TEXT: SLAUGHTER OF SPITTLEFELD
  •
  •
  TM
  ®
  Four More Potent Patrons for Warhammer Fantasy Roleplay
  •
  •
  TM
  ®
  
  2
  PATRONS OF THE OLD WORLD II
  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.
  CREDITS
  Writing: Ben Scerri
  Additional Writing: Dave Allen, Pádraig Murphy
  Illustration: Alberto Bontempi, Ralph Horsley,
  Jon Hodgson, Sam Manley, Scott Purdy 
  Graphic Design & Layout: Rachael Macken
  Editors: Síne Quinn
  Proof Reader: Tim Grey
  Producer: Pádraig Murphy
  Publisher: Dominic McDowall
  Special thanks: Games Workshop
  Published by: Cubicle 7 Entertainment Ltd,
  Unit 6, Block 3, City North Business Campus,
  Co. Meath, Ireland
  Last Edited: May 4th 2021
  CONTENTS
  Introduction ....................................................................... 3
   
  How Shall I Use This? ................................................... 3
   
  Endeavours ................................................................... 3
   
  Ubers… where? ............................................................. 3
  Wilhelm von Vaulk:  
  Professor of Magic, History, and Warfare ...................... 4
   
  The Fifth Angle ............................................................ 5
   
   
  Into the Heart of Darkness ..................................... 6
   
  Endeavour: The Null Hypothesis .................................. 7
  Angela Hedamme: Hedgewise ...................................... 8
   
  The High Circle of Grissenwald ................................... 9
   
   
  Hickory, Oak, Pine and Weed ................................. 10
   
  Endeavour: Hedge School............................................. 11
  Bryannah ‘der Briekäse’ Rosendorn:  
  Anarchist River Elder .................................................. 12
   
  The River Talabec .......................................................... 13
   
   
  A Needle in a Pine Forest ....................................... 14
   
  Endeavour: No Use For Visionaries .............................. 15
  Diel Ulricsson: Blessed of Sigmar ................................. 16
   
  The Wyrm and the Bucket ............................................ 17
   
   
  Out with the Old .................................................... 18
   
  Endeavour: Bear Witness .............................................. 18
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop 
  Limited 2021. 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.
  
  PATRONS OF THE OLD WORLD II
  3
  PATRONS OF THE OLD WORLD II
  0
  PATRONS OF THE OLD WORLD II
  •
  •
  INTRODUCTION
  The Old World is awash with stories of heroism and larger-
  than-life figures of daring and renown. From the legendary 
  Sigmar Heldenhammer and his companions, to the romantic 
  tales of Geneviève Dieudonné and Detlef Sierck, every man, 
  woman, and child in the Empire can recall the names of 
  countless paragons of legend. But the truth of these people is 
  often far murkier than the tales would have you believe.
  Patrons of the Old World II presents four more powerful NPCs 
  for GMs to introduce into their campaigns, as mentors, sources 
  of information and adventure, and perhaps even antagonists if 
  the Characters make a mess of things. Each NPC comes with 
  a full background, statistics to use in play, a unique location 
  where they can be found, and a host of adventure hooks to lead 
  the Characters to them, and for them to lead the Characters 
  towards.
  In addition to the adventure hooks, each patron comes with 
  a short stub that can be expanded into a full, multi-session 
  adventure, once the Characters have proven their worth. 
  Completing these Prestige Adventures grants the Characters 
  access to greater resources, knowledge, and allies — a whole 
  campaign could be constructed around them, if you wish.
  If you enjoy this PDF, check out Patrons of the Old World 
  I for four more powerful benefactors with outsized ambitions.
  How SHall I USe THIS?
  There are a number of ways to use this book: as a selection of 
  NPCs to interact with your Characters, as sometime patrons 
  and givers of adventure hooks, as informants for the Consult 
  an Expert Endeavour (WFRP, page 197), or as seeds for entire 
  campaigns. GMs may wish to utilise the rules for Favours 
  (WFRP, page 198) as rewards for accomplishing the various 
  tasks the patrons have for the Characters.
  endeavoUrS
  Each of these Characters has a special Endeavour that Characters 
  may take advantage of during the Between Adventures phase of 
  a game. In some cases you must earn the NPC’s trust before this 
  option is available, while in others it is enough simply to know 
  how to find the NPC.
  SKILLS ABOVE 100
  Many of the Characters presented in Patrons in the Old 
  World have Skills above 100. To perform Tests with these Skills, 
  please consult the rules on Warhammer Fantasy Roleplay  
  page 151.
  UberS… wHere?
  Each patron presented here comes with a signature location 
  where they live and work from, and where your Characters are 
  most likely to interact with them. Whilst these locations are 
  presented in the context of the Old World — in Altdorf, or 
  Nuln, or what have you — they can easily be transplanted to any 
  area of the Old World you need.
  Alternatively, you may wish to leave these patrons exactly where 
  they are described, giving your Characters reasons to travel the 
  world to find the NPCs they need to complete their own goals. 
  Journeying to find masters, mentors, and patrons like this is a 
  common trope throughout many epic stories, and it fits very 
  well into Warhammer campaigns.
  
  PATRONS OF THE OLD WORLD II
  4
  0
  WILHELM VON VAULK
  Professor of Magic, History, and Warfare
  Motivation: The Greater Good.
  Short-Term Ambition: Find a cohort of capable allies by 
  rigorously testing them.
  Long-Term Ambition: Reverse the ritual that turned him into 
  a Null.
  Wilhelm’s upbringing was rather uneventful. In fact, it was so 
  curiously uneventful, that it was only in the wake of a passing 
  Shadowmancer, that the truth was revealed: the young Wilhelm 
  was a prodigy of Ulgu, and his life was anything but ordinary, 
  though shrouded always in illusion. The young noble boy was 
  taken to Altdorf, and inducted into the care of the Grey Order, 
  where he rose meteorically. His keen wit, affable personality, and 
  compassion for the folk of all stations, made him firm friends 
  with everyone. Further, his impressive skill with magic brought 
  him to the attention of the Grey Order’s Battle Wizards.
  WILHELM VON VAULK 
  HUMAN PROFESSOR (GOLD 1)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  3†
  57
  29
  39
  59
  80
  51
  52
  84
  79
  63
  20
  Traits: Hatred (Military Officials), Null, Spellcaster 
  (Ulgu), Weapons (Sword)
  Skills: Channelling (Ulgu) 99,‡ Consume Alcohol 64, 
  Cool 104, Dodge 71, Entertain (Lecture) 83, Entertain 
  (Storytelling) 68, Evaluate 89, Gamble 89, Gossip 71, 
  Haggle 68, Intimidate 59, Intuition 105, Language 
  (Battle 104, Classical 94, Magick 109, Tilean 94), 
  Leadership 68, Lore (History 94, Magic 109, Reikland 
  89, Warfare 104), Melee (Basic 80, Polearm 62), 
  Perception 85, Research 99, Ride (Horse) 66
  Talents: Aethyric Attunement,‡ Arcane Magic (Ulgu)‡, 
  Bookish, Combat Aware, Coolheaded, Doomed (Thine 
  Doom approaches with the rise), Etiquette (Scholars), 
  Fast Hands, Iron Will, Magical Sense,‡ Master 
  Orator, Menacing, Petty Magic,‡ Public Speaker, Pure 
  Soul, Read/Write, Savant (Magic), Savant (Warfare), 
  Savvy, Second Sight‡, Sixth Sense, Speedreader, Super 
  Numerate, Tower of Memories, Very Resilient, War 
  Wizard‡
  Trappings: Shabby Clothes, Sword, Wheelchair
  † Whilst seated in his wheelchair.
  ‡ These Traits, Skills, and Talents cannot be used until 
  Wilhelm’s Null Creature Trait is removed as detailed 
  below.
  NEW CREATURE TRAIT: NULL
  Like a blackhole in the Aethyr, the Winds of Magic are made 
  void by this creature’s presence. This creature may not cast 
  Spells under any circumstances, and may not be the target of 
  any Spell. Spells within 30 ft of this creature have their CN 
  doubled or increased to 4, whichever is worse.
  By his mid 30s, Wilhelm was a full-fledged Battle Wizard.  He 
  was routinely attached to Reikland State Troop divisions, to 
  aid on the battlefield as well as an advisor to the Marshalls. 
  Often, he shined in unseen ways — uncovering plots beneath 
  the veneer of a conflict. Where others might see an unprovoked 
  attack from the Bretonnians, Wilhelm knew it was Skaven 
  manipulation. Where folk would wonder at the sudden ferocity 
  of a season of Beastmen raids, Wilhelm would uncover the 
  workings of an insidious cult.
  However, not always was Wilhelm’s wit, charm, and propensity 
  to be appreciated. Under the command of a particularly 
  stubborn-minded officer on campaign in the Border Princes 
  a decade ago, Von Vaulk identified an ambush site watched 
  over by a cabal of Greenskin Shamans. Wilhelm warned his 
  detachment, but the orders to march through the embattled 
  pass were given, regardless. In the ensuing massacre, Wilhelm 
  was forced to do battle against the Greenskins’ combined might 
  and their terrible Waaaagh! magics. Though his talents won 
  through, the sheer devastation of the magic they unleashed 
  left him twisted and broken, and resulted in the spark of magic 
  being burned from his soul.
  Now, years later, jaded, defeated, and increasingly frustrated 
  with his students’ arrogance, Wilhelm teaches in the school of 
  magic at the University of Altdorf. He teaches the theoretical 
  understanding of magic, as well as military tactics and history, 
  to classrooms full of young, bored students. But Wilhelm’s 
  mind hasn’t been left idle, and his enquiring eyes are still busy 
  identifying threats to the Empire. He just needs someone else 
  to wield the sword.
  Wilhelm is balding, and wrinkled well beyond his years. What 
  little hair he has left is far outmatched by his massive scraggly 
  beard. He wears worn, loose shirts and trousers over his once-
  youthful frame that has turned to fat in his current state. As a 
  result of his encounter with wild Orcish magic he is paralysed 
  from the waist down. He requires the use of a wheelchair to 
  move around, which has left him with brawny arms, and legs 
  that are wasting away.
  
