
  hermit's attempted truce and continue 
  striking the old man until they can be 
  certain he is no longer a threat. It is also 
  possible that they might accidentally kill him 
  before he has a chance to give up with an 
  unfortunate critical hit or a timely 
  intervention from Ulric's Fury. That's okay: if 
  Burkhardt does not survive the combat, 
  there is still a chance that the players can 
  find some of his scrawled notes and 
  ramblings scattered about his person. 
  Either Beatrix or Valerie would have a 
  vested interest in searching his fallen body 
  – Beatrix for clues, and Valerie for anything 
  of monetary value. Sadly, the party will then 
  lose the advantage of Burkhardt's healing 
  skills and his assistance in the battle to 
  come. Such is the way of things in a grim 
  world of perilous adventure: the world is 
  rarely fair.
  4.2 – The Hermit's Hovel
  4.2 – The Hermit's Hovel
  “After a few minutes, you push your way 
  past a thick veil of tangled branches and 
  hanging leaves to see the spindly old man 
  scampering towards what appears to be his 
  hut. It is a small, squat, dome-shaped 
  building made entirely out of branches that 
  have been covered over with what appears 
  to be heavy blankets and about thirty years' 
  worth of filth. A curl of smoke rises from a 
  small chimney that looks to have been 
  made out of an upended militia helmet, and 
  the hermit turns back to smile toothlessly at 
  you before ducking inside.”
  Whether they are pursuing the hermit 
  because he fled from them or are following 
  him back to his home after their 
  confrontation, the players will be cheerfully 
  invited into Burkhardt's hermitage. The 
  hovel is a rickety, filth-encrusted pile of 
  twigs that looks as though it is about to fall 
  down at any moment, but the old hermit will 
  take great pride in the place, quickly leaping 
  to its defense if anybody says something 
  disparaging about it. His idea of hospitality 
  is to serve the players cups of dirty water 
  with what appear to be small roots and the 
  occasional insect floating in them – the stuff 
  tastes vile, but has no ill effects aside from 
  a slight queasy sensation. The players can 
  refuse his offer of drinks, but he will be 
  quite crestfallen if they do.  Being a hermit, 
  Burkhardt has little knowledge of the world 
  outside his own forest – anybody willing to 
  make a VERY EASY (+30%) Gossip test on 
  him will be able to get a great deal of 
  information in return: 
  Degrees 
  of 
  Success
  Result
  0
  “Ah, the monster! Yes, I know of 
  the beast, but he leaves me 
  alone. (leans forward and taps 
  his nose knowingly) He can't 
  stand the way I smell! I think it 
  might be this green muck I 
  rolled in last week. Want 
  some?”
  1
  “The Mayor is not what he 
  seems! I have watched him in 
  the woods, when he thinks that 
  he is alone, and there is a dark 
  aura about him. He washes his 
  body of honest sweat and wears 
  perfume to hide his scent from 
  others! Taal has judged his 
  unnatural ways and sent the 
  beast as a punishment, but he 
  cowed it with his vile magics, 
  and now it serves him....”
  2
  “Every night as the Chaos Moon 
  grows full, the calls go out from 
  that village. I have heard them – 
  'Praise the Dark Ones!' and 
  'Blood for the Kellerman!' they 
  cry. (pauses and spits on the 
  floor) Taal's teeth catch them all 
  by the throat! Their wickedness 
  and sin shall be their own 
  undoing, for a great beast like 
  that can never be held for long!”
