TEXT: AN ENCOUNTER IN THE WOODS 
   
   
  A four to six PCs Scenario, best suited for combat-oriented PCs just starting out or in the 
  middle of their First Careers, set in Middenland —pre-Storm of Chaos— in which the party 
  encounters a noble’s entourage in need of protection against dark forces that covet a 
  shocking family secret. 
   
  This adventure can be run with almost any PC group; since they find themselves in a 
  “wrong place, wrong time” kind of situation, this could be a “bring the group together” 
  scenario.  The Game Master should be familiar with the various NPCs’ past-stories and 
  personalities to be able to direct their actions and reactions.  In addition, note the various 
  NPC Doomings.  These prophecies will play a big part in their re/actions. 
   
  This Scenario utilizes a “Typical Toll House and Gate” Map (Map #3), from WFRP’s 
  Game Master’s Pack for reference in certain parts.  It also picks rules and things from the 
  Tome of Corruption, Sigmar’s Heirs, the Old World Armoury and Knights of the Grail. 
   
   
  BACKSTORY 
   
  Baroness Ulrica Magna Drehbuch von Nasenstüber, a member of one of the nobler 
  Middenland lines, is a desperate soul.  Her father, old Baron Friedrich Nasenstüber, has 
  finally passed on to Morr's eternal Dance and her younger (by a minute) brother, Baronet 
  Sanft Naseweiss Drehbuch von Nasenstüber, rightful heir to the vast and fertile 
  Nasenstüber fiefs, has gone insane. 
   
  A renowned wunderkind —world explorer, scholar and author of several books on 
  Geography and Anthropology of the Old World— Baronet Sanft went missing less than a 
  year ago and was later found by a search party (headed by his older sister), in a in a 
  disgusting Arabyan backwater —naked, talking to the beasts, and clutching savagely 
  written senseless ravings— ravings written by him.  When this awful realization struck her, 
  Baroness Drehbuch swore by Ulric, Shallya and Sigmar and took swift action. 
   
  Her brother was covertly sent back to the family lands to recover, as this scandalous secret 
  would surely ruin the family name in the Empire, especially in proud and unforgiving 
  Middenland.  Then, the Baronet disappeared a second time, this time in his lands.  Again, 
  Sanft was found and rescued, this time from what could only be called the clutches of a 
  Beastman!  The truth is more horrible, since the Beastman is, in reality, his Beastwoman 
  lover-mate Tñarra, an Ungor Bray Shaman who has fallen for the charismatic young 
  madman touched by Chaos, and has begun teaching him the Dark Lores of the Ruinous 
  Powers. 
   
  After this horrid experience, and even with security at it’s highest, Sanft disappeared thrice.  
  Again he was found, now leading a filthy group of degenerate Chaos worshippers (which 
  included Tñarra), calling themselves “the Silver Concord of the Harmonious Double Star”.  
  
  Worse, the now clearly mad Baronet Sanft refused to be called anything but “Aeron the 
  Illuminated”. 
   
  Baroness Ulrica and her most trusted warriors barely made it out alive from the cult’s lair in 
  the deepest of Stirland's caverns.  The Baroness, having witnessed some of these chaotic 
  atrocities, now knows that the cult, although small, has foul magical means at their disposal 
  (Tñarra). 
   
  And they want their leader back. 
   
  That was a few days ago… Now, a desperate Ulrica Magna, through her allies (mundane 
  and magical), has found a way to clandestinely transport in all alacrity her brother Sanft to 
  a Shallyan-run sanitarium in Altdorf, before the cult can locate him.  She figures that, by 
  the mercies of the Shallyans and in the Empire’s capital, Sanft can finally be safe; hopefully 
  exorcised and cured. 
   
  Her desperate plan is this: to have her brother spirited by a discreet group of mercenaries in 
  an ordinary looking wagon, being launched in a space of a few hours ahead of her own 
  armoured carriage, a decoy which will attract all the cult's attention. 
   
  Both vehicles will traverse the deep Drakwald woods to throw off any pursuers, (avoiding 
  major traveling hubs) until they reach the Shallyan Monastery, in Altdorf, in the space of 
  about a little longer than a normal trip lasts to the capital.  The Baroness has even made a 
  deal with a Tollhouse not too many miles from her current point to be used as a 
  “safehouse” and spend some of the fearsome Drakwald night there.  After this, she will 
  desperately continue to improvise her strategy until her brother is in safe hands. 
   
  The first vehicle’s passengers are the real Baronet, a Healer from the Shallyan Order (one 
  Sister Teofina), and two members of “Peollo's Perils”, a famous Mercenary band: the 
  sometimes spy and assassin known as “the Dove”, (Schaszliva Svetlana diPeollo) from 
  Kislev —wife of the leader and founder of Peollo’s Perils, Lisandro diPeollo— acting as 
  the Baronet’s bodyguard.  Rounding the trio of allies is Roland De Bordeleux, an ex-
  Herrimault, now Mercenary, under diPeollo’s command.  Baronet Sanft has been drugged 
  for his own safety and is being carried within a specially crafted trunk. 
   
  Note: 
  As the scenario begins, the first coach, carrying the Baronet, should be arriving at the 
  Tollhouse, to rest there, wait for the second carriage and further instructions.  When the 
  Baroness' party finally arrives, Baronet Sanft is fitfully dreaming his demented drugged 
  dreams in the Tollhouse's upstairs Bedroom (see the Game Master's Pack for further details 
  on Tollhouses), being watched by the rogue, the Shallyan and the Dove. 
   
  The second carriage —which is designed to draw all the attention and thusly buy the 
  Baronet some time— is armoured and large. 
   
  Being different from the average coach, it has a TB of 7 instead, and total Wounds of 65; 
  the wheels having 10 Wounds each. 
  
   
  The vehicle also has some protective magical runes etched just to last for a few days, 
  courtesy of one of the Baroness’ magician friends.  These wards (which can be destroyed 
  by break through the wooden beams in which they are inscribed or any other creative way), 
  help too keep at bay any magic in a radius of approximately 25 yards from the coach’s 
  center, in which all spells fizzle unless the magic user passes a Hard Will Power Test 
  (thusly keeping Tñarra, the Bray Shaman at bay, somewhat.  She can still magically attack 
  from a distance without penalty, moving away from the ward’s radius). 
   
  Within, the Baroness Ulrica, the family Seneschal and Valet, one Halfling by the name of 
  Barrigón Simbarba and the other two members of Peollo’s Perils: Lisandro “the 
  Everlasting” diPeollo, famous veteran of many campaigns, leader and husband to 
  Schaszliva “the Dove”, and Marrano Il’ Demonio (AKA “the Daemon”), his right-hand 
  man, brace themselves to serve as decoys, as each offers a silent prayer to the Gods. 
   
  In addition, to command the cult's focus and let the first carriage end their journey safely in 
  Altdorf, there is a mannequin within the second vehicle, craftily fashioned to resemble 
  Baronet Sanft.  Being fraternal twins, the Baroness and her brother are quite similar in 
  appearance.  Also, she has also disguised herself a bit, to confuse spies and informants. 
   
  Baroness Ulrica, conscious of the family tradition and full of love and concern for her sick 
  younger brother, will affect any means to help in transporting the Baronet to safety, even 
  paying the ultimate price, if it comes to that.  Pushed to the limit, she is fanatical about her 
  cause. 
   
  Her desperate plan could have had a slim chance of working, but for the traitor planted 
  within her own group.  A Halfling by the name of Barrigón Simbarba, Baronet Sanft's Valet 
  and the Nasenstübers’ Cook, Healer and Seneschal, mistaking her actions for a play for the 
  family's throne and lands and the Baronet’s madness for a “bout of nerves” has secretly 
  turned against the Baroness, thus helping the cult getting their leader back. 
   
  Already they know most of the mission’s itinerary and are busy planning an ambush in an 
  appropriate place on the Baroness' trip (see II- Ambush!).  Because of the Baroness 
  desperation, paranoia and haste, Barrigón didn't gather enough information on the first 
  coach's task.  Baroness Ulrica however, ignorant of all this, keeps the Valet close, since he 
  insisted in aiding with "whatever means would be necessary to protect the young Master’s 
  life".  How ironically true is this statement. 
   
  Next, her carriage’s wheel mysteriously breaks (the Valet's crafty sabotage), killing the 
  coach’s leader-horse in the crash. 
   
  This then, is when the PCs fatefully enter their lives. 
   
   
  I- The Hassled Lady 
   
  
  Each PC is navigating the dreaded Drakwald forest, deep in the back roads of the sinister 
  wood.  They could be on their own or in a group —it doesn't matter.  They could be on 
  foot, riding, but better not be driving (unless the GM is willing to tweak the scenario), 
  towards somewhere.  Ask them why are they there, where are they going and how.  Or you 
  could also introduce events from your own campaign to fit the scenario, of course.  
  Anyways… 
   
  It's nearing dusk in the evil forest.  The PCs, individually or in a group (see above), come to 
  an eerie crossroads.  The whole weird panorama is full of swirling mists and encroaching 
  gloom, as the sun dies.  At the same time as they near the place, they can glimpse a vague 
  bulk against a stout beech tree, just ahead. 
   
  It appears to be like a huge coach of splendid design (don’t let the PCs examine the vehicle 
  beyond this).  A that moment, they are beset by ambushers (Marrano and Lisandro). 
   
  An Opposed Hard Perception Test will be needed to notice the ambush, (as they are trained 
  professionals); you could reduce it to a Challenging Penalty if they are looking for hidden 
  stuff.  The others (the Elf Sinsaber, Barrigón and Baroness Ulrica), are concealed near the 
  coach.  The assailants are experts and probably will soon start sending bits and pieces of the 
  PCs to Morr, unless outnumbered. 
   
  Try not to drag combat more than just a couple of rounds, unless the PCs look like lowlifes. 
   
  Sooner than later, either one or several PCs will get captured, or one of the adversaries asks 
  for mercy.  At that moment, realising that the PC group is not the pursuing party, Baroness 
  Ulrica steps in.  Peace and calm is called for.  Stiff and hasty apologies are offered. 
   
  Eventually, after all the shouting and apologies, there should be calm on either side, even if 
  one or two PCs still would rather keep fighting the Baroness’ party. 
   
  In the midst of this, the cultists attack them in a mad rush. 
   
  Ten dirty-looking evil-eyed maniacs assault everyone.  Their weapons are ordinary clubs 
  and swords, staffs, and daggers; all quite ham-fisted, no tactics whatsoever.  However, they 
  are berserk! 
   
  The GM must to walk a fine line between realism and story balance: some NPCs (the GM 
  should pick one or two), should end up seriously wounded in the aftermath.  However, the 
  new attackers ought to be repelled when they lose half their force —the rest seemingly 
  vanishing into the woods while yelling and carrying on about how they “will be back” and 
  how the PCs and NPCs’ souls are “all doomed”, etc. 
   
  Fudge it so the PCs end up not seriously (if at all), wounded but unless they surpass the 
  cultists vastly.  You don't want them to be killed just yet!  The NPCs should carry the brunt 
  of the attacks.  This sets up a plausible invitation from the Baroness, next.  Instead of 
  rolling for every NPC, friend or foe, this helps you as GM to be quick about the NPCs 
  fates. 
  
   
  When all the cultists have been dealt with (if captured, any cultists will try to escape and 
  kill at their first chance), the PCs are asked (more like commanded) to join them at the 
  scene of the wreckage by Baroness. 
   
  On one of the fork’s branching roads there is a wrecked armoured coach of enormous size, 
  one of its' four horses dead.  Seems it smashed into a sturdy Drakwald tree.  Other than the 
  dead horse (which is being sincerely wept by Barrigón), and a broken wheel, the coach 
  seems sound.  The Drehbuch von Nasenstüber family coat of arms has been covered-up 
  with black paint. 
   
  If, for some reason, the PCs manage to investigate the vehicle’s bottom, a Very Hard or 
  Hard Search or Perception Test, (depending on the circumstances) will net the realization 
  that the carriage’s base is covered up in warding glyphs.  Anyone rolling an Average Magic 
  Sense Test feels repelled!  If anyone rolls an Easy Academic Knowledge (Magic) Test, the 
  wards’ purpose is clear: to seriously make difficult any magic.  Any magic user must Test 
  Will Power with a Hard Penalty to be successful (see above). 
   
  PCs investigating the dead horse will notice that it suffered an arrow wound with a 
  Challenging Difficulty Heal or Outdoor Survival Test (or a Hard Perception Test, as last 
  resort). 
   
  Examination on the broken wheel and passing a Challenging Drive or Perception Test 
  proves it was shattered due to stress, but 4 Degrees of Success or more plants the notion of 
  sabotage within the investigator's mind. 
   
  Rudely interrupting, as nobles often do, the Baroness Ulrica introduces herself under a false 
  name ("Gravina Maria-Ulrike von Liebewitz of Ambosstein" —in fact a distant relative), 
  however if the PCs have the appropriate background or pass a Very Hard Common 
  Knowledge (The Empire) Test or Hard Academic Knowledge (Heraldry) Test (to ascertain 
  her colours), they catch her in the lie. 
   