  5
  PATRONS OF THE OLD WORLD II
  0
  tHe fiftH angle
  The Fifth Angle is a seedy drinking hole, tucked into a back alley 
  between a pawnbroker and a broker of ‘indecent portraiture,’ 
  a handful of streets away from the University of Altdorf. The 
  front is nondescript, looking no different from any of the 
  slightly-dilapidated buildings in the area, except for the clock 
  face daubed on the door in a fine grey paint (though whoever 
  painted it has done a poor job, for the hour hand faces to the 
  floor and the number ‘V’ instead of ‘VI’).
  Beyond the shabby exterior is a small taproom of a half-dozen 
  tables, a well-appointed, if ale-stained bar with a fine selection 
  of Bretonnian wines, Albionese whiskeys, and Kislevite vodkas, 
  and a hearth that is seldom lit against the cold. The tables are 
  usually taken by the same small handful of regulars — mostly 
  university students of the landlord, Wilhelm von Vaulk — who 
  spend more time arguing points of discussion from their classes 
  than drinking. The bar is worked by a pretty young woman 
  named Kaitlin Grau, who the regulars call ‘Mein Gräulein’.
  Beyond the taproom is a halfway leading to two private drinking 
  booths, a kitchen, and a staircase going up and down one floor 
  each. The basement contains a privy and a cellar, with little else 
  of value, and the upper floor contains two bedrooms, one for 
  Wilhelm and the other for Kaitlin, who also acts as Wilhelm’s 
  carer, when necessary.
  
  6
  PATRONS OF THE OLD WORLD II
  0
  A WELL-CONNECTED LOHNER
  Franz Lohner is a well-connected figure in Ubersreik, and at 
  the centre of a number of plots already detailed in A Guide to 
  Ubersreik (page 28) and The Adventure Book (page 34). Any 
  of the adventure hooks provided across those books will work 
  well for what Franz needs, or alternately, any other issue in the 
  city of Ubersreik could suffice with a little tweaking. Lohner 
  presents a good opportunity for a lower-level patron, in addition 
  to Wilhelm von Vaulk, for GMs who want to create a whole 
  campaign surrounding these patrons.
  THE CABAL
  The Cabal are an insidious cult, working inside the Colleges 
  of Magic, attempting to go beyond the strictures laid down by 
  Teclis at their founding. Though most of the Cabalites were 
  forced to flee when their leader, Egrimm van Horstmann, was 
  discovered, some sleeper agents remain as a terrible thorn in the 
  side of the Empire. More on the Cabal and their machinations 
  can be found in Ubersreik Adventures: Heart of Glass.
  WILHELM'S WANTS 
  A FRANZ IN NEED
  An old contact of Wilhelm’s is in trouble, and has requested help. 
  Franz Lohner, proprietor of The Red Moon Inn in Ubersreik, wasn’t 
  particularly forthcoming with the details, but is adamant that Wilhelm 
  sends assistance immediately. Von Vaulk trusts Lohner, and trusts that 
  if he’s being vague and urgent in his letters, that something is seriously 
  wrong… But what’s more, Wilhelm believes Franz may have a lead on his 
  quarry in the Border Princes.
  BETTER OFF READ
  Book burnings aren’t too common in Altdorf, but they do occur, usually 
  at the hands of zealous witch hunters, or fiery-tempered Sigmarites. 
  Priests at the Temple-Library of Verena frown on the acts, hating the 
  destruction of knowledge — even if profane — that the firebrands bring. 
  But some, including Wilhelm, go a step further… Von Vaulk gets word 
  through his back channels that a copy of The Loathsome Ratmen and All 
  Their Vile Kin by Wilhelm Leiber has been discovered, its owner burned, 
  and the tome soon to follow. Von Vaulk wants it swapped with another 
  common book — right under the noses of the witch hunters.
  AN ANTIQUES OLD SHOW
  After warming to the Characters somewhat, Wilhelm makes a strange 
  request: he asks them all to accompany him to a travelling antiques fair 
  just outside the walls of Altdorf. He asks the Characters to carry his 
  many purchases, help him push his chair across the uneven ground, and 
  stand in for him during the many auctions. He also uses the opportunity 
  to have the Characters cause distractions, and purloin some of the rarer 
  items themselves… and when ancient things are woken from ancient 
  treasures, the Characters will be forced to lend their fighting prowess, 
  as well.
  AND THEN THEY CAME FOR ME
  Wilhelm recounts how, many years ago, he was threatened by a small 
  band of fellow Journeyman Wizards that, if he didn’t join them in 
  reaching his ‘full potential’, they would strip him of the ‘privilege of 
  magick’. At the time, he thought little of it, but in the years since, 
  and the unpleasantness with the Cabalites, Wilhelm believes his current 
  affliction is tied in some way to that terrible cancer at the heart of the 
  Colleges of Magic. Most of those who once threatened him fled when 
  the strife began… but one remains — a Wizard Lord of the Gold Order, 
  Ephemeretta Ruse — and Wilhelm would like a word with her.
  FORK ON THE LEFT, FUNGUS ON THE RIGHT
  Kaiserplates, one of the finest eateries in all of Altdorf, and modelled 
  to look like the grand Kaiserplatz, is playing host to a rather important 
  birthday celebration: Verspasian Kant, Magister Patriarch of the Order 
  of Light. Wilhelm, an old friend of the Patriarch, has an invitation, and 
  has decided to bring the Characters along as his aides… or so he tells 
  the door staff. In truth, the Characters are there to investigate a lead 
  Von Vaulk has uncovered. Someone has smuggled Snotlings into the 
  city, and is using Kaiserplates to hold them. Wilhelm wants to know 
  why and how, but most importantly, if they have anything to do with his 
  time in the Border Princes.
  
