Journey To Karak-Rorkar
Journey To Karak-Rorkar
Journey To Karak-Rorkar
This part of the adventure sees the characters join a to guide a caravan to his home. On the road the ad-
caravan to travel towards the far off Mountains of venturers get to meet both the colourful cast hired as
Mourn. This journey takes them from Nuln to peak- well as the equally colourful inhabitants of Stirland
pass as they move through the whole of Stirland on with their strange customs. Among such Stirlanders
foot, even venturing into the bleak and cursed lands they will meet a small band of tomb robbers, friend-
of Sylvania. Should you wish this part can be played ly men who do not present themselves as having
as a stand alone, you need only state that Ukrird on- that occupation. One of the gnoblars travelling with
ly seeks hirelings for this first stretch and the adven-
the caravan will however snatch up a cursed crown
ture can be self contained as a reason to bring the from these men setting both the tomb robbers and an
adventurers into Sylvania where no doubt you have errant wizard on their trail through rural Stirland and
other plans for them. accursed Sylvania. The fate of the Wight crown will
depend on the characters actions and the adventurers
The Story will come to play an important role in who ends up
Ukrird Okrisson, a longbeard from a goldsmith clan with it.
of Karaz-Rorkar, has reached Nuln during Vorhexen
and with his wealth is purchasing black powder and
other resources to bring home as well as hiring staff
Starting the Adventure some streetpedlars pester the characters as they
The adventure starts in Nuln with the adventurers move about. Use the following offers or come up
looking for work. The characters will be offered with some of your own.
jobs on the caravan at higher rates than their stand-
ard pay though not extremely so. They are also of- Roasted Almonds, 2p a bag. “If ya missed
fered a path out of the empire with it so if they need breakfast Hanseinfülts roasted Almonds will get
to make a getaway from trouble the job offers that ya through the day!” Effect: The tasty treat
too. As the adventure starts simply introduce the makes the poor weather more bearable. The
characters as being in Nuln looking for work. Ask character gets +10 to the next Endurance test for
the players how it comes they are there looking for the slush.
employment and give them time to answer in as Sharpening service, 2p per weapon or tool.
much detail as they wish. If someone struggles you “Sharpen your knives, swords and scissors sirs
can suggest they had a hard time getting work in and sirettes! Just 2p and your slick scissors are
their regular venues and travelled there on a rumour as sharp as new!” Effect: If bought adds an in-
it was a good place to find work in their field. stance of the Practical quality for the three next
uses of the weapon or tool.
Festag Pies, 5p a pie or two for 8p. “Buy Pegs
Early a Festag morning Sweet halfling pies for five p a pie. Granny
It is festag in Nuln and the city is a busy as ever. Peghamilion Rumsters own recipe. Sweetest pies
Merchants, pedlars, mercenaries and others try to in Nuln. Take the Festag grand offer and get two
find customers and as dawn strikes many move to for eight.” Effect: Sharing the pie with one or
the Reikplatz to do so as this central square is where two others gets you waking up from the sugary
most notices for work are found. The adventurers sweet. Eating a whole pie by yourself gives a
have learnt this early as they went to Nuln (so men- sugary high granting +10 Intuition and +1
tion it to them) and may want to go there. They may Movement for one hour. Eating two pies by
also seek employment elsewhere, let such search be yourself gives the sugar high bonus as well but
mostly fruitless giving “no” or “maybe later” as an- also requires you to take an Endurance +40 test
swers but a +20 Gossip test may yield them some or suffer a terrible toothache and the tooth will
info (see ‘Rumours in Nuln’, rumour list 1:1). need to be pulled. “Amputation +40 (Single
Tooth)”.
Deep sooty slush ice and pooled ice-cold water lays
on the roads of Nuln quickly Image by Midjourney ai beta
soaking through boots not
made for this weather and dirt-
ying any footwear the charac-
ters may wear. Any character
without good winter footwear
must test Endurance +10 every
hour as his feet are soaked in
the icy slush. A failure causes
a “Frozen Feet” condition that
gives –5 to Agility tests. Dry-
ing off the feet and warming
them by a fire lets the charac-
ter test Endurance with a bo-
nus of +2 per minute spent
warming them. A success re-
moves one “Frozen Feet” con-
dition plus one additional fro-
zen feet condition per SL.