  
  3+
  “Only I walk freely in these 
  woods, for I am the chosen 
  prophet of the mighty Taal! I 
  have smeared my body with the 
  fats and ointments of the forest, 
  and I wear the garlands of holly 
  and mistletoe which my god has 
  chosen as his most favoured 
  symbols! The monster is a child 
  of Taal, and he rightly fears the 
  signs of a truly devout servant 
  of the Nature Lord! 'Twas just a 
  fortnight ago that I stumbled 
  across the mighty beast, but I 
  cast down my staff in his path 
  and stood most unafraid. He 
  gazed into my eyes and turned 
  aside, for he knew my spirit was 
  pure! ”
  If they wish to, the players can make an 
  EASY (+20%) Charm test on Burkhardt to 
  try to convince him to help them against the 
  monster. If they make it sound as though 
  they are intending to break the “hold” that 
  the Mayor seems to have over it, this test 
  will instead be VERY EASY (+30%). He will 
  gladly give them some advice on how to 
  hold the creature at bay, and offer to take 
  care of their captive (either Beatrix or 
  Valerie, whichever is in chains at the time) 
  until the players return. If anyone is injured, 
  the old hermit will also be happy to apply a 
  sticky poultice made out of various foul-
  smelling concoctions: they burn like crazy 
  and smell vile, but otherwise function like a 
  normal Healing Draught. Burkhardt will 
  even go so far as to brew up some special 
  charms for the players – one for each of 
  them. This will take him quite some time; 
  coincidentally, about as long as it takes for 
  night to fall. 
  “As the shadows grow longer on the walls 
  of his odd little hut, the hermit moves 
  rapidly from one boiling pot to another and 
  tosses in what appear to be random 
  contents from his pockets. Muttering into 
  his long and unkempt beard, Burkhardt stirs 
  one of the pots and then takes a long drink 
  of the contents. Smacking his lips loudly, he 
  throws his head back and lets out a cackle. 
  “Now that's what I call power!” he exults, as 
  he grabs a length of cord and pulls out the 
  small piece of antler that he had been 
  brewing inside the cauldron. “Here, this is 
  for one of you – I've got some more soaking 
  for the rest. Highly sanctified, this is: filled 
  with all the might of Taal's own children! You 
  can wear it on your neck, or hang it around 
  your wrist... Sigmar's beard, you can tuck it 
  in your mouth and suck on it for all I care! 
  The point is that it'll help you, wherever you 
  decide to hang it. Oh, don't do that mouth 
  thing, though. There's a very strong chance 
  that you'll turn into a hog.”
  The talismans are not actually magical, but 
  Burkhardt's insanity did not pick out his 
  ingredients by chance. After spending so 
  many months in the woods with Kellerman 
  stalking around, he has taken careful note 
  of everything that the monster seems to 
  avoid or balk from. The pots contain a thick 
  soup made from mistletoe, certain 
  mushrooms, grave dirt from the unmarked 
  burials of Beastmen, some rat skulls and a 
  number of grubs, amongst other odds and 
  ends. Ironically, Kellerman's mutated body 
  is especially weak against mistletoe (it is a 
  bane to him), and it is this which makes the 
  charms worth anything at all. Be sure to 
  note where the players are choosing to 
  wear their charms, if at all – it will be 
  important later. 
  Once they have eaten and all of the charms 
  are ready, Burkhardt will wish them all good 
  fortune on their journey and urge them to 
  hurry to town. As they leave the hovel, read 
  the following:
  “On your way out of the hut, a chill wind 
  whips through the trees and rustles the 
  foliage. The Chaos Moon is full and bright 
  in the skies above, and in the distance you 
  can hear the sound of drumming. The time 
  of sacrifice is drawing near....”
  ACT FIVE: Bad Moon Rising
  ACT FIVE: Bad Moon Rising
  As the players rush through the woods to 
  
  reach town, make sure to remind them how 
  treacherous the terrain is and how tangled 
  the forest paths can be at night. Unknown 
  to the players, they are in a race against 
  time with the red-garbed cultists who have 
  been sent out to pick up Kellerman's latest 
  sacrifice: the very captive they have just left 
  behind with Burkhardt! Although they do 
  know the area much better than the players 
  do (and are mounted), the players have a 
  considerable head start on them. A 
  successful AVERAGE (+0%) Navigate test 
  will allow them to reach the town ahead of 
  their enemies, and can be mitigated by 
  other factors. For example, the party could 
  make a Follow Trail skill test instead of a 
  Navigate test in order to track their own 
  footsteps back if they have been to 
  Kaltenbrach before, or perhaps one of the 
  players might have thought to blaze a trail 
  by marking certain trees as they journeyed. 