  7
  PATRONS OF THE OLD WORLD II
  0
  NEW ENDEAVOUR:  
  THE NULL HYPOTHESIS
  Wilhelm’s allies  may wish to make use of his expert learning 
  and tutelage, while he has grown to deteste the blank faces that 
  attend his lectures, the old mage is only too happy to indulge 
  a genuinely interested student.
  During the Between Adventures phase, a Character who has 
  earned Wilhelm’s favour may take the Consult an Expert 
  Endeavour (WFRP, page 197) and glean the benefit of Wilhelm’s 
  insight into any of the topics in which he is an expert. Resolve 
  this Endeavour as normal.
  However, as long as Wilhelm has the Null trait, spending 
  an extended period of time in his presence poses the risk of 
  acquiring a weaker version of this Trait. At the end Endeavour 
  spent consulting with Wilhelm, Character’s should make an 
  Easy (+40) Endurance Test. Success indicates that all is well — 
  failure indicates that some of Wilhelm’s Null Trait has rubbed 
  off on your Character. During your next adventure, the first 
  spell to target you fails, and all spells cast within 30 ft of you 
  require 1 additional SL to cast.
  Each time you take an Endeavour consulting with Wilhelm, 
  the difficulty of the roll to avoid acquiring this effect increases 
  by one step (so the second time it becomes an Average (+20) 
  Endurance Test, and so on.) If you fail this roll three times, you 
  gain the Null Creature Trait permanently.
  afterMatH
  Successfully restoring Wilhelm’s magical abilities will grant 
  the Characters an incredibly powerful Grey Wizard Lord 
  ally, but will also result in some political issues, for technically 
  Wilhelm had his license revoked when he became a Null. This 
  could lead to additional adventures and political turmoil for the 
  Characters, as they are now affiliated with a rogue magic user. 
  Additionally, Wilhelm’s broken oath to King Kazador could 
  land the Characters in the middle of a very dangerous situation.
  If the Characters also help King Kazador, and aid him in 
  liberating Karak Azul, it would dramatically change the political 
  situation in the Border Princes. The Characters would likely be 
  named ‘Dwarf Friends’, and find themselves with a very wealthy 
  and powerful patron.
  Through contacts and friends, Wilhelm has located the shaman 
  who he believes holds the secret to returning his magical spark: 
  Knasher Broken-Tooth, an Orc fanatic in the service of Gorfang 
  Rotgut, Warlord of the Black Crag. Wilhelm knows an assault, 
  even an infiltration, of the Black Crag will be impossible without 
  allies. He has used his cunning to convince King Kazador 
  Thunderhorn, the disgraced ruler of Karak Azul — the hold 
  now known as the Black Crag — to send an expedition, with 
  the Characters and himself attached. But Wilhelm knows, once 
  inside, they are to abandon their Dwarf allies and hunt down 
  the shaman, all whilst navigating Wilhelm’s wheelchair through 
  the despoiled Dwarfhold.
  PRESTIGE ADVENTURE
  ONE GRUDGE
  SETTLES ANOTHER
  
  PATRONS OF THE OLD WORLD II
  8
  0
  Motivation: Self-Preservation.
  Short-Term Ambition: Find dispensable agents to act as her 
  puppets.
  Long-Term Ambition: To place Emmanuelle von Leibwitz on 
  the Imperial Throne.
  Those who encounter her these days find it hard to put an 
  age to the old leathery woman who was once known as Frau 
  Hedamme, the Imperial midwife. The last time she was seen 
  in her official position was while delivering the newborn 
  Emmanuelle von Liebwitz, then heir to the throne of 
  Wissenland. Thereafter, Hedamme disappeared without a trace. 
  Rumours ran rife. It was speculated that she had run away and 
  joined the Grand Carnival, or that an elaborate kidnapping had 
  been conducted and demands for ransom would soon appear. 
  Some claimed she had been quietly executed for sedition, 
  while more imaginative sorts mused that she had been whisked 
  away to teach the secrets of Imperial midwifery to the elves. 
  Eventually, most accepted that she would never return, and 
  Hedamme was officially proclaimed dead. Nobles struggled to 
  outdo each other in heaping praise on the departed, and the 
  Empire’s most respected midwife was mourned in a vast, overly 
  flashy display of patriotism throughout the southern Empire’s 
  cities and towns.
  Angela Hedamme had been, for generations, the southern 
  Empire’s truest confidante. Travelling between Nuln, Altdorf, 
  and Averheim, she acted as the doktor and midwife to the 
  royal families and the most powerful people in the Provinces. 
  The nobles trusted her with all manner of issues, upsets, and 
  grudges. She was an unflappable and  calming presence, as she 
  guided new life into the world, ensuring the safe delivery and 
  continuation of noble blood. Not one for politics, but certainly 
  concerned with the wellbeing of her charges and the Empire at 
  large, Angela used her access to whisper calming words: ‘Maybe 
  he doesn’t understand the insult she has caused. Invite her around for 
  some of that Cathayan tea, and I’m sure with a short discussion you 
  can solve this matter.’ More lives were saved by her crackly voice 
  than the Imperial State Troops for decades.
  ANGELA HEDAMME
  HedgeWise
  ANGELA HEDAMME
  HUMAN HEDGEWISE (BRASS 5)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  27
  29
  32
  46
  77
  52
  73
  83
  85
  76
  21
  Traits: Spellcaster (Hedgecraft; Animal Friend, Bearings, 
  Drain, Gust, Open Lock, Protection from Rain, Purify 
  Water, Rot, Sleep, Spring, Sly Hands; Chain Attack, 
  Dark Vision, Dome, Entangle, Fearsome, Teleport, 
  Ward), Weapon (Staff) +7
  Skills: Bribery 81, Channelling 105, Charm 86, Cool 
  103, Drive 78, Endurance 56, Gossip 86, Heal 103, 
  Intimidate 52, Intuition 82, Language (Magick) 
  103, Lore (Anatomy) 103, Lore (Folklore) 103, Lore 
  (Genealogy) 103, Lore (Herbs) 98, Lore (Local) 93, 
  Lore (Magic) 103, Lore (Medicine) 103, Lore (Noble) 
  103, Lore (Spirits) 103, Outdoor Survival 95, Perception 
  102, Pray 105, Research 98, Sleight of Hand 93, Trade 
  (Charms) 93, Trade (Herbalist) 83
  Talents: Aethyric Attunement, Animal Affinity, Arcane 
  Magic (Hedgecraft), Coolheaded, Craftsman (Herbalist), 
  Etiquette (Nobles), Fast Hands, Field Dressing, Magical 
  Sense, Master Craftsman (Herbalist), Night Vision, 
  Nimble Fingered, Petty Magic, Read/Write, Resistance 
  (Disease), Rover, Savant (Medicine), Savvy, Sixth Sense, 
  Strider (Woodlands), Strong-minded, Surgery
  Trappings: Bandages, Healing Draughts and Poultices, 
  Trade Tools (Medicine), Ceremonial Cloak, Staff
  FOLLOWING THE BAIT
  If the Characters have played through Ubersreik Adventures: Bait 
  and Witch, and they made a contact of Alexander Grün, he can 
  direct them to his former teacher — Frau Hedamme. Additionally, 
  Angela Hedamme features in the adventure hook The Ties that 
  Bind in Adventure Afoot in the Reikland, so Characters may hear 
  of her through rumours when travelling around Grissenwald.
  