  What's more, if the Degree of Success is 4 or more, with an appropriate background 
  (Scholar, for instance), the PCs can recognize and link her noble colours to be quite similar 
  to world famous explorer Baronet Sanft Naseweiss Drehbuch von Nasenstüber’s own 
  colours (see Baronet Sanft’s write-up for further details)! 
   
  It’s also possible that a PC with the appropriate background would have had met the real 
  Gravina Maria-Ulrike (featured in the “A Rough Night in the Three Feathers” scenario 
  from the Plundered Vaults collection).   
   
  Confronted with the truth, the Baroness appeals to their better natures (and their financial 
  selves) to keep her identity quiet.  She confesses being the sister of the famous explorer, on 
  a delicate mission of utmost secrecy in nature.  "A family affair", she confides. 
   
  Without wasting any more time, and in typical noble fashion, the Baroness terminates any 
  more questioning with a proposition: if the PCs agree to become her men-at-arms, escorting 
  
  her coach across the Drakwald to the nearest town, fending her pursuers, and “keep quiet 
  about the whole issue”, they will be handsomely rewarded. 
   
  (This request comes in the wings of Lisandro's assessment of the situation.  After he 
  whispers swift words to her highness’ ear, she deftly requests the PCs response.) 
   
  If her cover mission’s explanation doesn’t suffice, she “reveals” that she is carrying a 
  family heirloom which only her enemies covet to use against her in court as a sort of 
  blackmail (just so the mission makes more sense).  Under normal circumstances no noble 
  worth his or her salt would bother with such explanations, but the Baroness knows the PCs 
  are heaven sent, and is desperate. 
   
  At first, Baroness Ulrica is willing to pay up to 100gcs total, to the whole party.  Opposed 
  Haggle Tests with a +10 Bonus because of her desperate situation, will let her raise her 
  reward up to a ceiling of 200gcs.  All monies will be payable when the mission is 
  completed. 
   
  They must decide there and then, “for one moment's delay and the mission will be at a 
  serious risk” (they have to make it to the Tollhouse before it gets too dark). 
   
  Even if they don't accept, the Baroness has any wounded PC(s) treated as best as possible 
  under the circumstances, while as her entourage is also mended.  Remember that some of 
  the wounds could be reasonably serious and some people may need a place to be healed.  
  Another incentive to go with Ulrica. 
   
  If the PCs agree (and they should, because if they don't, the cultists will still lump them 
  together with the Baroness’ party and keep harassing them until dead —they are fanatics, 
  after all), they will be compelled to help the NPCs with the broken wheel, which only takes 
  a few minutes for the spare to be set back in its place.  Don't even bother rolling if more 
  than three PCs are actively helping. 
   
  After that, as the coach and three remaining horses are made ready, (any PCs with horses 
  will have to either have them tethered or have to ride in front or rear of the coach) Barrigón, 
  still honestly grieving “Blacky (the horse’s) death”, excuses himself and goes out into the 
  nearby woods to answer “Rhya’s call”. 
   
  In reality, he's leaving signals and trying to communicate the Baroness’ course for the 
  cultists to follow.  If any (paranoid) PCs follow him, he aborts the effort.  The PCs have 
  gained a slim lead, and the cultists will appear in the fallen log ambush at half force (see II- 
  Ambush!), since they have barely the time to catch up.  After he comes back, the PCs could 
  cramp themselves within the coach, having room for up to six uncomfortably, or outside, 
  were there is enough room for two more on the other side of the roof. 
   
  Then they are off, Lisandro driving and Marrano serving as a lookout at his side. 
   
  As night descends on the dreadful forest, the sky fills with fearsome billowing clouds and 
  an occasional flash of weird lighting is seen.  An Average Outdoor Survival Test will 
  
  suffice to confirm that a storm —albeit a freak one, since there were no visible signs 
  beforehand— is coming, and hard.  If the PCs fail the roll, an NPC might declare it, whilst 
  fearfully making the sign of Rhya. 
   
  All of a sudden, everything is plunged into pitch Drakwald darkness.  Only the powerful oil 
  lanterns on each side of the coach can ascertain the road. 
   
  From this moment on, anyone in the dark without some sort of illumination or some sort of 
  special means to see (such as the Night Vision Talent), is at a Very Hard Penalty in all tests 
  involving vision.  The cultists, helped by various Chaos blessings, are at a Challenging 
  Penalty. 
   
  These woods are quite ominous and repulsive, even for the ever-benighted forests of 
  Middenland.  There’s an ever-present swirling mist like the souls of the unquiet dead, and 
  strange noises, howls. 
   
  The GM should strive to impart anxiety of the dark to the PCs, even seasoned ones with 
  professions like Woodsman.  All throughout the scenario make them state each and every 
  action as if it had the direst consequences of failure, as if the next second a surprise combat 
  was just about to happen.  Build the tension to the limit, and them some.  Have the NPCs 
  see or hear stuff, and express the PCs own fears through them (maybe some NPC starts a 
  “friend of a friend” type of story set in the Drakwald complete with all the gory details).  
  Make them jump at shadows.  A cool nature or horror sound ambiance tracks would work 
  excellently. 
   
  Of course, half of the creepiness is just normal (but what is ‘normal’ in the Drakwald?) 
  forest environment, but the PCs don't know this, and even if they would, incite fear by 
  preying on them being on this weird famous forest, full of perils.  This is the Drakwald, 
  after all! 
   
  In addition, there is an unknown quantity of enemies supposedly chasing them, seemingly 
  bent on their destruction. 
   
  Keep the adventure at a break-neck pace: when in combat rounds, don’t give the PCs time 
  to think.  I advice to count off each PC's statements from 5 to 1 and if the player hasn't 
  decided on doing anything when the countdown's done, then assume the character has done 
  nothing.  This will keep the combat round from bogging down the anxiety and tension, 
  which can happen, unless your players are quite versed in the system. 
   
  Within the spacious and luxurious coach, there exists a wood partition with a small sliding 
  opening, thusly keeping the Baroness, the Valet and the Elf Bodyguard segregated from the 
  actual PCs.  When some of them want to speak to the group, a “speaker tube” (a hose with 
  a horn on one side), is utilised to communicate.  Also, Barrigón will move back and forth if 
  needed (and sometimes when not, as he's a very talkative fellow).  He will try to fish for as 
  much information about the PCs as he can.  The PCs are welcomed to try too, the 
  Halfling’s quite a charmer.  See his description for more details. 
   
  
  If the PCs somehow make it to the Baroness' half, with a Challenging Perception Test they 
  will notice another passenger, being hastily covered with a heavy coverlet.  A Very Hard 
  Perception or Trade (Carpenter) Test will confirm that it's a mannequin.  This is the 
  Baroness' decoy; used in her plan to throw off the pursuing horde into thinking her coach 
  has Baronet Sanft. 
   
  Outside, most probably in the back of the large coach, only the cold, spine-tingling winds 
  and damp, dank and eerie Drakwald night —full of uneven passing shadows— is a 
  constant, as the coach speeds at the strained horses’ top speed, bouncing and jostling 
  through the uneven Empire roads.  The PCs will have to bundle up; a devious GM will 
  have them roll Toughness Tests or catch colds. 
   
  The PCs will undoubtedly try to prod some private details off from the various NPCs.  
  Tests ranging from the Challenging to Very Hard will have to be passed, depending on the 
  subject and the NPC’s personality, attitude, etc.  See the individual NPC descriptions.  The 
  information garnered will probably range (depending on the NPC’s personality and 
  attitude) from: 
   
  About the cover mission: As stated before, the Baroness has a treasure, a precious family 
  heirloom (probably magical in nature), which her enemies covet.  She has to get it to 
  Altdorf at all costs.  No one knows why, except the Baroness’ inner circle (the Elf, the 
  Valet and Lisandro), perhaps.  Maybe magic user PCs believe this to be the source of the 
  “anti-magic” field 
   
  Also, the Baroness will spend the night in a nearby Tollhouse, which should be no more 
  than an hour's drive.  Hopefully there'll be food for everyone (and they're not longing for 
  cold soup!) 
   
  The Elf Sinsaber is the Baroness’ Bodyguard and was an Elven Kithband Warrior, which 
  fought against the Humans in the Forest of Laurelorn, not so long ago (this revelation 
  should come as a surprise for almost all!).  Why is he with the Baroness, no one’s sure, (not 
  even Barrigón) even though some hint that the Elf is the Baroness’ lover.  Suffice to say is 
  that, even hinting about this near the Elf or her Highness will not be prudent for the 
  speaker.  At any rate, Sinsaber is the Baroness' shadow.  Seeding the PCs’ distrust in the Elf 
  is not a bad strategy for the GM, Sinsaber being quite a convenient Red Herring. 
   
  Barrigón the Halfling is the personal family Valet and Seneschal, a great Surgeon in his 
  own right, (this already witnessed by the PCs).  His family (originally from Estalia) has 
  been serving the bloodline for centuries.  He’s the Baroness’ younger brother special Valet.  
  He’s also a great cook, above average for the wee folk. 
   
  The Human Mercenaries (Lisandro and Marrano) are Tilean and the best.  Maybe some 
  PCs have heard their Company’s epithet (Peollo’s Perils), as they have done extensive jobs 
  all over.  They are quite famous in these endeavours.  With a 2+ Degree of Success roll 
  from the appropriate martial background, Lisandro diPeollo’s fame can be recalled.  This 
  information could also be learned via the usage of Hard Common Knowledge (Empire), or 
  
  Academic Knowledge rolls for “civilians”.  If some of the PCs are Tilean, a lesser difficulty 
  Test should be rolled. 
   
  And finally, all PCs will sense that everybody's concealing something.  Impart this only 
  with the knowledge that the PCs most assuredly will start getting paranoid about the NPCs. 
   
  As they traverse the road, the panorama changes.  A steep ravine suddenly begins to the left 
  side, in which the darkness seems infinite (it's really "just" a hundred yards fall).  A black 
  forested valley looms down the precipice, it's trees and rocky outcroppings limned in the 
  coach's dimming light-arcs, like enormous black fangs jutting from hell itself.  The coach 
  skirts dangerously close to the precipice yet the driver is quite skilled and doesn't fall.  The 
  soil becomes increasingly muddier and soggier, and the horses strain.  To the right, the 
  Drakwald’s solid walls of murkiness threaten. 
   
  Throughout the journey, the following details can be snatched from the speeding vehicle 
  via Perception Tests, the difficulty depending on the GM's willingness to reveal them. 
   
  *The Baroness, albeit dressed in a regal manner, is not advertising her status.  She looks 
  like she's "dressed down" and appears tomboyish with her pants and hair pulled back. 
   
  *Every so often, a common sight in the Empire is glimpsed (a scene that is welcoming at 
  first even in this Gods’ forsaken country): a shrine dedicated to the regional God (most 
  likely Ulric).  With a certain Degree of Success (perhaps 2+), and depending on the PCs’ 
  location, the PCs catch a glimpse of the shrine's actual status: It has been violated, the 
  God's symbols desecrated in the grossest way possible, and all offerings discarded and 
  otherwise thrust out of the shrine.  The few shrines that follow have been tried to be set 
  blaze or smashed.  If the PCs care to investigate, Baroness Ulrica is quite adamant NOT to 
  stop the mission, but could be convinced via an Opposed Hard Charm Vs Willpower Test.  
  Exploring these locations will only help the cultist reach the ambush site faster, and have 
  the cultists appear in greater numbers, next. 
   
  *The coming thunderstorm seems to be chasing them (like a heavenly tsunami), 
  accompanied with heavy thunder and lightning all over. 
   
  The following event should be inserted by the GM whenever appropriate; best used when 
  there's a lull in the action. 
   
  >An unearthly chorus of inhuman screams is heard and a glimpse of shapes chasing 
  the carriage is spotted, some are on horseback.  The faces are human, but deformed —
  mutants, perhaps?  Something's definitely chasing the coach, for sure. 
   
  If the PCs want to shoot at their pursuers, let them, but make sure to explain the situation 
  and their odds (maybe they’ll get lucky and will thin the cultists’ ranks).  If the cultists get 
  shot at, they immediately will desist the chase, for now.  Make the PCs feel like they 
  accomplished a big thing. 
   
  
  >A flying owl keeps up with the vehicle whilst traveling.  This is an ordinary 
  animal, but may get the PCs all riled up.  A failed Challenging Perception Test makes the 
  PC hear his/her name uttered by the bird— a really really really bad omen.  If the GM feels 
  fiendish, an Terror Test could accompany this failure, garnering the PC 1 Insanity Point. 
   
  When the GM and/or the PCs tire of the long travel description, and/or when the GM 
  deems the tension high enough, the following should be described to the fullest. 
   
   
  II- Ambush! 
   
  Suddenly, Lisandro (or whomever is at the reigns) yanks on the already tired horses.  
  Everything stops with an unexpected lurch! 
   
  Any PCs with clear view of the coach’s front will be shocked to see that the road has been 
  blocked transversely by a massive tree trunk, it's mossy cover sickly glistening in the dark.   
   
  The coach is around a dozen or so feet from the obstacle. 
   
  “Oh, it’s just another felled tree... This happens round this parts all the time,” Barrigón 
  says, cheerfully, “we'll have it out of the way in no time”. 
   