  If Valerie is with them, she can reduce the 
  difficulty of the Navigate check and make it 
  ROUTINE (+10%) since she is familiar with 
  the area. If Beatrix is helping them with a 
  Follow Trail check, she will also reduce the 
  difficulty to ROUTINE (+10%) because she 
  is used to tracking under these conditions. 
  When they reach the village, read them the 
  following: 
  “The gates of the town stand wide open, 
  and the sound of drumming echoes through 
  the empty streets. As you charge into the 
  village, you notice large torches burning at 
  each street corner – they cast eerie, 
  dancing shadows that play over the squat 
  buildings and somehow make the leering 
  stone gargoyles glaring down at you see, 
  even more sinister. Your boots clatter on the 
  cobblestones as you race onward, and the 
  drumming grows ever more insistent. The 
  windows of the buildings are all securely 
  fastened and shuttered, with heavy locks 
  and bars over them: clearly the villagers 
  have become all too used to this kind of 
  event. There is a great bonfire burning in 
  the middle of the town square, and a small 
  crowd of people have gathered in a fearful 
  group at the far end. Standing over them on 
  top of what looks like a small mound of 
  furniture is a hooded and robed figure 
  bearing a large staff. 
  “The time is near!” he cries, and shakes the 
  staff for emphasis. “Once more, the Chaos 
  Moon grows large – the birth moon of our 
  great protector! Let us raise our voices in 
  unison, and give thanks unto Kellerman! 
  Give thanks to the Dark Ones who brought 
  him to our midst!” 
  “Praise Kellerman!” the villagers mewl 
  dutifully, kneeling and groveling on the 
  ground. “Praise the Dark Ones!”
  “Who else protects us from the Beastmen? 
  Who else keeps the bandits and the 
  Greenskins at bay? Only he! Only 
  Kellerman! Raise your voices higher, that 
  he may hear your adoration!”
  The villagers cheer louder, as commanded, 
  but with little actual love in their voices. 
  Their praise seems tinged with disgust and 
  self-loathing more than anything else. It's 
  clear that Kellerman rules here through fear 
  alone.”
  At this point, if the players did not reach 
  town ahead of the cultists, read the 
  following: 
  “The hooded man points, sweeping his 
  finger over the gathered masses of 
  huddling villagers. 
  “The great beast asks for little in return, and 
  we are glad to give it! But this time, this 
  once, there is another who shall be given in 
  our place! Rest easily, good villagers, for 
  Kellerman takes no more than he must to 
  continue guarding us all. Men, bring forth 
  the captives!” 
  The cultists will arrive on their horses and 
  dismount, carrying a pair of squirming 
  sacks.  There should be two fewer cultists 
  than there are players, to a minimum of 
  two. They are garbed in crimson robes and 
  pointed hoods marked with crude runes in 
  the Dark Tongue of Chaos. When the bags 
  are opened, the players will see that the 
  planned sacrifices are none other than a 
  
  bruised and bleeding Burkhardt and the 
  captive that they had left in his care! 
  If the players managed to beat the cultists 
  to the town, then read this section instead: 
  “The hooded man points, sweeping his 
  finger over the gathered masses of 
  huddling villagers. 
  “The great beast asks for little in return, and 
  we are glad to give it! But this time, this 
  once, there is another who shall be given in 
  our place! Rest easily, good villagers, for 
  Kellerman takes no more than he must to 
  continue guarding us all. Men, bring forth 
  the captives!” 
  There is a long pause, and the hooded 
  figure looks about nervously. 
  “Men? Men, where are the captives?” 
  The next part depends once more on which 
  girl the players sided with at the start of the 
  adventure:
  RICHES: “Valerie draws her dagger, 
  grinning wolfishly. “Right over here, Mayor!” 
  she shouts, and steps away from your 
  group as she points her knife at you. “I 
  would have brought more, but we had to 
  leave one behind with the old hermit.”