  9
  PATRONS OF THE OLD WORLD II
  0
  And then Angela disappeared. Search parties scoured the 
  region, searching every hill and hamlet. Investigators at a loss 
  even hired psychics, who most believed were charlatans, but even 
  they came to a dead end and omitted defeat.  Some conspiracy 
  theorists believed it was all a ruse, and that no one could seek to 
  look for her… Except those she wanted to find her trail.
  services rendered rather than base gold. She also maintains some 
  influence on the Empire’s authorities, mostly in the form of a 
  wealth of blackmail material, and is more than willing to use it 
  to pardon convicts, press-gang unwitting citizens, or otherwise 
  strongarm or manipulate others into serving her ends.
  tHe HigH circle of grissenWald
  Deep in the bowels of Grissenwald stand a ring of monoliths — 
  menhirs of dark black stone laced with veins of amethyst, jade, 
  gold, and every colour of the Winds of Magic. The stones stand 
  little more than 6-ft high, and the ring is less than 20-yd across, 
  but it commands a feeling of wonder and awe from those who 
  look upon it.
  For countless generations, the High Circle of Grissenwald has 
  been a meeting place between the ancient Belthani tribe of 
  humans and the creatures of the forest — a moot of sorts — 
  where ritualised combats, diplomacy, rites, and even feasts were 
  shared. Though the Belthani are long gone, and the Beastmen’s 
  supremacy in the shadow of the forest is paramount, some few 
  of the Hedgefolk still maintain the old pacts, though fewer still 
  are the Beastmen who honour them in kind.
  Once such observance is the bond between Angela Hedamme 
  and Pt-Rakh’ha Hornrend, Brayshaman of the Bloodbark 
  Warherd. It is a rare occurrence that one is in attendance at 
  the High Circle, and the other is not. And despite their 
  undying enmity, they have orchestrated a tenuous agreement 
  that has prevented all-out carnage from razing Reikland and 
  Wissenland, and the Warherd between.
  Beyond the Circle is a ramshackle warren of old campsites, 
  many almost completely reclaimed by the wilds, but still peeking 
  through the forest growth. Everywhere, signs of Beastmen can 
  be seen — broken human-skin drums, animal skulls, trees 
  daubed with obscure markings — though there is a level of 
  reverence to the waste.
  During her long decades as a physician and midwife, Hedamme 
  hid a great secret: that she was one of the Hedgewise — keepers 
  of the old knowledge from before the Empire — and that she 
  was gifted with prophecy and arcane insight. She often used 
  her talents to foretell the futures of the babies she delivered, 
  and thus better guide them. One child, she would predict would 
  become a warmonger, so she counselled them closely with 
  patience. Another, she would predict would rise with a temper, 
  so she would counsel restraint. And then she delivered Karl-
  Franz Holswig Schliestein — and she saw the End Times.
  Her prophecy set in motion a search for something, anything, 
  to save the Empire and the Old World at large. It inspired 
  her to consider the unthinkable: to bring death to one of the 
  infants she had so carefully brought into the world. The boy 
  was growing strong, it was said, but still she secretly, shamefully 
  prayed that some disease would take him, or some accident 
  befall the lad.
  Perhaps it was her desperation that drove her to find another 
  prophecy that foresaw a solution to the End Times, or perhaps 
  it was true vision. Regardless, it was when delivering the heir 
  to the throne of Wissenland that Hedamme foresaw a path for 
  the Empire that would subvert the end of all things. She held in 
  her arms the infant Emmanuelle von Leibwitz, and knew that 
  were she to take the throne, all would be well — for another 
  generation at least.
  Now, hiding in the shadows, and orchestrating her plots through 
  unknowable means, the ageing Hedgewise is looking for agents 
  who can move about in the open… and she has all manner 
  of skills at her disposal to entice folk to her. Her grasp of old 
  magics and modern healing leave her well placed to save the life 
  of a wounded Character, the debt for which would be paid in 
  
  10
  PATRONS OF THE OLD WORLD II
  0
  afterMatH
  The ingredients needed to facilitate the body swap are 
  intentionally left up to you to decide, so all manner of fall 
  out could follow their acquisition. But the outcome with the 
  greatest impact on the party is if one of the Characters replaces 
  Angela Hedamme. Will they become an NPC, played by you 
  as the GM? Or will they gain incredible power, and continue 
  pursuing her quest to place Emmanuelle von Liebwitz upon the 
  Imperial Throne?
  Angela’s plans to place Emmanuelle von Liebwitz on the 
  Imperial Throne are intricate, and may make for an interesting 
  campaign. Broadly, she is aware that great forces are at play in 
  the Empire, and that the machinations of a cult known as the 
  Purple Hand are key to the future of the Empire. Should the 
  cult succeed in their plans to somehow influence the Empire, 
  she is certain they will bring about the End Times all the 
  sooner. However, Angela hopes that by subverting the Purple 
  Hand’s plans she can use their influence to set Emmanuelle on 
  the throne, and thus nullify whatever abominable plans the cult 
  has in mind. 
  Angela will attempt to convince the surviving Characters to 
  support her plan. As they have served her well, she feels that 
  they might continue to do so. If not, she is happy to let them 
  on their way as payment for services rendered — though if they 
  cross paths again she may not be so lenient.
  If the Characters put a stop to Angela’s plan to steal one of 
  their bodies and deny her a host, she will quickly die. With her 
  dying breath, she will utter the last words of the spell that was 
  meant to reincarnate her spirit  in her intended victim  (see the 
  ritual above in Hickory, Oak, Pine and Weed). As the ritual 
  was unfinished she will gain no power over their body, but for 
  the following year she will appear to the Character at the most 
  inopportune moments to badger them to continue with her 
  plan — despite her death.
  Angela is dying. In truth, she has been for generations… But 
  now, it is inescapable. Her job is not yet complete however, 
  and she needs a few ingredients to finish one last ritual to set 
  everything on the right course. She instructs the Characters to 
  gather rare herbs and artefacts, as well as the binding magic of 
  Shyish, Ghur, and Ghyran wizards, and bring them all to the 
  High Circle on the night of the Witching Moon.
  But Angela has not finished her tricks, and in truth, seeks to 
  reincarnate her spirit into one of the Characters. If she trusts 
  the Character enough, she may even be up front about this… 
  But how will the host react to this desire?
  PRESTIGE ADVENTURE
  HICKORY, OAK,
  PINE AND WEED
  ANGELA'S 
  AGENDA
  THE FOUNDLING
  Angela wakes from a nightmare where she sees a small figure crawling 
  alone in the woods, who turns into a wolf that devours the Chaos 
  Moon. She instructs the Characters to head to the Drakwald and 
  scout a series of pathways, looking for ‘An innocent abomination.’ The 
  Characters must interpret this riddle, and return withthe once-human 
  creature hey find they find there— likely a juveline Beastman, Mutant 
  or worse.
  DISHONOURABLE CONDUCT 
  Frau Hedamme has mustered a moot of Hedgefolk and Beastmen 
  to decide the fate of an Imperial village recently founded in the 
  Beastmen’s territory. Angela calls for honour among the gathered, but 
  instructs the Characters to manufacture portents and signs favouring 
  her pronouncement — that the village should remain where it is — 
  despite this breaking the covenant of the Great Circle. If they are 
  discovered, blood will most certainly flow. The Characters may find 
  an unexpected ally among the Beastmen — Pt-Rakh’ha Hornrend. Pt-
  Rakh’ha has foreseen that the next baby born in the village will grow 
  up to become a powerful Beastman leader who will gather the tribes to 
  ravage the entire Reikland.
  BUBBLE, BUBBLE
  Hedamme has received word of a disturbance in the waters of the Reik, 
  not far south of Altdorf, and believes it may hint at an answer to an 
  ancient riddle of hers. She requires the Characters to find a fishing 
  boat, row out to the middle of the waters, and wait. Luckily, she was 
  right: the disturbance is linked to her prophesied return of the Fimir 
  (WFRP page 320) in force. Unluckily, the return seems to begin in 
  earnest when the Characters arrive…
  WOULD YOU BE A DEER? 
  Shamans of the Amber Order have been hunting Angela for decades 
  now, as she is a rogue wizard of not inconsiderable power, and many 
  of the forest creatures pay her a degree of respect the wizards find 
  unnerving. Recently, they have been closing in by masquerading as 
  simple forest animals, strolling the woods for weeks or even months for 
  a single spore. Angela is growing paranoid, and curses the Characters 
  for failing to mention that they were followed to her camp by a stag. 
  Will the Characters understand her urgency when they are suddenly 
  attacked by a deer who turns into a savage magician?
  