When a character goes to sleep
for the night remove all Frozen
Feet conditions, the character
suffers wounds equal to the
number of conditions (after
which he can roll to regain
wounds as per the rules for
resting).
“Countess Emmanuelle von Liebwitz is hav- “Don’t buy Grenzstadter White at the Golden
ing an affair with her Judicial Champion Oak Tavern. I hear they water down their
Theodore Bruckner. I heard she’s the only wine.” This rumour is true though unless you
one that can handle him and that’s why he’s have a very fine palette you won’t notice.
so loyal.” This rumour is completely false but “I heard a witchhunter found no less than
quite popular as both are famous and eye- eight witches in Sonningswiese and burnt half
striking individuals of Nuln. the town as heretics!” This rumour is false, the
“I heard the city of Flensburg along the Nuln witchhunter found a pig with a minor mutation
road has hired a large number of Reikland and had it burnt but that was all that happened
mercenaries and even a battlewizard for Hex- on his visit. The rumour helps show the unease
enstag to avoid what happened last year.” that spreads each Vorhexen in dreaded anticipa-
This rumour is true. Last Hexenstag a necro- tion for Hexenacht.
mancer created a diversion while a thief associ- “I hear some graverobbers were caught try-
ate stole a precious piece of jewellery from the ing to smuggle wightblades into Nuln. Don’t
vault of the city and the Burgomeister is deter- they understand what this could do to our
mined to be better prepared this year. city?” This rumour is true. The two men have
“I hear the legendary gemcutter Dodin Za- been executed and the magic swords are being
makrisson from Karak-Hirn is visiting the destroyed by priests of Morr in sacred rituals.
city. His jewellery is legendary and criminals This rumour helps set the thought of graverob-
must be gathering to mug him.” This rumour bers and tombrobbers in the mind of the players
is partially true. He is in town selling a master- for later in their travels in this chapter.
work necklace to the grand countess. Criminals “It is said the Burgomeister of Hundham is a
are however not gathering to mug him as he is vampire. A bloodsucking fiend.” This rumour
well protected by both his own clansmen and the is false and similar rumours about Sylvanian
palace guard. leaders often crop up.
“I hear the walls of Blood Keep are once “We might be going towards an especially
more guarded, though now with skeletal sen- rough Hexennacht. I hear that garlic and
tries and the shades of the damned. Perhaps wolfbane harvests were horrible this year.”
on Hexennacht the cursed knights will ride This rumour isn’t false but it is greatly exagger-
out.” Perhaps it is and perhaps they will. The ated, the growth was worse than normal but
GM decides if the rumour is valid or not. The while there might be a slight markup in prices
rumour helps show the unease that spreads each there is not a big shortage that will leave people
Vorhexen in dreaded anticipation for Hexenacht. fully without. The rumour helps show the unease
“I hear the Baron of Colmfähre proposed to that spreads each Vorhexen in dreaded anticipa-
our dear countess Liebwitz under great pomp tion for Hexenacht.
and extravaganza. Of course she turned him “The dead are rising in Hel Fenn and have
down. How embarrassing.” This rumour is already overrun Mikalsdorf. Vlad is return-
true and not too surprising. The Countess has ing and we will perish this Hexenacht.” This
many suitors. The turndown was quite embar- rumour is completely false and few believe it.
rassing however giving to the popularity of the The rumour helps show the unease that spreads
gossip. each Vorhexen in dreaded anticipation for Hex-
“I heard the accursed beastman known as enacht.
Malagor was recently encountered near Car- “I hear a wealthy dwarf from the east is visit-
roburg just before a new pox started to ing throwing money around him and hiring
spread. This may perhaps be a pox that caravans to do his bidding.” This rumour re-
dooms the old town. Malagor the Dark Omen fers to Ukrird Okrisson and the caravan he em-
has never been known for weak curses.” This ploys the players to. This rumour mostly just
rumour may be true. A group of hunters encoun- serves to show that people are talking about it
tered a powerful bray shaman they think was and it didn’t go unnoticed. If someone choses
Malagor near Carroburg before a mild pox not to go to the Reikplatz first it can also help to
spread to the city. The GM decides if the events give them a hint of where to look for work.
are related and if the shaman was indeed
Malagor. The rumour helps show the unease that
spreads each Vorhexen in dreaded anticipation
for Hexenacht.