  The hooded man nods. “The rest of our 
  men should be bringing them both along 
  shortly. Quickly, bring them forward to the 
  sacrificial fire!”
  HONOUR: “Beatrix storms forward, drawing 
  her pistol with a flourish and cocking back 
  the hammer as she levels it at the robed 
  figure. 
  “There will be no sacrifices tonight, or ever!” 
  she barks. “In the name of the Emperor, in 
  the service of the Empire, and with the 
  blessings of Verena, I hereby demand that 
  you lay down that staff and surrender 
  immediately!” 
  The hooded man laughs. “And who stands 
  with you, girl? Surely you don't intend to 
  stop me with just one bullet....”
  Combat will be all but unavoidable at this 
  point – please note that Valerie will only be 
  on the enemies' side if the players beat the 
  cultists to the town. If they do not, and she 
  is not the one in the sack, then she will 
  continue fighting on their side for the 
  remainder of the adventure. Valerie will not 
  give away her true allegiance if she does 
  not need to, and she will not change sides 
  after this point. If the players have beaten 
  the cultists to the village, then they will only 
  need to defeat the Mayor (or possibly the 
  Mayor and Valerie, if she has changed 
  sides); if they have not, then they will also 
  need to fight the other cultists as well. For 
  the purposes of this combat, the cultists will 
  use the same statistics as Bandits (the 
  statistics for Bandits can be found on page 
  233 of the Warhammer Fantasy Roleplay 
  Rulebook). The villagers will panic and flee 
  the area as soon as they can – they have 
  no desire to help either side in this conflict 
  in case it turns out to be the losing one. 
  Once the combat has gone on for three 
  rounds, or as soon as the players have 
  finished off their opponents, read the 
  following: 
  “With a loud bang, the boarded over entry 
  to a nearby wine cellar flies open. Rising 
  from the darkened chambers below is a 
  monstrous creature, much larger than a 
  Beastman, much larger even than you 
  would imagine an Ogre to be. The dancing 
  firelight plays over his scaled skin, slick with 
  some form of putrid ooze. His back is 
  hunched and folded in on itself , and a 
  massive muscular arm drags on the ground 
  alongside him while the other, punier limb 
  paws feebly at the air. From somewhere 
  behind his curved tusks and beetled brow a 
  guttural snarl burbles forth, and the gigantic 
  mutant shambles into combat.”
  If there are any cultists still standing, they 
  will scramble to get out of Kellerman's way. 
  Kellerman is enraged, and he will fight the 
  players to the death. For more statistics on 
  
  Kellerman, see the Appendix at the end of 
  this adventure. 
   If the players were given charms of Taal 
  from the old hermit Burkhardt, please make 
  note again of where they chose to wear 
  them. 
  If a player has chosen to wear the charm 
  around their wrist, their attacks against 
  Kellerman will count as having the Fast and 
  Impact qualities. The monster is severely 
  allergic to the ingredients that Burkhardt 
  soaked the charm in, and will be slow to 
  defend against attacks that risk contact with 
  the hated substances. Also, if the players' 
  attacks are able to hit, the burning of the 
  oils and unguents that were soaked into 
  their charms will further injure the beast. 
  If, on the other hand, a player has chosen 
  to wear the charm around their neck, its 
  powerful musk will serve as a deterrent to 
  Kellerman. Any time that Kellerman can 
  choose between an opponent who is 
  wearing their charm in this manner and one 
  who is not, he will always attack the one 
  who is not. Please note that Kellerman will 
  still seek to attack someone every round – if 
  the only available targets are all wearing 
  their charms protectively, he will choose 
  amongst them normally (he doesn't 
  necessarily want to attack them, but he will 
  if there are no preferable targets in reach).
  If the players do not have charms, or if they 
  have chosen to wear them somewhere 
  other than those two locations (or suck on 
  them, despite the warnings), they will gain 
  no benefit. 