  11
  PATRONS OF THE OLD WORLD II
  0
  NEW ENDEAVOUR: HEDGE SCHOOL
  Angela’s Allies may benefit from spending one of their Endeavours during the Between Adventures phase under her tutelage. While she 
  is occupied with other business, having a student to hand who is willing to fetch water, run errands, and prepare simple treatments is an 
  appealing prospect for the ageing woman.
  If Angela trusts you at least a little, you may spend a Training Endeavour learning under her (WFRP, page 199). Angela can instruct you 
  in the following Lore Skills: Anatomy, Folklore, Genealogy, Herbs, Local, Magic, Medicine, or Nobles. She will not charge for this — or 
  at least, no payment in coin will be asked for. 
  If you have given Angela reason to trust you more fully, for example, if you have already served her in some way, she may also provide 
  the Unusual Learning Endeavour (WFRP, page 199), and can instruct you in the Arcane Magic (Hedgecraft) or Petty Magic Talents, and 
  will also be willing to offer Training in Language (Magick) Skill. Again, no payment in mere coin will be asked, but she will expect a 
  favour from you in the near future.
  If your Character spends an Endeavour learning from Angela, you should additionally make roll a d100. If the result is equal to or less 
  than the number of Fate points you have left, then she has seen a vision of your future. Make a Challenging (+0) Cool Test. If the result 
  is a failure, you learn a horrific detail of your ultimate role in bringing about the End Times, and you may never train with her again. If 
  it is a success, Angela instead tells you of a singular display of true heroism that you have yet to achieve. In either case, the Gods have 
  marked you, and you gain a Fate point.
  
  PATRONS OF THE OLD WORLD II
  12
  0
  BRYANNAH ‘DER BRIEKÄSE’ ROSENDORN
  anarcHist river elder
  BRYANNAH ‘DER BRIEKÄSE’ ROSENDORN
  HUMAN RIVER ELDER (SILVER 2)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  52
  35
  35
  50
  82
  69
  67
  62
  48
  76
  17
  Traits: Afraid 
  (Chaos), 
  Animosity 
  (Aristocrats), 
  Spellcaster (Azyr; Bearings, Careful Step, Eavesdrop, 
  Protection from Rain, Sleep, Warning), Ward 9+, Weapon 
  (Quarter Staff) +7 
  Skills: Animal Care 67, Athletics 74, Channelling (Azyr) 
  68, Charm 106, Charm Animal 68, Consume Alcohol 55, 
  Cool 64, Dodge 79, Endurance 55, Entertain (Fortune 
  Telling) 96, Entertain (Prophecy) 96, Entertain (Singing) 
  111, Gossip 96, Haggle 84, Intimidate 45, Intuition 122, 
  Language (Magick) 77, Leadership 79, Lore (Astrology) 
  82, Lore (Folklore) 82, Lore (Talabec River Valley) 
  77, Lore (Prophecy) 82, Lore (Riverways) 82, Melee 
  (Polearm) 72, Outdoor Survival 72, Perception 122, 
  Ranged (Entangling) 45, Ranged (Throwing) 55, Row 
  50, Set Trap 77, Sleight of Hand 72, Swim 45
  Talents: Arcane Magic (Azyr), Detect Artefact, Doomed 
  (That not seen shall stand before thee), Etiquette (Criminals 
  4, Revolutionaries 5), Fisherman, Gregarious, Holy 
  Visions, Luck, Magical Sense, Menacing, Mimic, Night 
  Vision, Nose for Trouble, Orientation, Petty Magic, 
  Public Speaker, Rover, Savant (Riverways), Savvy, 
  Second Sight, Sharp, Sixth Sense, Stout-hearted, Strider 
  (Marshes), Strong-minded, Suave, Tenacious, Waterman, 
  Witch!
  Trappings: Practical Clothing, Deck of Cards, Trade 
  Tools (Astrology), Riverboat, Quarter Staff, countless 
  Amulets and Charms, concealed Incendiaries and 
  Explosives
  Motivation: Justice.
  Short-Term Ambition: To find agents who can plant 
  themselves in the court of Grand Duchess Elise IX Krieglitz-
  Unterlic.
  Long-Term Ambition: To dissolve the aristocracy of the Old 
  World.
  The great rivers of the Talabec are known for many things 
  — traders to and from Talabheim, monsters languishing in 
  the slower moving waters compared to the Reik, and a rather 
  active Strigany population who sell their wares up and down 
  the waterways. But, the river’s best kept open secret is, most 
  definitely, Bryannah Rosendorn, known affectionately as ‘der 
  Briekäse’ (though none know why). 
  Ostensibly an elder of the waterways, Rosendorn is actually in 
  her late 20s, but commands far greater respect due to her wealth 
  of knowledge and gift for prophecy. Additionally, Rosendorn is 
  seen as a rare sort of fortuneteller: not only does she forecast 
  doom, she actively works to unpick it, and visit it upon those 
  she deems unjust. 
  This can-do attitude, and literal understanding of justice, has 
  made her the enemy of every authority figure she has come 
  across, and the beloved hero of countless villages and towns. 
  Rare is it to find a village along the Talabec who won’t sing her 
  praises, whilst also claiming to have never met her, no sir, never 
  in my life…
  Rosendorn’s past is, as she would put it, rather unimportant 
  and uninteresting. She grew up in Talabheim, under the care 
  of her half-Strigany grandmother, where she gained a modest 
  education. She then spent some time rearing cattle in Averland, 
  fighting followers of Gunndred, singing opera songs on a 
  gondola in Miragliano, and worked for a time as a nurse in the 
  Great Hospice of Shallya, before returning to the Talabec. As 
  she says, ‘nothing out of the ordinary’.
  