  Give the PCs a few rounds of free actions (the less the better), and then spring the surprise 
  ambush on them. 
   
  Remember that all rolls have a Very Hard Difficulty because of the environment (darkness 
  or the woods, plus the muddy conditions, etc.).  PCs that get ready should be rewarded with 
  an Academic Knowledge (Tactics) Test, which, if passed, will help the PCs or NPCs’ 
  Combat rolls by +10% Bonus in the following fray.  Even if the PC doesn’t have the 
  relevant Skill, the GM should still give him/her the +10% Bonus for a better and more 
  advantageous position, etc. 
   
  Lisandro will try to turn back the coach, ordering everyone not to move. 
   
  The Baroness demands that the log be investigated (she believes it to be a passable 
  obstacle). 
   
  There are a total of 7 cultists waiting on either side of the road (three on one side and four 
  on the other, these ones clinging to a ledge on the ravine), which will simply rush to kill 
  everything (including the horses) and to try to open the armoured vehicle —which will be 
  quite an endeavour if the party manages to close it shut. 
   
  Among these are the “best” combat-oriented experts: Ark, a Grave Robber, Freeman, an 
  Outlaw, and Magnus, an ex-Militia; in addition to Sarah, one of a trio of cultist that are vile 
  mutants (her frightening head like a one-eyed ant's), who volunteered for the task.  The 
  other three are “ordinary” cultists, one of them armed with a bow (see the cultist’s stats, at 
  the end of the Scenario). 
  
   
  If Barrigón’s signals were thwarted, then there’ll only be the “best trio” (the Outlaw, the 
  Grave Robber and the Militiaman).  If the PCs delayed, there’ll be more cultists, having had 
  time to catch up. 
   
  While the other cultists strike at the vehicle, the party, the horses, whatever, the trio of 
  bowmen keep firing volleys into the fray, not caring whom they strike, friend or foe.  They 
  continue repeating this tactic until it doesn’t seem to be working, after this, they join the 
  melee. 
   
  The whole battle should be akin to a chaotic wave of frenzied daemons, with the cultists 
  giving no ground and attacking like rabid dogs —till dead— they are murderous maniacs 
  on a mission: striking everything, clubbing like savage Orcs, biting the flesh.  They have no 
  strategy other than to kill and maim and try to get inside the coach to rescue Aeron.  They 
  become so enraged and disorganized that, sometimes instead of the enemy, they strike their 
  own! 
   
  Oddly enough, this chaos should prove advantageous to professional men-at-arms.  If the 
  PCs seize sound fighting chances the GM should reward them: a table with some examples 
  of Bonus Combat Modifiers is found in the Combat Chapter of the main rulebook. 
   
  The GM should strive to impress the fact that this horde looks not unlike some daemons 
  have been let loose upon the face of the Earth instead of just psychos: because of the 
  darkness and horrible fighting conditions and their grotesque behaviour, the conflict should 
  feel like the types of film similar to "28 Days Later" and (the new) "Dawn of the Dead".  
  They just keep coming in an insane rush.  The often-crashing thunder and lightning, 
  balefully illuminating everyone's contorted faces will complete the hellish tableaux. 
   
  A Hard Perception Test will net a glimpse of the monstrous countenance of Tñarra, 
  obscured by the forest.  For some who have never contemplated such a monster (under 
  these awful conditions), an Average Terror Test should be in order.  The penalty of failure 
  nets 1 Insanity Point. 
   
  If sought after she will depart —vanishing in silence, like the beasts of the woods.  She's 
  been spying the coach, deducing the truth of the deception.  Now she leaves, searching for 
  the wagon instead; rallying the rest of the cultists to free her love at the Tollhouse. 
   
  After the battle's done, the PCs should be a bit more wounded and quite a lot more 
  exhausted and uneasy.  Some may be dead.  If the GM thinks it necessary, and following 
  the first clash with the cult’s rationale, there ought to be an NPC who has also gone to Morr 
  (I suggest Marrano or Lisandro). 
   
  At a dramatically appropriate moment, the dark sky, pregnant with pendulous rumbling 
  clouds finally opens and disgorges its’ contents.  A horrendous maelstrom begins.  Rain’s 
  constant companionship, in addition to smashing thunder, along with a few burning trees, 
  will be the party’s constant companions until the storm breaks, at the Toll Gate, see below. 
   
  
  Again, against the better judgment of Lisandro (or the new leader, if he’s been killed), the 
  Baroness insists on having all wounded cured or healed to the best condition under the 
  circumstances, and stops the trip until Lisandro (or the new leader) becomes so insistent 
  that she has to comply.  Lisandro (or any other professional NPC), rightly fears of another 
  attack by the frenzied sect. 
   
  Under the pouring rain and thunder, Barrigón tends to the horses after the human healing 
  has been completed, if no one volunteers.  Meanwhile, Lisandro or any other soldierly NPC 
  will try to investigate the fallen log, quickly realising it’s impossible to cross or move, thus 
  giving up under the terrible conditions.  The cutting tools with which the huge tree was 
  felled lie nearby. 
   
  Of course, if they have the initiative, the GM should let the PCs do this investigation 
  instead. 
   
  Lisandro (or the new leader if he's dead) produces a beaten map and, after a few minutes of 
  trying to make it out under the darkness and icy cold Drakwald rain, locates a side road 
  (more like to a trail), which should lead the group to the Tollhouse.  This will delay the 
  party even further, give or take the road’s conditions and the weather.  Lisandro (or the 
  current leader) curses his lot, this detour would surely lead them deeper into dangerous 
  territory, deeper in the dreaded woods.  The Drakwald’s terrible perils await them in the 
  darkness, as frigid winds moan across the trees, set like phantom tombstones. 
   
  If the PCs want to scout ahead (and such things), let them, but keep building the angst, the 
  sense of being followed, and the fear level up, up, up! 
   
  Eventually, the NPC leader will call off such endeavours and everyone will get back to the 
  coach.  Anyone with such expertise can help the NPCs calm the spooked horses. 
   
  The new route is clearly in lesser shape than the main road.  It’s nothing more than an ill-
  defined one-lane trail full of potholes, twisting into the deep forest.  There is one other 
  shrine seen lighting illuminating it through the curtain rain and lightning, also despoiled. 
   
  Several branching exits, their signs faded or fallen, point the way to farming communities 
  and hamlets tucked within the deep forest, and beyond the scope of the scenario.  The 
  Baroness disavows any deviation from the road clearly and bluntly.  If the PCs insist, they 
  find themselves abandoned at the mercy of the tempest. 
   
  Eventually, as the black night seems endlessly closing in on the desperate party, a structure 
  is seen, peeking out from the mass of trees.  It’s as if they have been translocated to a land 
  of phantoms, for the structure lacks any solidity under the sheets of rain and the 
  tempestuous thunder, yet there it is. 
   
  The Tollhouse has been finally reached! 
   
   
  
  III- Midnight at the Tollhouse 
   
  The facility comprises the great double Toll Gate, plus the main building and another, 
  lesser, (but by no means less tough) gate which gives access to the compound itself, which 
  is closed with a heavy bar (see the Game Master’s Pack for a comprehensive write-up and 
  map (map 3)).  The Tollhouse’s sturdy and well-made main gate is closed shut, right on the 
  main road, unavoidable.  A solid timber barrier-fence surrounds the compound and keeps 
  the night at bay. 
   
  The whole vista is etched against the vast and dark wooded foothills of the great 
  Middenland Mountains on the right side and, the steep ravine from the other side.  There is 
  no way to avoid it by land.  The Drakwald, nearby, looks like an enormous and monstrous 
  beast ready to pounce at the small compound anytime. 
   
  The Tollhouse compound itself is comprised of the stables, yard (with a well) and main 
  building, which has three great rooms and an upstairs tower-like personnel’s bedroom.. 
   
  On the ground floor there is a living room, kitchen and office with the Tollhouse’s 
  strongbox inside.  There is a trapdoor under the kitchen leading to the cellar and a set of 
  stairs lead up to the tower-like bedroom (and roof), on the upper floor. 
   
  Within the main building, flickering lights can be espied.  As the uncanny thunderstorm 
  ceases as suddenly as it began, it’s last vestiges gone before the carriage reaches the Gate 
  compound, the PCs feel a bit of respite from the harrowing night. 
   
  Unless they go out of their way to be silent (which could prove enormously difficult), when 
  they come at a standard distance from the main wall, a manly cry of “In the Emperor’s 
  name, who goes there?” is clearly heard, piercing the wood's sinister stillness. 
   
  Either the leader, the Baroness or a PC should answer, identifying the Baroness' party 
  (which is expected).  Otherwise, they will be commanded to dismount and throw 
  themselves to the muddy ground to be searched by two of the Toll keepers, whilst being 
  watched over by crossbows and firearms from the compound’s interior, this being standard 
  procedure in the Drakwald region. 
   
  Once the party has identified themselves, the yard doors (not the main Tollgate) open 
  carefully, then hastily close behind them when the carriage has entered, seemingly shutting 
  the dreaded forest out. 
   
  Within, the Toll Gate complex is typical: well constructed and durable; made to last the 
  punishing Empire weather, bandit raids and creature incursions. 
   
  The illumination varies, especially outside, but there are enough torches and lamps to go 
  around.  The yard is excellently paved.  The whole place has been made to be comfortable 
  and pleasant, in contrast to the stark terror that lurks outside. 
   
  
  Inside there are four rotating Toll keepers and their permanent leader, Commander Hunter 
  Heigl, a grizzly ex-Roadwarden. 
   
  Commander Heigl and one of “his boys” (Holger), welcomes Baroness Ulrica with a 
  somewhat rude curtsey while both of them close the massive door and lower the stout 
  wooden bar.  The PCs should get the impression that this encounter has already been 
  arranged between the Baroness and Heigl (which is the truth). 
   
  At the yard, there is also another, smaller, carriage: a wagon, this one more typical of its’ 
  kind, with two horses tethered (this is the vehicle that carried Baronet Sanft).  There are 
  also a third and fourth horses within the stalls.  The third one’s a black mare of exceptional 
  beauty, property of Ricardo Duroleón; the other is Nig, Commander Heigl’s warhorse.  
  Both remain unseen unless the stables are examined. 
   
  Near the middle of the yard there is a well constructed well. 
   
  Whilst the Baroness disembarks, an Easy Perception Test will suffice to show her relief to 
  see the other coach.  She will not say anything on the matter, but will haste to be inside, 
  inquiring about Sister Teofina's whereabouts.  Barrigón's reaction will prove inscrutable. 
   
  After being formally welcomed by commander Heigl, they are invited to enter.  Inside 
  looks warm and inviting.  As the PCs enter, a gust of chilly Middenland wind shuts the 
  door behind the last one with a smash. 
   
  A note on the Halfling's behaviour: 
  From this moment on and with utmost care, Barrigón will make up any convenient excuse 
  (“I’ll go fetch water from the well”; “I’m going to tend to the horses”), to go outside and 
  stealthily try to open the compound’s gate.  This should be judged to be successful or not 
  by the GM, taking into account the weight of the bar that makes the door fast, the Halfling's 
  own strength and most of all, how cool and devious should this turn out.  Henceforth, he 
  will sneak out and signal the cultists that the way is clear and open, waving and throwing a 
  torch towards the woods.  Having a way to ingress, a couple of cultists could boldly try to 
  sneak in before the big finale. 
   
  Indoors, it's indeed cozy and warm: the ambiance is of comfort and home-like; a roaring 
  fire is burning warmly in the hearth.  There are several persons here. 
   
  Schaszliva, “the Dove,” enforcer and wife to Lisandro guards upstairs outside the 
  bedroom’s door, within, Sor Teofina watches over the seemingly asleep Baronet.  
  Downstairs, in the living quarters, the other two Toll keepers sit while the third toils in the 
  kitchen, preparing a decent meal. 
   
  There is also (optionally, see below) Ricardo Duroleón, an Estalian Soldier worshipper of 
  Verena on a pilgrimage bound for Kislev.  Unaccustomed to the Empire's cold weather, he 
  paces up and down near the fireplace. 
   
  
  After all pleasantries have been exchanged, the Baroness rushes toward the bedroom 
  upstairs to see her brother, the Elf quietly gliding behind her, like her shadow. 
   
  Lisandro and/or Marrano (if alive), begin drilling the Estalian, suspicious of any strangers.  
  Duroleón starts on the defensive at first, but then proves to be genuine, in addition to 
  offering some of his fine Estalian vino, thus charming all inquisitors, cooling the hot air.  
  He explains his pilgrimage to one of Verena’s shrines in cold, distant Praag, rightly 
  guessing who Lisandro (or Marrano, if Lisandro's dead) is.  This makes Lisandro (or 
  Marrano) quite proud, which warms the relationship afterward. 
   
  Here then, the PCs meet Schalszliva who, released from her duty for a few moments by the 
  Baroness, comes downstairs to lovingly embrace and kiss her husband —the only time she 
  shows any emotions.  She stays with the party.  As she listens to Duroleón’s tale, she 
  recounts stories of her native Praag and adopted Kislev with verve. 
   