  Should the cultists have arrived and 
  deposited the hermit and their prisoner as 
  possible sacrifices, it should be very easy 
  for the players to get to them and free them 
  from their bounds for some quick 
  reinforcements. No matter how irritable or 
  sullen their captive may have been before, 
  having to choose between being eaten by a 
  slavering monster and helping the players 
  try to fight it off will be more than enough to 
  render either Valerie or Beatrix willing to 
  work with them for the duration of the fight. 
  Also, remember that there is a roaring 
  bonfire in the middle of the town square – if 
  the players want to, they could easily 
  maneuver Kellerman into the flames by 
  tripping him, tackling him, or just lopping off 
  one of his legs if they become frustrated. 
  Contact with these flames will cause 
  Damage 4, just as if the victim were struck 
  by a Fire Ball spell. Kellerman's desire to 
  crush the players like insects will be too 
  overwhelming for him to try this tactic 
  himself. 
  ENDING THE ADVENTURE
  ENDING THE ADVENTURE
  With the death of Kellerman, and likely the 
  mayor as well, the adventure is over. 
  Where the  story goes from here is largely 
  up to the players – perhaps they will feel 
  compelled to stay in Kaltenbrach and help 
  defend it against the inevitable return of 
  the Beastmen, or dedicate themselves to 
  rooting out the remnants of the mayor's 
  Chaos cult from the village. If they were 
  siding with Beatrix, she may advise them 
  to join her in hunting down the rest of 
  Valerie's outlaw gang, or if they sided with 
  Valerie (and she did not betray them), they 
  might instead decide to join the outlaws in 
  robbing some of the mercantile traffic that 
  a free Kaltenbrach will surely encourage. 
  On the other hand, maybe they just want 
  to get back to what they were doing before 
  they met any of these people and put the 
  whole place as far behind them as 
  possible. If the campaign has been set 
  amongst the Border Princes, this may 
  even be the start of the players' eventual 
  rise to rulership: there are worse ways to 
  start a fiefdom than by freeing a wealthy 
  village from a vile monster and 
  conveniently offing its leader in the same 
  night.
  EXPERIENCE POINTS
  EXPERIENCE POINTS
  The players should receive 150 xp for 
  
  surviving the adventure. Feel free to award 
  up to an additional 5 – 30 xp as rewards 
  for good roleplaying or creative solutions 
  to the various threats encountered. 
  APPENDICES: IMPORTANT NPCS
  APPENDICES: IMPORTANT NPCS
  BEATRIX ADLER
  BEATRIX ADLER
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  31% 33% 28% 39% 26% 32% 33% 33%
  A
  W
  SB
  TB
  MV
  Mag IP
  FP
  1
  12
  2
  3
  4
  0
  0
  0
  Race: Human
  Gender: Female
  Career: Roadwarden
  Skills: Animal Care, Common Knowledge 
  (the Empire), Drive, Follow Trail, Gossip, 
  Navigation, Outdoor Survival, Perception, 
  Ride, Search, Speak (Reikspiel)
  Talents: Excellent Vision, Rapid Reload, 
  Resistance to Disease, Specialist Weapon 
  Group (gunpowder)
  Armour: Light Armour (Leather Jack)
  Armour Points: Head 0, Arms 1, Body 1, 
  Legs 0
  Weapons: Hand Weapon (sword), Pistol
  Trappings: Hooded Cloak, 10 Yards of 
  Rope, Waterlogged Boots, Pistol with 6 
  balls and Damp Gunpowder, Disgruntled 
  Prisoner (Valerie Bieber)
  History: Born in a small settlement in 
  Reikland, Beatrix is the youngest daughter 
  of a wealthy burgher and would-be 
  politician who had been making entirely 
  too much noise about marrying her off to 
  the local miller's boy. Not particularly 
  caring for the local miller's boy, Beatrix 
  slipped out the back window when nobody 
  was looking and ran off into the night. She 
  got robbed by outlaws roughly two days' 
  journey out of town. To this day, she still 
  bears a jagged scar on her forehead from 
  where they clubbed her and left her on the 
  side on the road for dead. Fortunately for 
  her, Beatrix has always been tougher than 
  anybody would expect a tiny slip of a girl 
  like her to be. She survived, and was more 
  than happy to help a passing Roadwarden 
  pursue the criminals and bring them to 
  justice. With nowhere else to go, she 
  eagerly joined the Roadwardens when the 
  offer was made to her and has been with 
  them ever since. 