  13
  PATRONS OF THE OLD WORLD II
  0
  However, once she returned, even she must admit, things began 
  to change. What Rosendorn originally mistook for childhood 
  fantasies of ‘whispering waters’ revealed themselves to be, in 
  truth, a honed gift for prophecy. It appeared that, whenever 
  she slept upon the waters of the Talabec, her dreams would 
  carry her to all corners of the Old World — past, present, and 
  future — and she would have visions of great injustices, and the 
  heroes who would right them (with a degree of nudging from 
  her capable hands, of course). In short order, she had purchased 
  a small boat, Sibyl, set her oars into the river, and began a life 
  of rowing up and down the Talabec, interspersed with an not 
  insignificant amount of seditious crime. Now, she is a favoured 
  contact for anarchists, revolutionaries, and other ne’er-do-wells-
  who-mean-well who wish to have their fortunes told and their 
  ‘goods’ transported.
  Der Briekäse stands just shy of 5’5”, with long auburn-brown 
  hair, tanned skin, and eyes which cannot decide if they’re russet-
  brown, seafoam blue, or as green as the Great Forest. She wears 
  practical clothing — either simple dresses in autumnal colours, 
  or a loose linen shirt and trousers. She is often heard humming 
  around a bend (a little off key) before she is seen. Those who 
  meet her describe her as self-effacing, frank, kind, but also 
  argumentative, opinionated, and not in the least bit crude and 
  lusty… though her charm is never forgotten.
  tHe river talabec
  The River Talabec is sacred to Taal, who gives it its name. 
  The river is a huge stretch of water in the Old World, rivalled 
  only in size by the River Reik. It’s banks are shrouded, almost 
  everywhere, by looming pine forests that cast a dark shadow 
  over its almost crystal clear waters. The river stretches from 
  the Reik at Altdorf, passes Talabheim, and goes all the way 
  to Bechafen on the Kislev border, where it splits into the 
  Upper and Lower Talabec. Though the banks of the river are 
  considered to be monster-infested, and the water itself is known 
  to be home to all manner of dangerous creatures, the river is 
  considered sacred. All throughout its history, wonderous claims 
  have been made of the river’s waters, including rejuvenative 
  powers, gifting prophecy, and washing away the stigmata of 
  Chaos. The truth of these benefits is left up to the arguments of 
  individual theologians.
  Rosendorn can be found anywhere along the course of the 
  Talabec, or its countless tributaries, though it is said that one 
  cannot find her unless she wishes to be found, given her gift 
  for foresight. Therefore, it’s less important to know where she 
  is, and more useful to know where she likes to be. Rosendorn 
  favours small villages and communities, specifically those under 
  the thumbs of oppressive aristocrats, who can use her gifts to 
  better themselves. Sadly, this describes almost every village 
  along the Talabec’s banks, and Rosendorn is ever busy, travelling 
  back and forth.
  ROSENDORN'S 
  REQUIREMENTS 
  FREE THINKER'S FRAUD
  Rosendorn has a package she needs delivered to Talabheim. She wants 
  no questions to be asked, and no one to open it. She needs it delivered 
  to a specific address, at a specific time, after being shaken in a specific 
  way. She says she will know if any of these steps haven’t been taken. 
  In truth, this is a test of hers — she wants free-thinking agents, not 
  foolish patsies — and will respect the Characters more if they break 
  her rules, rather than follow them blindly.
  ‘DEATH SHALL COME ON LOVER’S LIPS’
  Rosendorn has discovered the Dooming of a particularly nasty noble in 
  the court of the Grand Duchess — Milo von Breitblatt — and needs the 
  Characters to get close to him. Von Breitblatt, despite being a terrible 
  philanderer, is said to be deathly afraid of commitment, which given 
  Rosendorn’s revelation, is understandable. As such, she requires one of 
  the Characters to seduce von Breitblatt, get him drunk, and get him 
  to agree to marriage. Once that is done, Rosendorn intends to extort 
  and blackmail the young rake.
  THE ROOK’S GAMBIT
  Though Rosendorn has a deep respect for the performing arts, and 
  carnival types, she is well aware of the access that they have to the 
  upper classes, and the propensity for their numbers to hide agents of 
  Chaos. To that end, she has devised a simple plan to kill two birds 
  with one stone: have the Characters track down Wolfgang Hollseher’s 
  Pandemonium Carnival, and replace his fortune telling cards with 
  a deck laced with poison. It’s a victimless crime, from a certain 
  perspective…
  BLACKPOWDER & BLOODLINES   
  Rosendorn has foreseen a terrible series of events, that all stem from 
  a drunken ship captain currently residing on the floor of a dusty 
  tavern, The Rusty Musket, in Talabheim. According to her prophecy, 
  in a matter of years Captain Jakob Köch will win himself a ship, Ms 
  Fortune, crew it with drunkards and worse, and accidently sail it to 
  the misty isle of Albion, upsetting a terribly delicate and vital magical 
  lattice around the island. This cannot be allowed to occur, and Köch 
  must be stopped at all costs. The problem is, agents of half a dozen 
  Chaos cults also know this prophecy, and have been acting in the 
  shadows for years to protect Köch. He will be incredibly difficult to 
  get to, but his future must be averted.
  
  14
  PATRONS OF THE OLD WORLD II
  0
  THE PANDEMONIUM CARNIVAL
  Wolfgang Hollseher’s Pandemonium Carnival is a famous troupe 
  of performers and ‘oddities’ that parades around the Empire. 
  The Carnival has attracted the attention of nearly everyone who 
  has heard its name or seen one of its shows for one simple 
  reason: it houses Beastmen and mutants on full display. For 
  some, the Carnival is a chance to see and study these ancestral 
  enemies of humanity up close. For others, it is a chance to gawk 
  at what would otherwise be terrifying beasts from the woods. 
  For Rosendorn, the carnival is pure evil. Despite being ‘enemies 
  of civilisation’, to her, not even the Beastmen deserve captivity 
  and slavery, such as this.
  For more information on The Pandemonium Carnival, see The 
  Enemy Within: Enemy in Shadows Companion, Chapter 12 .
  afterMatH
  If the Characters successfully find the poison and administer 
  it to the Grand Duchess, it would lead to massive upheaval 
  of the political situation in Talabheim, and the wider Empire. 
  Furthermore, the Luddataal dying from poison on the Throne 
  of Taal would be a terrible blow to the Cult of Taal & Rhya, 
  resulting in far-reaching changes, and potentially even religious 
  schisms that could rival the turmoil detailed in The Enemy 
  Within!
  For her part, Rosendorn will see this turmoil as a price worth 
  paying to eventually reforge the power structures of the Empire. 
  The Characters may not see things the same way however, 
  especially once blood begins to flow. How the Characters resolve 
  this tension is up to them. If they remain faithful to the vision 
  espoused by Rosendorn, she will continue to involve them in 
  plots to overthrow various nobles throughout the Empire. Some 
  of these are obviously devious and cruel individuals, but many 
  are not, and you should continue to test the Character’s faith in 
  Rosendorn and their willingness to wash their hands in blood 
  for an end goal that remains beyond sight to any but the seer 
  herself.
  Alternatively, you might find that your Characters turn on 
  Rosendorn, unable to accept the cost of what they have done 
  and wishing to stop their patron from spilling more blood 
  with her schemes. In this case, Rosendorn will of course have 
  seen their betral coming. Indeed, she may be counting on it. 
  The Characters will arrive at Rosendorn’s boat only to find her 
  gone and a short note reading ‘Sorry it had to end this way. 
  For what it’s worth, it has all been for the best.’ When they 
  finish searching  the boat, they will discover that The Dogfaces, 
  Talabheim’s watch, have surrounded the pier. Rosendorn 
  provided them with the Character description and ample other 
  evidence that they are responsible for the poisoning — an easy 
  feat, given that of course, they were. How this ends will depend 
  on the Characters wits, and in all likelihood their skill with a 
  blade.
  Ultimately, whether the Characters assist or oppose her, you 
  must decide the providence and accuracy of Rosendorn’s visions 
  and what the outcome of her actions will be. Perhaps her plan 
  to overthrow the nobility will lead to a better Empire, but one 
  less able to withstand the depredations of Chaos which are sure 
  to fall upon it in the coming years. Perhaps the nobility will not 
  be overthrown, but will learn a new respect for the common folk 
  that seem more able to strike at them than they had thought. 
  Or perhaps Rosendorn’s visions come from the Ruinous Powers 
  themselves, and will do little but spread chaos and, ultimately, 
  Chaos throughout the Empire.
  It is said that Grand Duchess Elise IX, being the Luddataal — 
  the Chosen of Taal — is immune to all poisons whilst she sits 
  upon her wooden throne. Whether this is true or not, Bryannah 
  Rosendorn has foreseen the Grand Duchess dying from poison, 
  seated in that very same throne room… And she sees the hand 
  of the Characters delivering it to her, through an enchanted pine 
  needle, under her seat.
  Rosendorn, however, knows not the poison, nor the steps which 
  lead to the Characters carrying out the deed. All she knows is it 
  must be done, and quickly, lest Talabheim take the wrong side 
  in the coming darkness she predicts. The Characters must scour 
  the Great Forest for leads if they are to complete this vital task.
  PRESTIGE ADVENTURE
  A NEEDLE IN
  A PINE FOREST
  