  If Lisandro is dead, after being told by the Baroness, Schaszliva comes downstairs and exits 
  the edifice numbingly without a word, as if in a trance.  When she gets near the stables, she 
  breaks down to quietly sob.  However, it’s all an act, she performs this while checking the 
  recently arrived vehicles and horses, her mind always scheming. 
   
  Barrigón seizes the opportunity to cowardly walk up to her, lure her into complacency by 
  telling her a bit of how Lisandro died and stab her cleanly through the heart.  He hastily 
  hides her carcass in the stables, or throws her down the well, if possible. 
   
  Mean the while, the Baroness allows no one to enter the upstairs bedroom, not even the Elf 
  Sinsaber who, being shooed off, will then amble cat-like to sit near the fire, seemingly 
  unconcerned. 
   
  Let the PCs feel comfortable, and somewhat safe.  Mention the warm fireplace and the Toll 
  keepers’ warrior’s weapons.  One of the Toll keepers asks the PCs if they've already eaten, 
  or if they need anything… like a warm bath.  Let this lull against the night’s tensions 
  overcome them with complacency. 
   
  Commanded by the Baroness, Sister Teofina comes downstairs, leaving Ulrica alone to see 
  her sick, and supposedly sedated, brother.  She greets any newcomers, and blesses them “in 
  these times of tribulations”.  Thinking the PCs are aware of the real situation, she answers 
  all questions to the best of her ability.  The others are too occupied to pay attention to this, 
  relating stories and dining and drinking and slowly falling asleep. 
   
  Suddenly, close to the Witching Hour, a woman’s screams pierce the quiet drizzly night.  
  Gripped in terror’s electricity, each soul’s nape hairs rise.  It's coming from upstairs.  
  Sinsaber is the first to fly up the steps, followed by all the other parties except the Toll 
  keepers and the Seneschal.  A terrible pounding at the door is heard, and shouts. 
   
  If they follow the group, the PCs discover a dreadful scene: Ulrica’s brother savagely 
  attacks her. 
   
  
  As he chokes the life out of her, he screams madly and orders his release: “Aeron the 
  Illuminated must be set free!  Aeron the Munificent must be free!  The “Book of 
  Illumination” must see the light!” he repeats with maniacal precision, over and over again.   
   
  He’s quickly restrained and gagged.  While being bound, suddenly he turns into the gentlest 
  of beings, showing no intent to harm, trying to speak with his sister, asking her calmly 
  about news of the family lands, for instance.  The Baroness’ stress begins to show, as she 
  quickly wipes an errant tear from her cheek. 
   
  Baroness Ulrica orders everyone but Sor Teofina to clear the room.  She remains with the 
  Elf, if still alive. 
   
  As they exit downstairs, the PCs may begin to inquire about the truth of the situation.  
  While upstairs, they will receive scant answers.  This may infuriate them.  Either Barrigón 
  or Sister Teofina explains, talking to the PCs in private, most likely in the ground floor, or 
  the yard or stables.  Barrigón may try something with a lone PC, depending on how 
  foolhardy he feels and the PC’s condition (see his notes, below). 
   
  Coming downstairs, Baroness Ulrica is in shock, but her noble bearing hasn’t yet shattered.  
  Suddenly from outside, a call comes forth.  One of the cultists demands the release of their 
  leader “and each every soul inside shall be spared”.  They insist that they just want Aeron 
  and will not harm any within the compound if they release him. 
   
  The Baroness commands Heigl to “shut the damned dog”.  Commander Heigl in turn, 
  orders one of “his boys” (Mimus).  Firearm and crossbow shots are heard, and the voice is 
  silenced.  Carefully remember what the PCs are doing and where they are in the compound 
  while this happens, for the later, climatic event. 
   
  Another voice is heard, this one sounds like dried up leaves dancing in a hurricane.  It’s 
  completely inhuman.  It’s Tñarra, cursing the Tollhouse and threatening to storm the 
  compound, butchering everyone within.  Reikspiel chills the very soul when spoken by her: 
  “You will all die for naught but a lie and the Ruinous Powers shall gorge on your souls!” 
  and so forth.  She pretty much spells the whole truth of the hidden story in this speech.  If 
  the PCs don’t know it yet, the truth of the whole scenario (from the cultists’ point of view 
  at least), is clear. 
   
  Anyone spying the forest outside will see a mass of humanoid shapes appearing like 
  spectres rising from the grave, peering from the black trees, armed with rough weapons.  
  Some of them are in firearms and missile weapons’ range. 
   
  Tñarra’s repulsive form is half seen, half hidden, difficult to shoot.  If she senses her 
  position being compromised, she pulls back to a safer place to enact the coming ritual. 
   
  When hearing her discordant voice, Baronet Sanft (if conscious and not impaired), lovingly 
  calls out to her.  This should send chill down everyone’s spine. 
   
  
  Even as all prepare to defend the siege, another crossbow or firearm shot (depending on 
  what the GM desires), rings out (it’s another of the Toll keepers (Svangar) trying to shoot 
  down Tñarra), yet the horrible voice continues, now in no rational, human tongue. 
   
  At exactly midnight and one minute, Tñarra begins the incantation in the hellish Daemoniac 
  Tongue of Chaos. 
   
  It all happens very quickly.  Chaos smiles at the scene as the dreaded Chaos moon 
  Morrslieb rises, gibbous and sickly in its awful colour, like a putrid, cataract-filled eye 
  spying on all.  One of the black and pendulous storm-clouds in the dark night separates 
  from the rest and hurls itself with dizzying velocity towards the Tollgate compound, like a 
  vaporous missile.  Terror Tests should be rolled for witnessing these mind-blasting events.  
  The Insanity Point loss could be as high as 2. 
   
  Tñarra is enacting an awesome “one-shot” rite that should clean off all enemies.  However, 
  since she is casting in haste, it strikes with half potency.  Don’t bother with the rolls, it 
  strikes ‘automagically’ with the following consequences. 
   
  When the lighting fast roiling cloud-mass filled with weird, prancing, violet ferocious 
  thunder strikes the compound, a blast of pink brightness is felt by everyone in the 
  compound’s ground floor (including the Stables), like a small localised earth tremor. 
   
  The explosion releases both mystical and physical energy, thusly destroying half the 
  compound on the ground level!  This should be equivalent to a modern Howitzer impact. 
   
  Fortunately, most of the compound is made up of the yard and stables, so if the PCs weren’t 
  in the spell’s blast radius (i.e. within the buildings) they should be safe from falling debris, 
  etc.  The explosion’s damage should be akin to an Area Weapon for Hit Location purposes, 
  with a Damage Value of 5. 
   
  In addition, the spell’s mystical attack is felt: PCs roll Will Power Test with a Challenging 
  difficulty (-10).  If the roll’s failed its’ akin to suffering a Critical result with a Critical 
  Value equal to the Degree of failure +4 on the Head, (armour doesn’t count), rounding up.  
  If the Will Power test is a success, then the PCs will have to pass an Easy Toughness test 
  not to retch and gag with nausea for 1d10 minus the degree of success in Rounds.  
  Nauseating pink gas covers all for the first few minutes after the blast. 
   
  The GM shouldn't roll for NPCs but choose which live and die depending on his take on the 
  odds of the upcoming battle. 
   
  Following this, and with a terrible roar, all the cultists attack the compound en masse.  
  There should be more or less around 30, discounting their previous losses. 
   
  Tñarra grabs her head and falls back, either knocked out unconscious from the effort or, if 
  the GM thinks it appropriate, dead.  She may get a new mutation from the effort.  She will 
  be out till hostilities are over or till an appropriately dramatic moment, GM’s choice.  The 
  GM can always roll 3D10-Toughness in minutes for her to wake up. 
  
   
  Parallel to all this, in the upstairs’ bedroom, Sanft/Aeron watches the awful Chaos moon 
  rise and goes berserk, thrashing at his restraints and foaming in the mouth.  He fears the 
  dreadful moon, as foretold in his dooming all those many years ago (see his description for 
  more details).  With strength born out of madness and a lightning-fast surge only capable 
  by a maniac, he quickly subdues his captor (who may be either Barrigón or Sister Teofina, 
  or both, see below), and begins in earnest the Summoning of a Flying Disc of Tzeentch that 
  he hopes will bear him from this place.  He embarks on this spell by cutting his victim’s 
  heart off, a task that will probably take him a couple of minutes.  The Ritual’s rusty in his 
  addled mind, so it takes more than the normal time to enact, enough for it to be foiled by 
  the PCs. 
   
  If Barrigón’s still alive, he has managed to get himself in the bedroom and, after liberating 
  his master, thusly falls screaming as Aeron’s ritual victim.  If Sister Teofina’s keeping 
  Sanft/Aeron watch, Barrigón could conceivably kill her and then free Sanft/Aeron. 
   
  If appropriate to the (now probably very angry and confused) PCs, any of the NPCs “in the 
  know” will impart the truth of the mission to them (if they still don’t know everything), 
  meanwhile cursing their lot. 
   
  The Baroness will try to save her brother at all costs, trying to escape from the Tollhouse.  
  She will give her life for his well being if necessary. 
   
  The climatic battle should be a total pandemonium, with cultists flinging themselves 
  without regard to their lives at impossible odds and valiant efforts (or cowardly acts) by the 
  PCs.  The GM should strive to be totally objective to the PCs actions.  There is no morality 
  in battle with Chaos.  As the Templars of Sigmar say “the means justify the end”. 
   
  The GM should remember what the other NPCs are doing and think of their consequences 
  (based on their write-ups), but should strive to make the PCs the center of the action.  For 
  instance, if a PC is about to be slaughtered by a cultist, an NPC can step in and take the 
  blow, thusly dying in the PC’s stead.  Now there’ll be fewer allies to help in battle, though.  
  The PCs actions, successful or not, should always have consequences, the more severe, the 
  better.  Remember: “a Grim World of Perilous Adventure”. 
   
   
  * 
  * 
  * 
   
   
  Experience Points should be handled by the individual GM’s tastes but, if in need of some 
  benchmarks: 
   
  Saving the Mission: 55 (this includes safely getting Baronet and Baroness to Altdorf, 
  essentially this Scenario’s aftermath) 
  
  Saving Sanft: 30 
  Saving the Baroness: 30 
  Saving the Tollhouse: 40 
  Killing Tñarra: 40 
  Unmasking the traitor: 25 
   
   
  About Barrigón’s tactics 
  Barrigón Simbarba, the family’s Halfling Seneschal, the Baronet’s personal Valet, Healer 
  and Cook, intends to annihilate the Baroness’ group.  His first strategy consists of 
  poisoning the food during one of their food-breaks and then inform the cult about the 
  whereabouts’ of the carriage containing his master. 
   
  If this represents too much risk, or doesn’t help, he will try to lure the PCs and NPCs to be 
  alone with him with a false sense of complacency, and murder them quickly. 
   
  He will also try to sabotage their efforts subtly.  The possibilities are left for the GM’s 
  devious mind to ponder and exercise. 
   
  If no PCs ever suspect a traitor in their ranks, given all the subtle clues (e.g. how would the 
  cult know their route and plan an ambush with the log? …And Barrigón’s several attempts 
  to contact the cult, for example), the GM can give them a chance, for instance, by having 
  one of the NPCs, ravenous with hunger, eat the poisoned food that Barrigón prepares before 
  it’s served, consequently dying repulsively, and unmasking the traitor. 
   
  If ever caught, the Halfling will deny everything, and attempt to pin the blame on others; 
  lastly trying to escape. 
   
  About Ricardo Duroleón 
  Duroleón is presented as further help with arcane and magical stuff, as he is a former 
  Hedge Wizard besides being a Soldier.  The GM could easily not include him if s/he feels 
  the party is strong enough to face the cult. 
   
  A final note 
  There should be around 43 cultists, including the trio of mutants and the “crème de la 
  crème (Ark, Freeman, Magnus)”.  If the adventure turns out to be too challenging for the 
  group, you can always send a party of Roadwardens on the cultists’ trail (!), or a squad of 
  Soldiers “passing through” the Tollhouse.  This should even the odds. 
   
  Also, if the PCs want to turn against the Baroness, let them.  The cult will embrace them, 
  demanding the PCs consume enough warpstone to be truly blessed. 
   
  If they want to play both sides, remember that the Baroness’ family is extremely well 
  connected.  The cult, after recuperating (especially if Tñarra’s still alive), could 
  conceivably come after them too.  A devious GM will give them enough rope and let the 
  chips fall where they may. 
   
  
  If Sanft escapes, he’ll be back, but more powerful. 
   
  And finally this 
  I think the ideas behind this Scenario and the Scenario itself is pretty neat and encompasses 
  a large amount of the feeling that adventuring in the Warhammer Fantasy Role Play 
  Game should transmit.  Having said that, however, the GM is quite free to tweak it, tear it 
  down or mutate it in any way that he/she thinks would work for his/her group instead.   
   
  Thanks for your time. 
  