  At first glance, Beatrix still looks like the 
  pretty young villager that she was a mere 
  year or two ago: she always wears her 
  long blonde hair loose, and tries to hide 
  her distinctive scar behind her bangs 
  whenever possible. She has wide, 
  innocent-looking eyes, and a light spray of 
  freckles over the bridge of her nose that 
  she wishes she didn't. Despite these 
  outward signs of weakness, Beatrix can be 
  as hard-nosed and relentless as a 
  Bretonnian Truffle Hound when it comes to 
  sniffing out her quarry and running them to 
  ground. 
  VALERIE BIEBER
  VALERIE BIEBER
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  39% 35% 27% 28% 35% 36% 38% 38%
  A
  W
  SB
  TB
  MV
  Mag IP
  FP
  1
  10
  2
  2
  5
  0
  0
  0
  Race: Human
  Gender: Female
  Career: Outlaw
  Skills: Gossip, Common Knowledge (the 
  Empire), Speak (Reikspiel), Concealment, 
  Dodge Blow, Ride, Secret Signs (Thief), 
  Perception, Scale Sheer Surface, Swim, 
  Silent Move
  Talents: Fleet-Footed, Marksman, 
  Sharpshooter, Rover
  Armour: Light Armour (Leather Jerkin)
  
  Armour Points: Head 0, Arms 0, Body 1, 
  Legs 0
  Weapons: Hand Weapon (dagger)
  Trappings: Stolen dagger, Shield, Ill-
  Fitting Overcoat, Poor Quality Boots
  History: Valerie Beiber was born the 
  youngest of three siblings in one of the few 
  cities in Stirland. Raised in poverty, she 
  quickly decided to take her chances in the 
  wilderness instead of sticking around to 
  starve in the slums. For the past twelve 
  years she has been traveling from one 
  corner of the Empire to the other and 
  beyond (the tattoo sprawled across her 
  cheek is actually a Cathayan thief mark) 
  and looking for any opportunity to get 
  ahead. She still speaks with a slight drawl 
  that tends to make her sound a bit rustic, 
  despite her best attempts to put her origins 
  behind her. Valerie is not an evil person, 
  but her rough upbringing has trained her to 
  be very pragmatic when it comes to her 
  own safety – she will work with anyone 
  and do whatever it takes to keep herself 
  free from the clutches of the law. If she 
  needs to, she will betray her fellow 
  outlaws, join forces with Chaos cultists, or 
  even part with her own hard-earned clank 
  (although she would prefer to part with 
  someone else's hard-earned clank 
  instead).
  ALFRED MONTAG
  ALFRED MONTAG
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  34% 34% 36% 44% 33% 30% 31% 32%
  A
  W
  SB
  TB
  MV
  Mag IP
  FP
  1
  12
  3
  4
  5
  0
  0
  0
  Race: Human
  Gender: Male
  Career: Hunter
  Skills: Gossip, Common Knowledge (the 
  Empire), Speak (Reikspiel), Concealment, 
  Follow Trail, Outdoor Survival, Secret 
  Signs (Ranger), Perception, Swim, Silent 
  Move
  Talents: Fleet-Footed, Sixth Sense, Very 
  Resilient, Rover, Rapid Reload, Specialist 
  Weapon Group (longbow)
  Armour: None
  Armour Points: Head 0, Arms 0, Body 0, 
  Legs 0
  Weapons: Hand Weapon (dagger), 
  Longbow
  Trappings: Longbow with 10 arrows, 
  Antitoxin Kit, 2 Animal Traps
  History: Like his subordinate Valerie, 
  Alfred is a Stirlander by birth. Unlike her, 
  he remains proud of his heritage – he still 
  wears the green and yellow slashed tunic 
  that once marked him as a member of the 
  Stirland militia. After he made the mistake 
  of punching out a noble who insulted his 
  accent, Alfred found that the dense wood 
  and shadowed paths in the forest around 
  Kaltenbrach suited him perfectly. Ever 
  since he fled into the wilderness, Alfred 
  has been living off of the land and lining 
  his pockets with whatever extra clank he 
  can pick up off of the fat merchants who 
  trundle along the roads seeking trade with 
  the town. Over the past few years, he has 
  wound up joining forces with several like-
  minded individuals and formed his own 
  gang. It was never his intention to become 
  an outlaw at all, let alone one with his own 
  group of ruffians, but Alfred is nothing if not 
  willing to adapt. 