  PATRONS OF THE OLD WORLD II
  15
  PATRONS OF THE OLD WORLD II
  0
  NEW ENDEAVOUR: NO USE FOR VISIONARIES
  Rosendorn’s allies will find her to be, at all times, a woman in search of a cause. She is transfixed on overthrowing the aristocracy, she is 
  quick to lend her support to any cause which seems to dovetail with this ultimate goal. If you have earned her trust, you may choose to 
  enlist her aid when taking a Foment Dissent Endeavour (WFRP, page 200) during the between adventures phase of a game.
  If you do so, the target should be someone accessible from the Talabec, as Rosendorn is loath to leave the waters which so unerringly 
  guide her. Additionally, the target should be someone, or some institution, which Rosendorn would be willing to throw in her lot against 
  — most nobility match this description, though the final decision is up you.
  Resolve the Endeavour as normal, but Rosendorn’s sage advice reduces the difficulty of any Gossip or Charm tests you are required to 
  make by one step.
  Once the Endeavour has been resolved, make a Hard (–20) Entertain (Prophecy) Test for Rosendorn. If the result is a success, she catches 
  a glimpse of your immediate future, and immediately instructs you to acquire some apparently random item — a brass pin, a sock full of 
  rocks, or the feather of a Fishrook. If you do so, that item will inevitably prove useful in the near future, and you may claim a +5 SL 
  bonus to any one Test where the item could conceivably prove useful. 
  If Rosendorn fails this Test, there is no further effect. However, if she should Fumble the Test, she is instead struck by a terrible revelation 
  about you which she absolutely refuses to share with you. This unsettling behaviour nags at you constantly, and you suffer  –10 to all 
  Cool Tests during your next adventure.
  
  PATRONS OF THE OLD WORLD II
  16
  0
  Motivation: Vengeance.
  Short-Term Ambition: To inspire others to fanaticism.
  Long-Term Ambition: To burn the beastmen out of the 
  Drakwald.
  Ulricsson’s story is a rather common one, throughout much of 
  the Empire, though with a particularly uncommon note to it: 
  specifically that Ulricsson is the real deal — Blessed of Sigmar. 
  Few know the truth of his beginnings, for Ulricsson cares not 
  to tell it, and it’s rather dull anyway, so those few who do know 
  tend to embellish it.
  Ulricsson grew up an unimpressive young man in an 
  unimportant hamlet deep in the Drakwald in Middenheim. His 
  village, inaccessible for much of the year due to snow or storm or 
  Beastman raiding season, was often forgotten and seldom taxed 
  or remarked upon. The Coaching Houses sent them no coaches, 
  and if a Graf claimed their ownership, they did so on no records 
  kept in Middenheim. Not even the Cults took notice, despite 
  the rather archaic and unorthodox teachings about Sigmar that 
  prevailed there.
  That is until the young Diel stumbled out of the forest, coated 
  head-to-foot in Beastmen blood, with eyes like golden embers. 
  Witch hunters, theologians, and other ecclesiastical scholars 
  attempted to interrogate the young man to discern what had 
  DIEL ULRICSSON
  blessed of sigMar
  happened. But they only learned that beastmen attacked his 
  village, burned through the population, but were stopped when 
  holy fire leapt from his fingertips. Few were more surprised by 
  this than Diel himself, but opinions formed quickly. Most cult 
  officials wished to see him hanged as a false saint, whilst others 
  took his strange babblings as word from Sigmar’s lips. Schism 
  was threatened, and the authorities saw no choice but to stop 
  the ‘heresies’ in their tracks… But somehow, Ulricsson escaped.
  Since, Ulricsson has been seen countless times, wandering the 
  Drakwald, drifting in and out of communities. Sometimes, he 
  appears with a question or two — usually about the manner of 
  venerating Sigmar in a particular community. Other times, he 
  shows up just to save a community from a Beastmen attack. Yet 
  more times, he comes with fire, and a righteous fury, that forces 
  dishonest folk to reveal their sins…
  Whatever the truth of Ulricsson’s rampage, it is a certainty that 
  he carries the fire of Sigmar Himself, and that is either truly 
  inspiring, or deeply worrying, for other members of the faithful.
  DIEL ULRICSSON
  HUMAN PRIEST CAPTAIN (SILVER 4)
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  60
  31
  45
  72
  79
  48
  36
  61
  84
  81
  26
  Traits: Armour (Heavy) 5, Hatred (Beastmen), Mutation 
  (Lonely Spirit), Weapon (Censer-Flail) +9, Weapon 
  (Hammer) +8
  Skills: Art (Writing) 51, Athletics 53, Charm 84, Cool 
  114, Dodge 68, Endurance 82, Entertain (Speeches) 96, 
  Heal 76, Intimidate 85, Intuition 99, Language (Battle) 
  71, Language (Bretonnian) 64, Language (Wastelander) 
  64, Leadership 106, Lore (Politics) 81, Lore (Theology) 
  86, Lore (Warfare) 81, Melee (Basic) 105, Melee (Flail) 
  80, Perception 104, Pray 124, Research 81
  Talents: Acute Sense (Sight), Bless (Sigmar), Bookish, 
  Combat Aware, Coolheaded, Doomed (A hammer held 
  aloft is a heavy thing), Dual Wielder, Fearless (Beastmen), 
  Furious Assault, Hatred (Beastmen), Holy Hatred, 
  Holy Visions, Impassioned Zeal, Inspiring, Invoke 
  (Sigmar), Read/Write, Resistance (Chaos), Resistance 
  (Disease), Savant (Theology), Savvy, Seasoned Traveller, 
  Stouthearted, Strong-minded, Sturdy, Suave, Warleader
  Trappings: Full Plate Armour, Censer-Flail, Hammer, 
  Book of Sigmarite Prayers, Quality Robes, Religious 
  Symbol of Sigmar, A Ragged Band of Flagellant 
  Followers
  