Travel in this Adventure
A description of how travel is handled in this game
Days see how well they are doing their job make dramatic
Travel is measured day for day and each day is giv- tests for their earning skill at +20. If the characters
en a description of its weather, where they travel are doing an especially good and/or useful job then
during it and what happens on the day. It is not al- make other people of the caravan more positive to-
ways needed to go into detail of each day, the travel wards them and give the character +10 to social
takes time and you might want to “fast forward” tests with them.
some travel times. Still as you do so remember to
give a short summary of the time that passed and its Provisions
weather. This also lets you keep check on current Provisions are sorted for the caravan but there are
date of the travel. risks they may run out. For the first two parts of the
adventure do not keep track of provisions. They will
Events be resupplied in Karak-Kadrin and the provisions
Events are things that happen to (or in) the caravan will easily cover the travel there. After that set a val-
during the travels. They can be mandatory, the GM ue of 12 provisions, this will need to be tracked as it
should not skip them, they will have a role for future can run out. Opportunities and events can affect it
parts of the adventure or are integral to this part. Or and should they run out new events will be trig-
they can be optional, the GM can skip or use them gered. This will be discussed in part three which is
as he wishes. It is recommended to use some option- the first time it could potentially happen. In the ex-
al events. treme event you deem it would happen earlier see
that chapter.
Sights
Sights are interesting or impressive places passed by Death and retirement on the road
the caravan. The GM should present them to the During a game it is not unheard of (or that uncom-
players as they pass by. The caravan may stop at mon) for characters to die or be retired and this can
some and may pass them by. Many of these are not happen far from civilization. In the cases of death or
there as dangers or adventures but as places to show retirement of characters it is suggested that if the
off how impressive the world can be. caravan is near a settlement you employ the new
character at that settlement. If far from one ask the
player to take the role of an NPC until the caravan
Opportunities can reach a place where hiring new crew is possible.
If you have played computer games what I call op-
portunities here you might call side-quests. Chances
to earn a bit extra fame and money by doing some- Other adventures during the journey
thing you don’t really have to do. There will be It is possible you want to throw in homemade or
many opportunities during the adventure and these other pre-made adventures during this. That works
are in many ways like optional events with the ex- well but keep an eye on the schedule for the travel
ception that with optional events it is up to the GM and try to sort it right so the important dates fit, per-
chose if they happen while with opportunities it is haps setting some events earlier or later to accom-
up to the players to decide if they take them. Some plish this. Worst case scenario just add it between
opportunities will have consequences for not taking the dates and hope no-one notices, most of the time
them, this will be written in their descriptions if it is the exact right date is low on player characters
the case. minds.
Behind schedule
The adventure assumes the caravan manages to keep
schedule and it likely will most of the time but there
are never any guarantees. Delays can happen and in
such cases it is up to the GM to decide how being
late will affect the journey.
The day is cloudy with mancy hold some weak memories of his life and
light snowfall as the cara- carry on some of his training to his undead state. No
van trails upwards into -one in the caravan will purchase an item unless the
the Stirhügel hill lands. players do so but as they try to sell their wares a
For a while a pack of gnoblar of the cart manages to get its hands on a
massive wolves trail the wightcrown the graverobbers carry and hide it.
caravan from a distance Svenja and her band won’t notice this until after the
but they move on after caravan left. If the characters report the graverob-
about an hour. bers likely criminal activity Svenjas band will
quickly split and move away, leave it unsaid if they
Flensburg made it or not for now.