  OLD MAN BURKHARDT
  OLD MAN BURKHARDT
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  34% 29% 40% 41% 30% 33% 34% 29%
  A
  W
  SB
  TB
  MV
  Mag IP
  FP
  1
  13
  4
  4
  4
  0
  8
  0
  Race: Human
  Gender: Male
  Career: Crazy Old Hermit (Zealot)
  
  Skills: Academic Knowledge (theology), 
  Charm, Gossip, Common Knowledge (the 
  Empire), Intimidate, Read/Write, Speak 
  (Reikspiel)
  Talents: Sturdy, Excellent Vision, Very 
  Strong, Hardy, Public Speaking, Specialist 
  Weapon Group (flail)
  Armour: None
  Armour Points: Head 0, Arms 0, Body 0, 
  Legs 0
  Weapons: Flail
  Trappings: Holy Symbol (he made it 
  himself!), Filthy Rags, Curious Stench
  History: A gangly fifty-year old man with a 
  thick grey beard hanging down past his 
  chest and a wild mane of hair (barring the 
  large bald spot on the top of his head), Old 
  Man Burkhardt is one of the many people 
  in the Old World who have lost everything 
  and found their only solace in the ravages 
  of insanity. Nearly twenty years ago, 
  Burkhardt lost his wife and child to a 
  raiding party of Beastmen. He ventured 
  out into the woods to recover his family, 
  and simply never came back. For two 
  decades he has rummaged about the 
  forest in his filthy and homemade rags, 
  adorned with furs and scraps of leather 
  that he has tanned from the skins of 
  animals that he caught. Small bones are 
  knotted into the braids of his beard and 
  hair, and he wears a necklace of squirrel 
  skulls around his neck as he pads through 
  the brush in his bare feet. The old man 
  knows that Taal speaks to him, now – he 
  firmly believes that the Beastmen are a 
  holy punishment sent against Mankind by 
  the god of Nature in order to turn them 
  away from their decadent ways. Since 
  Kellerman came to the forest, the old 
  hermit has been shadowing him every 
  night, watching and noting every action 
  that he takes. Crazy as he may be, 
  Burkhardt is still sharp enough to figure out 
  what Kellerman fears – even if he does not 
  understand why. In his madness, he has 
  convinced himself that the mutant is 
  nothing more than another servant of Taal 
  come to punish the infidels.
  MAYOR GUSTAV
  MAYOR GUSTAV
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  35% 32% 35% 26% 32% 39% 25% 37%
  A
  W
  SB
  TB
  MV
  Mag IP
  FP
  1
  10
  3
  2
  4
  1
  0
  0
  Race: Human
  Gender: Male
  Career: Hedge Wizard
  Skills: Gossip, Common Knowledge (the 
  Empire), Speak (Reikspiel), Haggle, 
  Intimidate, Channeling, Charm Animal, 
  Hypnotism, Magical Sense, Perception, 
  Search
  Talents: Hedge Magic, Petty Magic 
  (hedge), Resistance to Poison, Night 
  Vision
  Armour: None
  Armour Points: Head 0, Arms 0, Body 0, 
  Legs 0
  Weapons: Hand Weapon (dagger)
  Trappings: Healing Draught, All-
  Concealing Hood. 