  THE CAST 
   
   
  (Within the Armoured Carriage) 
  Baroness Ulrica Magna Drehbuch von Nasenstüber 
  Baroness in Distress 
   
  RACE: Human 
   
  CAREER: Ex-Noble, ex-Courtier (Lady in Waiting), Noble Lord (Lady) 
   
  WS: 64 BS: 50 S: 41 T: 41 AG: 40 INT: 64 WP: 51 FEL: 75 
  A: 2 W: 17 SB: 4 TB: 4 M: 4 MAG: 0 IP: 2 
   
  WEAPONS: Best Craftsmanship Rapier, Main Gauche, Pistol with Gunpowder 
   
  ARMOUR: Full Leather 
  Head: 1 Body: 1 Arms: 1 Legs: 1 
   
  SKILLS: Charm +20, Command +20, Consume Alcohol, Evaluate +10, Gossip +20, 
  Intimidate, Perception +10, Ride +20, Common Knowledge (The Empire) +20, Speak 
  Language (Reikspiel) +20, Read/Write +20, Academic Knowledge (History), Blather, 
  Common Knowledge (Bretonnia), Speak Language (Breton), Academic Knowledge 
  (Strategy/Tactics), 
  Academic 
  Knowledge 
  (Genealogy/Heraldry), 
  Speak Language 
  (Classical), Speak Language (Tilean) 
   
  TALENTS: Menacing, Sixth Sense, Etiquette, Public Speaking, Savvy, Schemer, 
  Dealmaker, Suave, Specialist Weapon Group (Fencing), Master Orator 
   
  EQUIPMENT: Rare and valuable jewels in a small strongbox (to be used for emergencies), 
  ring with poison.  A purse containing 500gcs in bank notes 
   
  NOTES: A very tall and attractive woman, Baroness Ulrica believes she has her people’s 
  best interest in mind, always.  She is a woman accustomed to getting what she wants.  
  Although presently in a stressful situation, she will strive for control and getting the job 
  done.  At heart she’s an optimist. 
   
  BACKGROUND: In addition to her already related background, she has a fiancée waiting 
  in her hometown, one Sir Osric von Schoppendorf.  She hopes to see him soon. 
   
  AGE: 33 
  EYE COLOUR: Golden-rose  
   
  HAIR COLOUR: Ash blond 
   
  STAR SIGN: Gnuthus the Ox 
   
  BIRTHPLACE: Middenland (Nasenstüber) 
   
  GENDER: Female 
   
   
  WEIGHT: 128 lbs 
   
   
  HEIGHT: 6’0” 
   
  
  DISTINGUISHING MARKS: Strange coloured eyes (golden-rose) 
   
  DOOMING: Morr sends a Maiden 
   
  Sinsaber Elselestin Tira-Delcordel 
  Her Highness’ Shadow 
   
  RACE: Elf 
  CAREER: Ex- Kithband Warrior, ex-Scout, ex-Ghostrider, Bodyguard 
   
  WS: 56 BS: 79 S: 48 T: 51 AG: 66 INT: 49 WP: 56 FEL: 31 
  A: 3 W: 17 SB: 4 TB: 5 M: 6 MAG: 0 IP: 0 
   
  WEAPONS: Best Quality Elfbow with 10 Arrows, Crossbow Pistol with 10 Bolts, Best 
  Quality Buckler, Throwing Axes, Knuckledusters, Hand Weapon (Sword), Best Quality 
  Dagger 
   
  ARMOUR: Best Quality Mailshirt, Full Leather (Best Quality) 
  Head: 1 Body: 3 Arms: 1 Legs: 1 
   
  SKILLS: Animal Care, Concealment +20, Drive, Intimidate +10, Outdoor Survival +10, 
  Perception +20, Ride, Scale Sheer Surface, Search, Silent Move +20, Common Knowledge 
  (Elves), Speak Language (Eltharin), Speak Language (Reikspiel), Dodge Blow +20, Follow 
  Trail +20, Common Knowledge (The Empire), Common Knowledge (Bretonnia), Speak 
  Language (Breton), Navigation +10, Charm Animal, Secret Language (Ranger) +10, Secret 
  Signs (Ranger), Secret Signs (Scout), Speak Language (Tilean), Lip Reading, Set Trap, 
  Shadow, Heal 
   
  TALENTS: Specialist Weapon Group (Longbow), Specialist Weapon Group (Crossbow), 
  Specialist Weapon Group (Parry), Specialist Weapon Group (Throw), Coolheaded, 
  Excellent Vision, Night Vision, Rover, Warrior Born, Sure Shot, Orientation, Rapid 
  Reload, Fleet-Footed, Lightning Parry, Mighty Shot, Quick Draw, Disarm, Street Fighting, 
  Strike to Stun, Very Resilient 
   
  EQUIPMENT: Ten yards of rope, excellent travel cloak, excellent boots 
   
  NOTES: Strong and silent and Elvish.  Where the Baroness goes, so does he.  ‘Nuff said. 
   
  BACKGROUND: Why would this Elf terrorist (or freedom fighter depending on your 
  point of view), this Kithband Veteran and ex-Ghoststrider slayer-of-men (in his own 
  words), from defiant and troublesome Laurelorn Forest be a narrow-minded Middenland 
  noble’s bodyguard?  A simple matter, really, if one accounts for the Elvish long lifespans: 
  The Baroness’ grandfather helped him in a land dispute against some elves some “years 
  back”.  Now, he protects his grandchild.  That was the bargain.  Being like a tomb, Sinsaber 
  will keep this arrangement quiet. 
   
  AGE: 100 
   
   
  EYE COLOUR: Green 
   
  HAIR COLOUR: Corn 
   
  
  STAR SIGN: N/A 
   
  BIRTHPLACE: Laurelorn Forest 
   
  GENDER: Male 
   
  WEIGHT: 105 lbs 
   
   
   
   
   
  HEIGHT: 5’10” 
   
  DISTINGUISHING MARKS: None!  He’s alien! 
   
  DOOMING: N/A 
   
  Lisandro “the Everlasting” diPeollo 
  Mercenary Leader 
   
  RACE: Human 
  CAREER: Ex-sergeant, ex-Roadwarden, Mercenary Captain 
   
  WS: 64 BS: 47 S: 54 T: 51 AG: 44 INT: 47 WP: 49 FEL: 63 
  A: 3 W: 20 SB: 5 TB: 5 M: 4 MAG: 0 IP: 4 
   
  WEAPONS: Best Quality Pistol with Ammunition, Best Quality Shield, Hand Weapon 
  (Hammer), Sword Breaker, Great Weapon (Warhammer) 
   
  ARMOUR: Best Quality Full Mail 
  Head: 3 Body: 3 Arms: 3 Legs: 3 
   
  SKILLS: Animal Care +10, Command +10, Drive, Gossip +20, Intimidate, Outdoor 
  Survival, Perception +10, Ride +10, Search, Swim, Common Knowledge (Tilea), Common 
  Knowledge (Bretonnia) +10, Common Knowledge (The Empire) +10 Common Knowledge 
  (The Border Princes) +10, Speak Language (Tilean), Speak Language (Reikspiel), Speak 
  Language (Breton), Speak Language (Kislevian), Speak Language (Battle Tongue) +10, 
  Follow Trail, Navigation, Academic Knowledge (Strategy/Tactics) +10, Dodge Blow +10, 
  Read/Write 
   
  TALENTS: Warrior Born, Coolheaded, Quick Draw, Specialist Weapon Group 
  (Gunpowder), Specialist Weapon Group (Two Handed), Specialist Weapon Group 
  (Parrying), Menacing, Wrestling, Strike Mighty Blow, Strike to Stun, Disarm, Lightning 
  Parry 
   
  EQUIPMENT: Ten yards of rope, Mercenary Company, Best Quality chewing Tobacco 
  from Lustria, a locket containing his wife’s hair, Myrmidian talisman for martial prowess 
   
  NOTES: This NPC is the GM’s voice when it comes to combat strategy, helping the PCs 
  with their plans.  If the PCs take too long or do the wrong decisions, Lisandro will start 
  barking orders, taking charge.  He’s a real leader.  He distrust the Halfling and the Elf.  He 
  knows all about the Baroness’ plans, except that her brother is insane.  He zealously 
  despises Chaos, being a devout Myrmidion.  Lisandro has taken a vow never to use 
  weapons that end in points or do slashing damage. 
   
  BACKGROUND: Tired of serving for other bosses, Lisandro diPeollo struck it alone, 
  forming his “Perils” when he was just 20.  His disarming charisma has netted him the best 
  contracts.  However, his company’s “the real deal.” 
  
  For this special mission, he has selected a few whom he thinks are right for the job.  
  He also wants young Roland of Bordeleux to prove himself to him as more than just an ex-
  wolfshead. 
  His only obsession in this world other than work is his wife, Schaszliva the “Dove”.  
  He would die for her.  To think that just six months ago, the gentle light of her eyes hadn’t 
  yet been know to him. 
   
  AGE: 32 
   
  EYE COLOUR: Black 
   
  HAIR COLOUR: Copper 
   
  STAR SIGN: Wymund the Anchorite (thusly his nickname of “Everlasting”… like 
  Wymund) 
   
  BIRTHPLACE: Tilea (City State of Peollo) 
   
  GENDER: Macho (male) 
   
  WEIGHT: 145 lbs 
   
  HEIGHT: 5’10” 
   
  DISTINGUISHING MARKS: Ruddy faced.  Has flatulence problems 
   
  DOOMING: Linger not upon the privy, nor a long drop either 
   
  Marrano Il’ Demonio “the Daemon” 
  Associate and “Mussle” 
   
  RACE: Human 
   
  CAREER: Ex-Swamp Skimmer, Mercenary 
   
  WS: 44 BS: 42 S: 44 T: 45 AG: 35 INT: 41 WP: 35 FEL: 23 
  A: 2 W: 14 SB: 4 TB: 4 M: 4 MAG: 0 IP: 3 
   
  WEAPONS: Best Quality Crossbow, Best Quality Shield, Hand Weapon (Sword) 
   
  ARMOUR: Mail Shirt, Leather Jack 
  Head: 0 Body: 3 Arms: 1 Legs: 0 
   
  SKILLS: Concealment, Gamble, Gossip +10, Outdoor Survival, Perception, Search +10, 
  Silent Move, Swim, Common Knowledge (Border Princes), Common Knowledge 
  (Bretonnia), Speak Language (Tilean), Speak Language (Reikspiel), Speak Language 
  (Battle Tongue), Follow Trail, Navigation, Dodge Blow, Ride 
   
  TALENTS: Ambidextrous, Warrior Born, Resistance to Disease, Sixth Sense, Quick Draw, 
  Strike Mighty Blow, Sharpshooter 
   
  EQUIPMENT: Large sack, waterproof boots, healing draught 
   
  NOTES: The Daemon’s whole purpose is to be the muscle (or “mussle”, like he says).  The 
  GM should play him with a heavy Italian accent, you know?  (“Are you talking to me?”)  
  He looks like a daemon, and fights like one, hence his nickname. 
   
  
  BACKGROUND: Rescued from an awful life as a Swamp Skimmer in the Border Princes 
  by diPeollo, the Daemon’s eternally grateful to Lisandro and his new wife, the Dove.  He 
  does as he’s told but isn’t as dumb as he looks. 
   
  AGE: 34 
  EYE COLOUR: Pale Gray 
  HAIR COLOUR: Red 
   
  STAR SIGN: The Broken Cart 
   
  BIRTHPLACE: The Border Princes, near Tilea’s border 
   
  GENDER: Male 
  WEIGHT: 181 lbs 
  HEIGHT: 5’11” 
   
  DISTINGUISHING MARKS: Snaggle teeth 
   
  DOOMING: Thy end arises from flames unseen 
   
  Barrigón Simbarba 
  Well Intentioned but Mixed-up Assistant 
   
  RACE: Halfling 
   
  CAREER: Ex-Student, Valet, Barber Surgeon 
   
  WS: 27 BS: 42 S: 21 T: 25 AG: 46 INT: 59 WP: 37 FEL: 50 
  A: 1 W: 12 SB: 2 TB: 2 M: 4 MAG: N/A IP: 1 
   
  WEAPONS: Best quality Dagger, Sling, Hand Weapon (Short Sword) 
   
  ARMOUR: Leather Jerkin, Leather Leggings 
  Head: 0 Body: 1 Arms: Legs: 1 
   
  SKILLS: Charm, Consume Alcohol, Drive, Evaluate +10, Gossip, Haggle +20, Perception 
  +20, Search +10, Blather +10, Heal +10, Read/Write +20, Speak Language (Halfling), 
  Speak Language (Reikspiel) +20, Speak Language (Classical), Speak Language (Breton), 
  Speak Language (Tilean), Trade (Cook), Trade (Apothecary), Academic Knowledge 
  (Genealogy/Heraldry) +20, Academic Knowledge (Daemonology), Academic Knowledge 
  (Science), Common Knowledge (Halflings) 
   
  TALENTS: Resist Poisons, Night Vision, Resist Chaos, Specialist Weapon Group (Sling), 
  Resist Disease, Very Resilient, Surgery, Etiquette, Savvy, Super Numerate, Suave, 
  Seasoned Traveler, Linguistics 
   
  EQUIPMENT: Trade tools (Barber-Surgeon), writing kit, 2 textbooks on Science and 
  Theology, cologne, purse, 2 sets of Best Craftsmanship clothing, uniform (not wearing it to 
  avoid being recognised), 5 healing draughts, 6 doses of poison (Heartkill) 
   
  NOTES: Barrigón has it all wrong.  He thinks the Baroness Ulrica is planning to get the 
  young Baronet out of the way and usurp his rightful lands, breaking her vow to Sanft’s 
  father, old Baron Friedrich. 
  