  17
  PATRONS OF THE OLD WORLD II
  0
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  FLAIL
  (2H) Censer-Flail
  3 GC
  2
  Exotic
  Long
  +SB+5
  Distract, Impact, Tiring, Wrap
  NEW WEAPON: CENSER-FLAIL
  Censer-Flail. A censer-flail is a military flail with a hollowed-out head filled with burning coals and incense, used by many religious fanatics 
  along the northern borders of the Empire. The flails are frowned upon by many within the Cult of Sigmar for their propensity to hurt 
  their wielders, and cause unintended fires, but they remain in use because of the terror they cause on the battlefield. A censer-flail gives a 
  struck target +SL Ablaze Conditions.
  tHe WyrM and tHe bucket
  The Wyrm and the Bucket is, by any outward glance, a dull looking  
  tavern in an easily ignorable region of the Empire — sandwiched 
  along a tributary of the Delb in the Draken Hills. The clientele, 
  what little there is, is nothing but poor pig farmers and charcoal 
  burners. Its menu consists of watered down beer that tastes of 
  swamp, and poorly roasted turnips… However, there are two 
  things that make the tavern interesting.
  The first is the gigantic dragon’s skeleton that makes up 
  much of the walls and eaves. Fished from the nearby Delb by 
  Hannah Schluss over a hundred years ago — apparently.  Frau 
  Schluss was proprietor, Herman Schluss’s very drunk and very 
  terrifying great, great grandmother  The colossal bones became 
  a permanent attraction of the village Kralle. 
  DIEL'S DEALS 
  NO FIREBRANDS, HERE!
  The chapels of Carroburg have been targeted by arsonists, and the 
  authorities are desperate to find the culprit. However, members of the 
  town’s religious cults are calling for restraint, and attempting to pacify 
  the populace, and quell any investigations. Ulricsson, smelling a cover 
  up, asks the Characters to investigate. If they uncover the cause — a 
  band of zealots from a rival cult — will the Characters be able to prevent 
  all out religious war? And what if that’s exactly what Ulricsson wants?
  GRAVEN GRANITE IDOLS
  A series of strange stone idols have come to Ulricsson’s attention, after 
  a number of rural temples and shrines are looted by Beastmen. The 
  idols bear the markings of Artho the Unmoving, an ancient traditional 
  Middenland deity, but also show signs of Beastmen tampering. Some 
  of the interferences are new, but others seem very old indeed. Ulricsson 
  asks the Characters to travel to Middenheim to speak to a scholar on 
  antiquated religious practices… only for them to discover the scholar has 
  been murdered.
  COME DOWN TO KAMMENDUN TOWN
  The villagers of Kammendun have captured Diel Ulricsson, and are 
  holding him for the Witch Hunters who are en route to put him 
  to the torch. The Blessed was in town rooting out a dark cult who 
  were sacrificing young men to the swamp under the guise of appeasing 
  ‘Dark Helgis’, another regional ancient deity. The Characters must free 
  Ulricsson before the Witch Hunter arrives, as he will surely be put to 
  the pyre! But when they arrive, they find that Ulriccson himself appears 
  quite content to wait...
  THROW THE MAN AWAY
  A recent series of missing persons in the village of Frickheim, deep in 
  the Drakwald, catches Ulricsson’s attention, as they bear similarities 
  to ancient heretical traditions of the area. Upon investigation, the 
  Characters turn up ‘bog mummies’ of the victims that look millennia 
  old, despite the people having been seen alive mere months before. Has 
  someone taken up ancient embalming practices, or are the victims the 
  reincarnated spirits of the long dead mummies? What if one of the bog 
  mummies happens to look just like one of the Characters...
  Folk came to stare at its mouldering majesty, and they would 
  often bring drinks and food with them. Frau Schluss had the 
  enterprising  idea to drape a tarpaulin over the skeleton, and 
  charge a small fee to come inside, and from there, serving her 
  own drinks and cooking turnips was a logical next step.
  The second point of interest is that the tavern has recently 
  become the haunt of the Blessed Diel Ulricsson, and his 
  growing band of fanatics. These flagellants have taken over 
  much of the second storey, and the cellar underneath the tavern, 
  where they hold meetings. Diel has forbidden the drinking of 
  alcohol, but not all the flagellants are as strict in their vows, 
  so drunken fighting breaks out from time to time, despite the 
  watered down beer.
  
  18
  PATRONS OF THE OLD WORLD II
  0
  afterMatH
  Exactly who is implicated in this heresy is left up to you to 
  decide, but this adventure hook could easily be tied into the 
  events of The Enemy Within, especially after the events 
  involving Ar-Ulric in Power Behind the Throne. As such, this 
  revelation could divide the Empire into civil war, or cause a 
  fracturing of many of the Old World’s primary cults.
  If the Characters are instrumental in exposing the corrupted 
  figures in prominent cults, they may be hailed as heroes in 
  some quarters, while others will assume that the Characters 
  conspired to frame innocent clergy who opposed ‘The Blessed 
  Diel Ulricsson.’ These faithful will track the Characters to 
  the ends of the Old World for what they have done, perhaps 
  wielding genuine Miracles and Blessings of their gods against 
  these perceived heretics.
  For his part, Ulricsson will continue his somewhat humble 
  preachings, apparently insensate to the state of the more 
  organised cults that he has thrown into rancor. He is of the 
  opinion that humility is the antidote to corruption and, while 
  this might preserve the purity of his and his followers faith, it 
  does leave him with little influence despite his obvious divine 
  favour. He will continue to rely on the Characters for help, 
  ultimately preparing them to stand by his side when The End 
  Times come to the Old World. If, In those times, unwavering 
  faith is of use, Diel Ulricsson will not be found wanting.
  BOG MUMMY
  M WS BS
  S
  T
  I
  Agi Dex Int WP Fel
  W
  4
  35
  –
  25
  50
  5
  10
  15
  –
  –
  –
  14
  Traits: Breath 1 (Poison), Construct, Corruption 
  (Minor), Dark Vision, Fear 3, Infected, Infestation, 
  Painless, Swap-strider, Territorial, Undead, Unstable, 
  Weapon+6
  Skills: Melee (Basic) 55
  NEW CREATURE: BOG MUMMY
  Bog mummies are a common sight throughout ancient Human 
  ruins in the Old World. Ancient cultures often, instead of 
  interring their dead in the earth, would instead bury them in the 
  soft peaty marshes that surround their settlements, where they 
  would be sucked down into the embrace of death. However, 
  many of these dead, as with gravesites, don’t always stay dead…
  NEW ENDEAVOUR:
  BEAR WITNESS
  Any who sit at the feet of Ulricsson can listen to his speeches. 
  Indeed, it is few who are not moved by his words, as he is a 
  natural orator. Regardless of your class, you may take a Research 
  Lore Endeavour (WFRP, page 201) to study Lore (Theology) 
  or Lore (Sigmar) by following in Ulriccsson’s footsteps, and 
  listening to several of his regular sermons on Sigmar. Literacy 
  is no barrier to understanding the simple, honest faith the man 
  espouses, and even those lacking the appropriate Lore Skill and 
  who cannot read or write may make a Difficult ( –10) Intelligence 
  Test.
  If you succeed, you learn an unusual fact about Sigmar’s life, as 
  is usual. However, given Ulricsson’s unusual beliefs, this does 
  not necessarily agree with the truth taught by the Temple of 
  Sigmar proper. The GM should roll a d10 — on a result of 
  1–3, the item of Lore you learn of is considered blasphemy by 
  less free-thinking followers of Sigmar, and relating it to them, 
  regardless of the fact that it may well be true, will result in 
  accusations of heresy.
  In addition to the above, the GM should roll a d100 at the 
  end of this Endeavour. If the result is less than or equal to 
  the number of remaining Fate points your Character possesses, 
  then Ulricsson recognises in you some greater part to play in 
  Sigmar’s design for the Empire, and blesses you accordingly. 
  From now on, so long as you obey the structures of Sigmar 
  (WFRP, page 211), any hammer you wield counts as Magical.
  The Blessed Diel Ulricsson has pieced together an uncomfortable 
  truth: Drakwald’s cults are infested with heretics, worshipping the 
  Chaos Gods underneath the guise of ancient traditions. Whilst 
  it is well-known that Chaos works through such methods, the 
  extent of this conspiracy reaches up to some of the most 
  powerful individuals across the Reikland and Middenland, and 
  such a revelation — if not proven, unequivocally, to be true — 
  would be disastrous. Indeed, Ulricsson believes the only way 
  to reveal this information and not be immediately struck down, 
  is to convince a figure like Ar-Ulric himself of its veracity… 
  Supposing one could find the wandering hermit. And supposing 
  he himself doesn’t cut the Characters down, first.
  PRESTIGE ADVENTURE
  OUT WITH
  THE OLD
  
  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/Patrons of the Old World II.pdf