  History: Gustav was born and raised in 
  Kaltenbrach. His father was a carpenter, 
  and his grandfather was a woodsman, but 
  Gustav's mother was a witch. Learning at 
  her side, the boy quickly became an 
  accomplished Hedge Wizard and began to 
  use his abilities to grow in influence and 
  power amongst the community even as his 
  contempt for those unlike him grew. One 
  day, while he was hiding from work by 
  scavenging in the forest for some magical 
  ingredients, he was set upon by the 
  mutant Kellerman. Realising an 
  
  opportunity when he saw one, the frail 
  wizard arranged for a foul bargain with the 
  monster. Gustav legitimately believes that 
  Kellerman is a boon to his village, as 
  Beastmen raids and Greenskin attacks 
  have become all but non-existent since the 
  beast came. To him, a few human 
  sacrifices are worth having safety and 
  security for all (especially him).
  KELLERMAN
  KELLERMAN
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  36% 31% 46% 41% 15% 31% 31% 31%
  A
  W
  SB
  TB
  MV
  Mag IP
  FP
  1
  14
  4
  4
  5
  0
  0
  0
  Race: Mutant
  Gender: Male
  Career: Brute
  Skills: Animal Care, Concealment, 
  Outdoor Survival, Perception, Silent Move, 
  Speak (Reikspiel)
  Talents: Flee!, Unsettling
  Special Rules: Chaos Mutations (from 
  Warhammer Fantasy Roleplay Tome of 
  Corruption Expansion Book.)
  1. Scaly Skin 
  2. Overgrown Body Part (arm)
  3. Growth 
  4. Hunchback
  Armour: Scaly Skin
  Armour Points: Head 1, Arms 1, Body 1, 
  Legs 1
  Weapons: none; uses bare fists and sheet 
  aggression
  Trappings: none
  History: Kellerman was once a quiet and 
  unassuming young scholar named Johan 
  Keller. It had been at the request of one of 
  his teachers that he had begun 
  experimenting with the effects of certain 
  chemical compounds on Warpstone. 
  When he mixed them improperly, the 
  sample exploded into a massive cloud of 
  glowing green shrapnel. 
  He thought that he had gotten all of the 
  bits out. He was wrong. They hadn't all 
  been plucked out – some had burrowed 
  under her skin, worming their way through 
  his flesh. He could feel them moving 
  through his body, causing... changes. 
  His arm changed first, swelling and 
  twisting into a massive club of muscle that 
  hung down almost to his feet. Johan Keller 
  knew that he was doomed – his only real 
  option was to cut off the limb and hope 
  none of the Warpstone had reached his 
  torso. 
  Except... his new arm was strong. He liked 
  how strong it was. He didn't want to part 
  with it. After a while, he couldn't even 
  remember why he might have thought it 
  was a good idea. 
  The changes started coming faster after 
  that, as if they had been waiting for him to 
  give them permission before moving in. 
  His skin had turned dark and scaly, his 
  eyes had begun to glow in the dark, and 
  he got much, much bigger. The gnawing 
  hunger in his stomach began around that 
  time – he was a growing boy, after all, and 
  he needed to eat. A few paltry chickens, 
  even a whole cow, didn't seem like enough 
  for him any more. He needed to eat. He 
  needed to kill. 
  The Witch Hunters found him pretty 
  quickly after the first few children 
  disappeared. Kellerman was too big to 
  hide himself from their nasty, peering eyes. 
  He was still big, though, and he was very 
  strong. Stronger than his persecutors had 
  expected. Strong enough to crush them 
  like the bugs he knew they were, and flee 
  into the night. 
  Kellerman's long flight from the justice of 
  
  the Witch Hunters eventually led him to the 
  village of Kaltenbrach, where he has allied 
  himself to the ambitious and morally blind 
  Mayor Gustav. Now he sleeps in the cellar 
  all day, and prowls the woods at his leisure 
  at night killing Beastmen and snacking on 
  the occasional bandit or traveling 
  vagabond. It is a good life, but every so 
  often that old hunger comes back, and he 
  finds himself calling out again for his 
  rightful sacrifice....
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/Ill Met by Morrslieb.pdf