  It has fallen on Barrigón’s duty to rescue the young master at all costs.  No-one 
  from the family is to be trusted.  To these means he has secured enough poison to kill all 
  the Baroness’ original party. 
  Due to the peculiar nature of Sanft’s madness (he’s frequently quite rational, akin to 
  a dormant schizophrenic), Barrigón will never be truly convinced of his illness until it’s too 
  late.  He believes the cultist are the young master’s friends, come to help him (in a way they 
  are).  His other tactics and schemes are discussed in the main text. 
   
  BACKGROUND: Barrigón’s family comes from an undiluted line of Seneschals, Butlers 
  and Valets.  Originally from Estalia, some distant relatives of the Drehbuch von 
  Nasenstübers from that part of the Old World lent his great ancestor to the proud and 
  ancient Middenland nobles. 
  Ever since, the Simbarbas have been trusted servants and confidants.  His beloved 
  young master Baronet Sanft, paid out of his own expenses Barrigón’s extensive education 
  as a Barber-Surgeon in Nuln.  It’s a debt he thinks can never be truly repaid. 
  He knows the risk he’s taking but he genuinely is devoted to his master, having 
  raised him up from childhood. 
  Barrigón has a wife, Edna, and 10 daughters: Ana, Camila, Frisia, Cecilia, Rubiela, 
  Esmeralda, Rabieta, Aracelia, Patricia and Gabriela. 
   
  AGE: 60 
  EYE COLOUR: Brown 
   
  HAIR COLOUR: Yellow 
   
  STAR SIGN: The Two Bullocks (fertility)  
  BIRTHPLACE: Nasenstüber. 
   
  GENDER: Male 
  WEIGHT: 95 lbs 
   
  HEIGHT: 4’1” 
   
  DISTINGUISHING MARKS: Small bald patch on right side of the head. 
   
  DOOMING: The flashing blade will end thy days. 
   
   
  (On the Other Carriage, a Wagon at the Toll Gate) 
  Baronet Sanft Naseweis Drehbuch von Nasenstüber, AKA Aeron the Illuminated 
  Charismatic MacGuffin 
   
  RACE: Human 
   
  CAREER: Noble, ex-Student, ex-Scholar, ex-Explorer, ex-Agitator, Acolyte of Tzeentch 
   
  WS: 51 BS: 54 S: 43 T: 46 AG: 45 INT: 68 WP: 55 FEL: 62 
  A: 2 W: 19 SB: 4 TB: 4 M: 4 MAG: 1 IP: 6 
   
  WEAPONS: His allure 
   
  ARMOUR: None 
   
  
  SKILLS: Charm +10, Command +10, Concealment, Consume Alcohol, Disguise +10, 
  Drive +10, Evaluate +20, Gossip +20, Intimidate, Outdoor Survival, Perception +20, Ride 
  +10, Scale Sheer Surface, Search, Swim, Common Knowledge (The Empire) +10, 
  Common Knowledge (Bretonnia) +20, Common Knowledge (Araby) +20, Common 
  Knowledge (Estalia), Academic Knowledge (Daemonology) +20, Academic Knowledge 
  (History) +20, Academic Knowledge (Magic) +10, Academic Knowledge (Astronomy), 
  Academic Knowledge (Law) +10, Speak Language (Reikspiel) +20, Speak Language 
  (Classical) +10, Speak Language (Breton) +10, Speak Language (Arabyan) +10, Speak 
  Language (Estalian) +20, Speak Language (Tilean) +10, Follow Trail, Blather, Read/Write 
  +20, Navigation, Secret Language (Ranger), Magical Sense, Secret Signs (Scout) Trade 
  (Cartographer) +10, Channeling +10 
   
  TALENTS: Menacing, Savvy, Etiquette, Luck, Specialist Weapon Group (Fencing), 
  Schemer, Linguistics, Suave, Seasoned Traveler, Orientation, Resistance to Magic, 
  Coolheaded, Public Speaking, Aethyric Attunement, Controlled Corruption, Petty Magic 
  (Chaos), Dark Magic, Inured to Chaos, Witchcraft* 
   
  EQUIPMENT: None but his wits 
   
  NOTES: *The Witchcraft Talent offers an Extra Spell, which is Summon Lesser Demon of 
  Tzeentch (A Flying Disc) 
  The young Baronet’s lunacy is almost imperceptible, his reasoning and arguments 
  are sound but, like any psychopath, Aeron’ violent dementia can strike like a cobra, 
  previously waiting like a motionless alligator.  Nevertheless, his first major task is, (if he 
  survives the Tollhouse) to get his “Book of Illumination” printed and published.  Since all 
  of his texts were destroyed, he has to wait for the inspiration to come back to him.  
  Meanwhile, he will create as many illuminated groups as possible. 
  Inside Sanft’s mad brain, he has been touched by the Ruinous Powers with such 
  force that if cultivated, his Chaotic leanings could flourish and be used as a major tool in 
  the struggle against the peoples of the Old World.  His charisma is such that he could charm 
  even the Ar-Ulric (albeit with difficulty) given enough time. 
  Sanft/Aeron could turn out to be the long-sought after Messiah of Chaos— and the 
  Ruinous Powers want to groom him for his whole potential to be realized. 
   
  BACKGROUND: From a young age Baron Sanft was fascinated by knowledge.  Born in 
  an old and noble Middenland family, his thirst for books was found never wanting.  In his 
  short life, whilst his father, the Baron Friedrich, was still alive, he traveled far and wide in 
  the Old World in search of tomes of lore.  The Empire, Tilea, Estalia, even Kislev have 
  been his stomping grounds, some several times. 
  Within the Empire, his renown as a scholar was only matched by his zeal, some say 
  bordering on obsession —but not too loudly— for Sanft is a well-connected young noble.  
  His family can trace its’ lineage to one of the first settlements in Middenland, and has 
  strong ties to the current Ar-Ulric.  In addition, now that his father has passed, his fraternal 
  twin sister Baroness Ulrica, the most powerful member of the clan, has taken him under her 
  wing fiercely (and some say obsessively), protecting him. 
  
  That is why, breaking his sister’s shackles less than a year ago, Sanft managed to 
  sail from Marienburg, and vanished.  Indeed obsessed with knowledge, the young Baronet 
  sought it in just the worse places he could find. 
  Meanwhile, going mad with fear, Lady Ulrica paid incredible amounts for any 
  knowledge of her brother’s fate.  After all, in his will, her father bequeathed her a great 
  many lands, but only if a male heir was in the Lord’s throne (and since her father was 
  especially austere, no other heirs were born). 
  Baronet Sanft was finally found in a disgusting Arabyan backwater: a cursed 
  nameless place on the edge of the yellow waste.  Naked, dirty, with wide eyes like a feral 
  beast, Sanft was babbling with baboons and speaking in tongues, clutching some parchment 
  notes as if his life depended on them.  He’d written them in his own offal.  His brain had 
  shattered to the sane world, but having been opened to new and wondrous vistas of Chaos, 
  his mind was truly free.  And so, all he wanted to do was to share this exquisite bliss with 
  the world, the whole world. 
  This was Sanft’s turning point, where he found about his real being.  His course was 
  clear as the bright blast of pink light which struck him and opened his brain to new views: 
  he would discard his old life, to wander and preach the life of Chaos:  Aeron the 
  Illuminated had been born! 
  His first task was to spread his message; then he had to gather his notes and publish 
  them. 
  Quietly, he was sent back by his conniving “sister” to the family lands to “recover”.  
  After that, it was child’s play to escape again, with help from one of the guards.  No bonds 
  could hold him for long; he was getting better at it. 
  Afterwards being incarcerated yet again, Aeron grew impatient with mortals, 
  disappearing thrice.  He gathered around him kindred souls and was commencing his 
  evangelization, dictating his Book of Illumination”, when his horrid sister caught him once 
  more. 
  Sanft/Aeron’s addled mind recalls dimly a beautiful horned woman with furry legs 
  who was quite fond of him.  Her name was Tñarra, a creature of the woods.  With her he 
  felt safe.  He remembers their happy times together… Maybe those times will soon come 
  back. 
   
  AGE: 33 
  EYE COLOUR: Pale gray and golden 
  HAIR COLOUR: Ash blond 
   
  STAR SIGN: Gnuthus the Ox 
   
  BIRTHPLACE: Middenland (Nasenstüber) 
   
  GENDER: Male. 
  WEIGHT: 134 1/2 lbs  
  HEIGHT: 6’0” 
   
  DISTINGUISHING MARKS: Strange coloured eyes (one pale gray and one golden) 
   
  DOOMING: Thy last breath will be in Morrislieb’s sight! 
   
  Schaszliva Svetlana diPeollo, AKA “the Dove” 
  Her Nickname’s Opposite 
   
  RACE: Human 
   
   
  CAREER: ex-Camp Follower, ex-Spy, Assassin 
   
  
  WS: 52 BS: 60 S: 41 T: 50 AG: 67 INT: 51 WP: 70 FEL: 54  
  A: 3 W: 17 SB: 4 TB: 5 M: 4 MAG: 0 IP: 2 
   
  WEAPONS: Best Quality Dagger, Best Quality Hand Weapon (Sword), Net, Throwing 
  Knives 
   
  ARMOUR: Best Quality Leather Jack, Best Quality Leather Skullcap 
  Head: 1 Body: 1 Arms: 1 Legs: 0 
   
  SKILLS: Charm +10, Concealment +10, Disguise +10, Drive, Gamble +20, Haggle, 
  Perception +10, Scale Sheer Surface, Search, Silent Move +10, Common Knowledge 
  (Kislev) +10, Common Knowledge (The Empire), Speak Language (Kislevian), Speak 
  Language (Tilean), Speak Language (Reikspiel), Speak Language (Breton), Trade 
  (Herbalist), Sleight Of Hand +10, Lip Reading, Perform (Actor), Pick Lock, Shadowing 
  +10, Secret Language (Ranger), Prepare Poison, Secret Signs (Thief) 
   
  TALENTS: Sixth Sense, Suave, Street Fighting, Flee!, Hardy, Seasoned Traveler, 
  Linguistics, Schemer, Quick Draw, Streetwise, Swashbuckler, Lightning Parry, 
  Sharpshooter, Specialist Weapon Group (Entangling), Specialist Weapon Group (Parrying), 
  Specialist Weapon Group (Thrown). 
   
  EQUIPMENT: Lucky Rabbit’s Foot Charm from Praag, pouch, tent, disguise kit, four 
  pigeons, grappling hook, ten yards of rope, one dose of poison (Black Lotus), small portrait 
  of Lisandro 
   
  NOTES: On role-playing her: Be always planning conflicts between men, but make sure 
  you are on the winning side and remains with clean hands.  She is a distant relative of the 
  Ice Queen, a true femme fatale.  The only one she will show “real” affection to is Lisandro. 
  She pays no heed to her dooming, since a man uttered it. 
   
  BACKGROUND: The Dove is one of the deadliest Assassins this side of the Grey 
  Mountains. 
  Born into abject poverty in Praag, she was prostituting herself when she was 12.  
  Sold to a Kislevian Merchant in exchange for food for her family, she became a Camp 
  Follower in cold Kislev, its’ deadly winters shaping her personality.  After poisoning her 
  owner she escaped to a life of seemingly endless grief, yet she endured and survived and 
  found her niche by the strength of her wits.  A victim of countless horrors and abuses by 
  men during her short life, she only loves herself and her survival. 
  Her new husband is just a step towards controlling the Mercenary Company and 
  then onto greater things.  She arranged for him to fall for her and then marry her, not six 
  months ago, the poor sap.  If he should be of no use to her, she will get rid of him. 
   
  AGE: 28 
  EYE COLOUR: Piercing Green 
  HAIR COLOUR: Raven Black 
   
  STAR SIGN: The Kislevian version of Cacklefax 
   
  BIRTHPLACE: Praag 
  
   
  GENDER: Female 
   
  WEIGHT: 130 lbs 
  HEIGHT: 5’4” 
   
  DISTINGUISHING MARKS: Small tattoo of a dove taking flight from a black pool or 
  blot, near her private parts 
   
  DOOMING: Thou art not as good as thou thinkest thou art. 
   
  Sister (Sor) Teofina 
  Shallyan Healer on a Mission 
   
  RACE: Human 
   
  CAREER: Ex- Hedge Wizard, ex- Initiate, Priestess of Shallya 
   
  WS: 39 BS: 45 S: 40 T: 41 AG: 38 INT: 37 WP: 50 FEL: 52  
  A: 1 W: 16 SB: 4 TB: 4 M: 4 MAG: 1 IP: 0 
   
  WEAPONS: None, she’s a Healer of Shallya 
   
  ARMOUR: None 
   
  SKILLS: Animal Care +10, Charm +20, Gossip +10, Perception +20, Search, Swim, 
  Channeling +10, Common Knowledge (The Empire), Common Knowledge (Tilea), 
  Common Knowledge (Bretonnia), Speak Language (Reikspiel) +20, Speak Language 
  (Tilean), Speak Arcane Language (Magic), Trade (Apothecary) +10, Trade (Herbalism), 
  Hypnotism, Magic Sense +10, Academic Knowledge (History) +10, Academic Knowledge 
  (Theology) +10, Heal +20, Read/Write +10, Speak Language (Classical) +10 
   
  TALENTS: Strong Minded, Hedge Magic, Petty Magic (Hedge), Very Strong, Suave, 
  Public Speaking, Armoured Caster, Petty Magic (Divine), Strike to Stun, Resistant to 
  Disease 
   
  EQUIPMENT: 12 healing draughts, Healer’s kit.  holy Shallyan texts, holy Shallyan 
  symbol, warm cloak with hood 
   
  NOTES: Sister Teofina trusts in Shallya’s Mercy and protection, thusly she goes 
  unarmoured and as a healer, weaponless. 
  She will never go back to her witching ways and will not use any Hedge Magic 
  under any circumstances. 
  If there’s a conflict, she will defend herself and help any wounded.  If magic is 
  being used near her, she can roll Magical Sense to find out more about it. 
   
  BACKGROUND: Sister Teofina’s ways were crooked because of her Hedge Magic 
  rituals… deep in her heart she felt it to be true.  Soon, she found out about the Shallyan 
  Orders. 
  
  This was a sign.  Feeling the tug of the Goddess within her, she became an acolyte 
  and finally a priestess. 
  She has never looked back. 
  She will heal all, even those who seek her harm, showing that the Goddess is truly 
  merciful.  In time, the whole World will be healed.  She’s a strict vegetarian. 
   
  AGE: 36 
  EYE COLOUR: Bright Blue  
  HAIR COLOUR: Black as night. 
   
  STAR SIGN: Gnuthus the Ox 
   
   
  BIRTHPLACE: Stirland (Furtzhausen) 
   
  GENDER: Female 
   WEIGHT: 135 lbs 
   
  HEIGHT: 5’6” 
   
  DISTINGUISHING MARKS: Wart in the middle of forehead 
   
  DOOMING: Fear only the ones who bear gifts from afar, these will spell thy fall 
   
  Roland de Bordeleux 
  Proving Himself to the Boss 
   
  RACE: Human 
   
   
   
   
  CAREER: Ex-Herrimault, Veteran 
   
  WS: 51 BS: 62 S: 45 T: 46 AG: 47 INT: 38 WP: 42 FEL: 43 
  A: 2 W: 19 SB: 4 TB: 4 M: 4 MAG: 0 IP: 1 
   
  WEAPONS: Bow with 15 Arrows, Shield, Best Quality Dagger, Best Quality Hand 
  Weapon (Sword), Jezzail, Crossbow Pistol 
   
  ARMOUR: Full mail (not donned when PCs first meet him) 
  Head: 0/3 Body: 0/3 Arms: 0/3Legs: 0/3 
   
  SKILLS: Animal Care, Concealment, Consume Alcohol +10, Drive, Gamble, Gossip +10, 
  Intimidate, Outdoor Survival, Perception +10, Scale Sheer Surface, Silent Move, Dodge 
  Blow +10, Common Knowledge (Bretonnia), Common Knowledge (The Empire), Secret 
  Signs (Ranger), Speak Language (Breton), Speak Language (Reikspiel), Secret Language 
  (Battle Tongue) 
   
  TALENTS: Marksman, Rover, Seasoned Traveler, Very Resilient, Mighty Shot, Specialist 
  Weapon Group (Crossbow), Specialist Weapon Group (Gunpowder), Very Strong. 
   
  EQUIPMENT: Bottle of good Bretonnian spirits, weathered cape, waterproof boots, large 
  and wide brimmed hat, gloves 
   
  NOTES: Roland doesn’t take chances with Chaos ever since he lost his band to a traveling 
  warband of Beastmen (he suffers from the Knives of Memory because of the incident). 
  That’s why he will always shoot first and ask questions later. 
  That’s why he bought the Jezzail. 
  
  He’s very eager to please Lisandro, which means he always volunteers for the most 
  dangerous missions. 
  He also thinks himself quite the ladies man.  Beware any female PCs of this smooth 
  talking Breton! 
   
  BACKGROUND: A failed Herrimault, he’s a wolfhead (outlaw wanted for death) in 
  Bretonnia. 
  Joining Lisandro’s band a couple of years back while doing odd jobs for a 
  mercenary which became his mentor (now deceased), he has proven himself again and 
  again.  He rightly believes that if he succeeds in the mission, Lisandro will let him take a 
  bigger cut now, becoming a full-fledged member and taking his dead mentor’s place. 
  His ailing mother still lives in Bordeleaux and he sneaks in from time to time to 
  check up on her and to bring her money.  All his savings are meant to help get his mother 
  out of Bordeleaux. 
   
  AGE: 28 
   
  EYE COLOUR: Copper 
   
  HAIR COLOUR: Light Brown 
   
  STAR SIGN: The Piper (he believes himself the consummate Trickster with his rivals) 
   
  BIRTHPLACE: Bordeleaux in Bretonnia 
   
  GENDER: Male 
  WEIGHT: 150 lbs 
   
   
  HEIGHT: 5’1” 
   
  DISTINGUISHING MARKS: A golden earring his mother gave him (the other was taken 
  as tithe for her life). 
   
  DOOMING: You shall die in bed, but not your own. 
   
   
  (The Guardians of the Empire’s Tolls) 
  Hunter Heigl 
  Commander of the Gate 
   
  RACE: Human 
   
   
   
  CAREER: Ex-Roadwarden, Toll Keeper 
   
  WS: 46 BS: 42 S: 34 T: 43 AG: 40 INT: 39 WP: 34 FEL: 32 
  A: 1 W: 14 SB: 3 TB: 4 M: 4 MAG: 0 IP: 0 
   
  WEAPONS: Pistol, Dagger, Hand Weapon (Sword), Shield, Crossbow, Firearm 
   
  ARMOUR: Mail Shirt (not being worn when first met), Leather Jack 
  Head: 0 Body: 1/3 Arms: 1 Legs: 0 
   
  SKILLS: Animal Care, Drive, Evaluate, Gossip, Haggle, Outdoor Survival, Perception +10, 
  Ride, Search +10, Follow Trail, Navigation, Common Knowledge (The Empire) +10, 
  Speak Language (Reikspiel), Speak Language (Breton), Speak Language (Norse), Dodge 
  Blow 
  
   
  TALENTS: Rapid Reload, Specialist Weapon Group (Gunpowder), Marksman, Stout 
  Hearted, Warrior Born 
   
  EQUIPMENT: Light warhorse, rope (10 yards), chest 
   
  NOTES: Commander Heigl is a professional, having dealt with things coming from the 
  Drakwald all the time.  He will provide good advice on what to expect from Beastmen and 
  Chaotics.  This can be ruled as letting the PCs a +10 on combat rolls versus the cultists. 
   
  Heigl often utilizes his size to gently get his point across.  However, he’s quite 
  friendly 
   
  BACKGROUND: Stationed in this Gods’ forsaken hell-hole for sleeping with his 
  commanding officer’s wife, Heigl think he has struck gold with the Baroness’ deal.  She 
  stops for a few hours with her “secret cargo” and then departs, leaving him with a pile of 
  gold and the Empire’s tax collectors none the wiser.  He plans to marry soon to the first 
  acceptable candidate, using his newly acquired fortune to safely go AWOL to his beloved 
  Nordland, and have a million kids who will then take care of him in his old age. 
   
  AGE: 34 
   
  EYE COLOUR: Purple 
   
  HAIR COLOUR: Copper 
   
  STAR SIGN: The Broken Cart 
  BIRTHPLACE: Nordland 
  GENDER: Male 
   
  WEIGHT: 210 lbs 
  HEIGHT: 6’4” 
   
  DISTINGUISHING MARKS: Broken nose (by his superior officer) 
   
  DOOMING: The written word will be your doom.  (Heigl despises books, texts and written 
  things of all types.  He is quite content to be illiterate) 
   
  Hottir, Mimus, Holger and Svangar 
  Or, the Four Toll Keepers 
   
  RACE: Human 
   
   
   
   
   
   
  CAREER: Toll Keeper 
   
  WS: 44 BS: 44 S: 39 T: 41 AG: 36 INT: 30 WP: 36 FEL: 33 
  A: 1 W: 14 SB: 3 TB: 4 M: 4 MAG: 0 IP: 0 
   
  WEAPONS: Crossbow with 10 Bolts, Shield, Hand Weapon (Sword), Dagger, Firearm. 
   
  ARMOUR: Mail Shirt (not worn when the PCs first meet them) and Leather Jerkin 
  Head: 0 Body: 1/3 Arms: 0 Legs: 0 
   
  SKILLS: Dodge Blow, Gossip, Intimidate, Evaluate, Perception, Speak Language (Breton), 
  Speak Language (Reikspiel), Read/Write, Common Knowledge (The Empire), Search 
   
  TALENTS: Warrior Born, Marksman, Ambidextrous 
  
   
  EQUIPMENT: Personal items, uniform 
   
  NOTES: These young ones are followers.  They will probably cower somewhere unless 
  actively commanded.  They don’t want to get killed. 
  Even though they possess firearms, Commander Heigl is still training them in their 
  use, so they fire under the untrained rules (see WFRP Rulebook) 
   
  BACKGROUND: Itching to get back to civilization, they are just waiting out till their tour 
  ends in this forsaken place.  Holger has a girl in the nearby village he sometimes visits.  
  Mimus is secretly in love with gentle but heterosexual Svangar, an open secret which the 
  others use to pass the time whilst ruining their lives by bullying.  Commander Heigl doesn’t 
  approve, and has to intervene usually as a last recourse. 
   
  AGE: 21, 23, 24, 22, respectively 
   
  EYE COLOUR: Grey, deep blue, blue, brown 
   
  HAIR COLOUR: Copper, brown, ash blond, brown.  
   
  STAR SIGN: N/A 
   
  BIRTHPLACE: Middenland  
   
   
   
   
  GENDER: Male 
   
  WEIGHT: Varies 
   
   
   
   
   
   
  HEIGHT: Varies 
   
  DISTINGUISHING MARKS: Broken nose, huge wart in nose, tattooed chest (a sailing 
  ship), pox marks, respectively. 
   
  DOOMING: Not important 
   
   
  (Those fiendish Pursuers) 
  The Silver Concord Of The Harmonious Double Star 
  Or, “The Cult” 
   
  Tñarra 
  Beastwoman Rescuing her Love from the Grip of Reason 
   
  RACE: Beastman, Ungor 
   
   
   
   
  CAREER: Bray Shaman 
   
  WS: 53 BS: 30 S: 36 T: 56 AG: 55 INT: 47 WP: 49 FEL: 57 
  A: 2 W: 18 SB: 3 TB: 5 M: 5 MAG: 3 IP: N/A 
   
  WEAPONS: Braystaff, Best Quality Hand Weapon (Sword) (a spoil of war), Spear, Horns 
   
  ARMOUR: None 
   
  SKILLS: Command, Concealment, Intimidate +10, Outdoor Survival, Perception +10, 
  Silent Move, Channeling +10, Dodge Blow, Follow Trail, Heal, Magical Sense, 
  
  Shadowing, Speak Arcane Language (Daemonic), Speak Language (Dark Tongue), Speak 
  Language (Beast Tongue), Speak Language (Reikspiel) 
   
  TALENTS: Menacing, Petty Magic (Chaos), Aethyric Attunement, Dark Lore Of Tzeentch 
  (Mystical Option), Fast Hands, Public Speaking, Keen Senses, Rover, Dark Magic** 
   
  EQUIPMENT: Filthy loincloth 
   
  NOTES: Tñarra has human-like features; in fact she could pass as human but for her great 
  horns.  She could be considered beautiful, if Lust had shape, she would be it.  She doesn’t 
  love Sanft/Aeron; it’s her loins that long for him 
   
  Special Beastman feature: Silent as the Beast of the Wood 
   
  Mutations: **Gains the Unsettling Talent 
  Horns: Fear 1 (Natural Weapons Talent is gained SB-1 damage) 
  Animalistic Legs: Fear 2 (+1 M) 
   
  BACKGROUND: Before the power came between her thighs, her life was always pain and 
  violence and abuse.  The others mocked her human features, her “Humanliness”… But 
  after the power started to flow and she shattered one of her enemies, they backed off and 
  started listening to the new Shaman. 
  Then came the beautiful one, wandering, lost.  Such lustful feelings were never felt 
  before in her life!  She must have him, mate with him, sacrifice him to the Gods and mate 
  with him again.  She has left all for him.  His pounding heart has to be hers! 
   
  AGE: 22 
  EYE COLOUR: Yellow 
   
  HAIR COLOUR: Filthy Offal Brown 
   
  STAR SIGN: N/A 
  BIRTHPLACE: The Deep Drakwald  
  GENDER: Female 
   
  WEIGHT: 180 lbs of mean feral muscle. 
   
   
   
  HEIGHT: 6’2” 
   
  DISTINGUISHING MARKS: She’s a Beastwoman 
   
  DOOMING: The Gods will strike thee down! 
   
  Typical Cultists: (24) 
   
  RACE: Human 
  CAREER: Ex-Peasants, Cultists (of Tzeentch… unknowingly) 
   
  WS: 36 BS: 36 S: 42 T: 46 AG: 37 INT: 32 WP: 45 FEL: 31 
  A: 1 W: 12 SB: 4 TB: 4 M: 4 MAG: 0 IP: 4-6 
   
  WEAPONS: Hand Weapon (varies), Dagger, Quarter Staff, or Sling.  One has a Bow with 
  10 Arrows*** 
   
  ARMOUR: None 
  
   
  SKILLS: Common Knowledge (The Empire), Gossip, Speak Language (Reikspiel), Animal 
  Care, Swim, Charm Animal, Concealment, Drive, Gamble, Trade (Farmer), Set Trap, Silent 
  Move 
   
  TALENTS: Hardy, Flee!, Specialist Weapon Group (Sling), Very Strong, Very Resilient 
   
  EQUIPMENT: Leather flask, sack 
   
  NOTES: Fanatics, all.  Would die for “the Prophet” (Aeron).  They are all insane seeing 
  manifestations of Chaos as normal things (this includes Tñarra). 
   
  ***When running the “Ambush!” scene, use the cultist with the Bow as one of the bowmen 
   
  BACKGROUND: Plucked from the malcontents, or the very naïve, this is the core of the 
  cult.  Having been witnesses to so much horror, the presence of a Beastman in their mist is 
  seen as a blessing.  They see Tñarra as an angel from on High.  They want to be blessed 
  (with mutations).  And they keep coming! 
   
  If the cultists prove too easy for the party, consider recycling them endlessly, 
  instead of “pumping” their scores.  The PCs should feel as if they are fighting ants— a 
  million of them.  The GM should decide when enough is enough, though.  The cult can’t be 
  infinite. 
   
  AGE: 12- 44  
   
   
   
  EYE COLOUR: All typical Empire varieties. 
   
  HAIR COLOUR: Typical Empire varieties.  
   
   
  STAR SIGN: Varies. 
   
  BIRTHPLACE: The Empire, Middenland-Talabecland-Norland section. 
   
  GENDER: Males and Females.  Mostly males. 
   
  WEIGHT: Aeron welcomes all! 
   
  HEIGHT: Chaos makes no distinction 
   
  DISTINGUISHING MARKS: Normal 
  DOOMING: Varies 
   
  “The Best of the Bunch”, 
  Or The Specialists 
   
  Ark 
   
  RACE: Human 
   
   
   
   
   
  CAREER: Grave Robber 
   
  WS: 42 BS: 45 S: 34 T: 31 AG: 39 INT: 32 WP: 40 FEL: 28 
  A: 1 W: 13 SB: 3 TB: 3 M: 4 MAG: 0 IP: 3 
   
  WEAPONS: Hand Weapon (Pick), Dagger, Hand Weapon (Spade), Hand Weapon (Sword) 
  
   
  ARMOUR: None 
   
  SKILLS: Common Knowledge (The Empire), Gossip, Speak Language (Reikspiel), Drive, 
  Gossip, Perception, Scale Sheer Surface, Search, Secret Signs (Thief), Silent Move 
   
  TALENTS: Resistance To Disease, Warrior Born, Flee!, Strong-minded 
   
  EQUIPMENT: Lantern, sack 
   
  NOTES: One of the cult’s most fanatical fighters.  Doesn’t fear dying, because of the 
  nature of his “profession”.  Is as insane as the average cultist. 
   
  BACKGROUND: Seduced by Aeron’s ramblings during a midnight meeting of the cult in 
  one of Morr’s Gardens, he has temporarily left his “night job” to join the Concord. 
   
  AGE: 21 
  EYE COLOUR: Blue and green 
   
   
  HAIR COLOUR: Grey 
   
  STAR SIGN: The Greased Goat 
   
   
  BIRTHPLACE: The Empire (Stirland). 
   
  GENDER: Male 
   
   
  WEIGHT: 140 lbs 
   
   
  HEIGHT: 5’7” 
   
  DISTINGUISHING MARKS: Weird eyes, different coloured (one blue and the other 
  green) 
   
  DOOMING: Death, in all its’ forms, seeks ye! 
   
  Frank AKA: “Freeman” 
   
  RACE: Human 
   
   
   
   
   
   
  CAREER: Outlaw 
   
  WS: 33 BS: 44 S: 38 T: 33 AG: 41 INT: 50 WP: 40 FEL: 25 
  A: 2 W: 14 SB: 4 TB: 3 M: 4 MAG: 0 IP: 5 
   
  WEAPONS: Bow with 10 Arrows, Hand Weapon (Short Sword), Dagger, Shield 
   
  ARMOUR: Leather Jerkin 
  Head: 0 Body: 1 Arms: 0 Legs: 0 
   
  SKILLS: Common Knowledge (The Empire) +10, Gossip +10, Speak Language 
  (Reikspiel), Concealment, Dodge Blow, Ride, Perception, Scale Sheer Surface, Set Trap, 
  Silent Move 
   
  TALENTS: Very Strong, Savvy, Rover, Sharpshooter 
   
  EQUIPMENT: Peasant clothing 
   
  
  NOTES: Cold-blooded; he will take aim and take his time before releasing his arrows.  Is 
  as insane as the average cultist. 
   
  BACKGROUND: One of the first believers.  He’s stone cold and chilling in demeanor. 
   
  AGE: 23 
   
  EYE COLOUR: Grey  
  HAIR COLOUR: Midnight black. 
   
  STAR SIGN: The Broken Cart 
   
  BIRTHPLACE: Middenland (Nasenstüber) 
   
  GENDER: Male 
   
   
  WEIGHT: 135 lbs 
   
   
  HEIGHT: 5’8” 
   
  DISTINGUISHING MARKS: Limps.  Had his knees broken as punishment for stealing a 
  doe 
   
  DOOMING: Walk only in the straight line, let no one ever lick you 
   
  Magnus 
   
  RACE: Human 
   
   
   
   
   
  CAREER: Ex-Militiaman 
   
  WS: 37 BS: 43 S: 27 T: 31 AG: 33 INT: 40 WP: 39 FEL: 29 
  A: 1 W: 14 SB: 2 TB: 3 M: 4 MAG: 0 IP: 6 
   
  WEAPONS: Bow with 10 Arrows, Hand Weapon (Sword), Dagger 
   
  ARMOUR: Leather Jack and Leather Skullcap 
  Head: 1 Body: 1 Arms: 1 Legs: 0 
   
  SKILLS: Common Knowledge (The Empire), Gossip +10, Speak Language (Reikspiel), 
  Animal Care, Dodge Blow, Swim, Outdoor Survival, Perception, Search, Trade (Carpenter) 
   
  TALENTS: Hardy, Lucky, Rapid Reload, Strike Mighty Blow 
   
  EQUIPMENT: Worn uniform, good boots 
   
  NOTES: Has the Lucky Talent, and knows about it.  Is as insane as the average cultist. 
   
  BACKGROUND: An orphan who never knew his parents; brought up by the local 
  Constable to be a Militiaman.  Heard Aeron’s speeches and was charmed while patrolling 
  Aeron’s own lands.  He feels that the Ruinous Powers are kinda cool. 
   
  AGE: 17 
   
  EYE COLOUR: Green 
   
  HAIR COLOUR: Copper 
   
  STAR SIGN: Wymund the Anchorite 
  BIRTHPLACE: The Empire (Middenland) 
   
  GENDER: Male 
   
   
  WEIGHT: 120 lbs 
   
   
  HEIGHT: 5’4” 
   
  
  DISTINGUISHING MARKS: Droopy left eye 
   
  DOOMING: He who utters your mother’s maiden name shall be thy killer! 
   
  Three Filthy Mutants, 
  Or the Shock Troops (for real) 
   
  Arnold; Sarah; Sigurd. 
   
  RACE: "Human" 
   
   
   
   
   
  CAREER: Ex-Peasant; Mutant. 
   
  WS: 36 BS: 36 S: 36 T: 41 AG: 36 INT: 31 WP: 36 FEL: 31 
  A: 1 W: 14 SB: 3 TB: 4 M: 4 MAG: 0 
   
  WEAPONS: Hand Weapon (#1: Hand axe; #2: Short Sword; #3: Sword), Dagger, Quarter 
  Staff 
   
  ARMOUR: None 
   
  SKILLS: Animal Care, Concealment, Outdoor Survival, Perception, Silent Move, Speak 
  Language (Reikspiel), Animal Training, Trade (Cook), Drive, Gamble, Row, Silent Move 
   
  TALENTS: All: Hardy, Flee!; #1 (Arnold): Unsettling; #2 (Sarah): Frightening; #3 
  (Sigurd): Terrifying.  Check the different mutations for more Talents 
   
  EQUIPMENT: Ragged peasant clothing 
   
  NOTES: Beyond insanity, they are creatures of Chaos! 
  Mutations 
   
  Mutant #1 (Arnold): 
  Grossly Fat (0): +50% Weight; -7% Strength (43%); Wounds +1 (14) 
  Bestial appearance (2): Weasel - has Natural Weapon Talent 
  Manikin (2): Suffers 25% of all hits to the head; 1 Wound; if killed, so is the mutant 
   
  Mutant #2 (Sarah): 
  Bestial appearance (4): Ant - has Natural weapon Talent +2 Fear Points 
  Cyclops (1): 1/2 BS% (18%) 
  Extra Ear (0): Has Acute Hearing Talent 
   
  Mutant #3 (Sigurd): 
  Skeleton (5): -4% WS (32%), BS (32%) and S (32%); -21% Fel (10%); +12% Ag 
  (24%); can't run 
  Vile (1): -6% Fel (25%); +20% Intimidate and torture Skills 
  Short Legs: -1 Move (3) 
  Blood Substitution (3): +2% Toughness (43%); Blood is now Vomit: Failed Agility 
  Test: Challenging Toughness Test.  Test Failed = gain a Mutation 
  
   
  BACKGROUND: Three unfortunates who unknowingly over the years absorbed too much 
  warpstone from a river near their village.  Adopted by the cult, have been quite loyal to it.  
  They are considered expendable (but don’t tell it to them). 
   
  AGE: 23; 33; 16 
   
   
   
   
  EYE COLOUR: Blue; gray; green 
   
  HAIR COLOUR: Black; russet; brown 
   
  STAR SIGN: N/A 
   
  BIRTHPLACE: The Empire  
   
   
  GENDER: Male; female; male 
   
  WEIGHT: 257; 120; 176 
   
   
   
  HEIGHT: 5’6”; 5’5”; 6’0” 
   
  DISTINGUISHING MARKS: They are mutants! 
   
  DOOMING: N/A 
   
   
  Ricardo Duroleón, 
  Optional Player in This Drama 
   
  RACE: Human 
   
   
   
   
  CAREER: Ex-Hedge Wizard, Soldier 
   
  WS: 46 BS: 45 S: 30 T: 36 AG: 34 INT: 34 WP: 44 FEL: 40 
  A: 2 W: 16 SB: 3 TB: 3 M: 4 MAG: 1 IP: 2 
   
  WEAPONS: Hand Weapon (Sword), Firearm with Ammunition for 10 shots, Shield 
   
  ARMOUR: Full Leather 
  Head: 1 Body: 1 Arms: 1 Legs: 1 
   
  SKILLS: Heal (+10), Perception (+10), Dodge Blow, Ride, Gamble, Intimidate (+10), 
  Channeling, Sense Magic, Charm Animal, Common Knowledge (Estalia), Gossip, Speak 
  Language (Estalian), Speak Language (Reikspiel), Haggle, Search 
   
  TALENTS: Warrior Born, Ambidextrous, Hedge Magic, Petty Magic (Hedge), Quick 
  Draw, Sharpshooter, Specialist Weapon Group (Gunpowder), Rapid Reload, Mighty Shot 
   
  EQUIPMENT: Uniform, healing draught, holy Verenan texts 
   
  NOTES: Devout Verenan, he prays for her wisdom compulsively 
   
  BACKGROUND: From an early age, Ricardo Duroleón was attracted to magic, but seeing 
  what it did to his mother (she burnt to a crisp during a Casting), he opted for the Army.  
  Now, a devout Verenan since he saw the Goddess in a vision some years back, he took a 
  break from soldiering and, as a pilgrim, follows the Verenan Saint Phuruphellia’s footsteps 
  to a not well-known Verenan Monastery in Praag 
  
   
  AGE: 35 
   
  EYE COLOUR: Brown 
   
  HAIR COLOUR: Brown black 
   
  STAR SIGN: Gnuthus, the Ox 
   
   
   
  BIRTHPLACE: Estalia 
   
  GENDER: Male 
   
  WEIGHT: 167 lbs 
   
  HEIGHT: 5’5” 
   
  DISTINGUISHING MARKS: Horrific scar on nose 
   
  DOOMING: ¡Evita a toda costa el color Amarillo! (At all costs void the colour yellow!) 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/An encounter in the woods.pdf