(Sight) -Magister Astromantic Felix Gottschalk of the
By midday the group reaches the market town of Celestial College: A wizard in fine robes and vest-
Flensburg. A fair contingent of mercenaries are ments move towards the caravan. Giving a puzzled
found there, anyone with “Lore (Reikland)” will look at one of the fine dwarf wagons and stroking
identify their accent as a Reikland accent. The town his long white beard. He moves to the lead wagon
moves to greet the visiting caravan offering wool and asks Ukrird if they carry any runes or other
clothes, garlic and small icons of Shallaya. Amongst magic items. Ukrird will answer this with a long
the hustle of commerce some stand out however. rant of how runes are runes and not magic. That it’s
insulting to equate them and that the wizard should
-Mother Caroline Brandler and the sisters: A be ashamed of it. Going off into a rant he drives the
sizeable group of Shallaya sisters ask for donations wizard away and never comes to answer him. If the
to the ‘Temple of Flensburg’, a large Shallayan tem- player characters ask him later if he has any rune
ple. The asking is done publicly and with many eyes items with him he’ll state he has a rune ring on his
watching. A silver status character that doesn’t give finger that protects from sorcery.
a donation of brass or supplies temporarily lowers
his status as per keeping up appearances. A gold sta- The caravan doesn’t take a long stop in the town
tus character who doesn’t donate at least a silver however and moves through it further on the Nuln
temporarily lowers his status as per the keeping up road. Emely Sauer will complain that the wizard
appearances rules. Anyone that donated will be in- was strange and likely a bad omen. Telling anyone
vited to visit the temple. Being Shallayans they will that has energy enough to listen that they may be
not turn away anyone that comes to visit regardless cursed now.
but they will give a verbal invitation to characters
that donated. Should the temple be visited it is noted
Doomsayers Day 4 –8th of Vorhexen, Bezahltag
(Optional Encounter) The day is windy with heavy snowfall, difficult weather
As the caravan drives on a group of flagellants, close to a to travel in. Each hour of the trek this day characters
dozen, approach from the other way. Calling out for Sig- must test endurance or suffer a fatigued condition. Char-
mar and whipping themselves bloody. The men and acters with proper winter clothing get a +30 bonus to this
women of the pack are clearly underdressed for the sea- test. An hour of rest by a fire will remove one such fa-
son and it is a wonder they don’t freeze to death. Ukrird tigued condition with each 30 minutes extra removing
and his dwarfs are clearly not fully understanding of one more.
what is happening, readying weapons and standing pre- Morning in Lochen
pared to defend the caravan. Play up the tension a bit to (Mandatory Encounter)
make the characters feel they may need to intervene. As the characters wake so do the village. People go out
Have the ogres (and their gnoblars) prepare to fight and the woman from last night goes out with an old man
alongside the dwarfs and the artillerymen and other peo- and the two excuse the way they greeted the visitors last
ple of the caravan look confused at the dwarfs behaviour. night, offering some strange man-shaped small cookies
If the characters step in they can talk Ukrird out of his with their apology as they explain that it was a rite of the
tense defence by explaining what the flagellants are. He village. Each night before Bezahltag during Vorhexen
won’t like it but he’ll accept it and order his men down. they dress up a mule and a woman to guard the village
If they are not talked out of it he will order his men to with light and in return no massive vampire-led armies
push them back when they get to close to the wagons and will rise the following Hexentag and destroy the village.
this will escalate into violence. The dwarfs and ogres are To any scepticism of it they will state no vampire armies
better trained and will easily deal with the flagellants but have attacked the town since they started with the rite in
this will not sit well with imperial caravan members. 2126.
Lochen When the villagers are told the caravan will travel on the
(Sight) road (Ukrird will state this unless one of the adventurers
By late evening the lights of the Lochen village are seen do it first) they will tell the group that the bridge found
and the caravan moves up to the small place past snow- between Lochen and Pürgg was destroyed by greenskins
covered farms. At the entrance to the village by the piti- last week so it can be difficult. This will be met with
ful gate-less palisade stands a mule in a small well-lit plenty of grumbling from the dwarfs and learning it
shed with open windows so its seen. It is dressed in spe- Ukrird will direct the caravan over the hills towards
cially made fur clothing and a crown with candles in it sit Ohlsdorf.
on its head. Emily Sauer suggests it may be a heretical Scouts wanted
witchcraft rite of the backwater village while the gnoblar (Opportunity)
Foo goes up and greets the mule with a crude bow the With less ideal terrain ahead Ukrird wants a few scouts
creature doesn’t take notice of. Out in the streets a wom- to help and calls out an offer of a bonus for those willing
an walks through the night in what looks like a night- to take on such job.
gown and wearing a crown like that of the mule as well
as holding a candle. She pauses in shock as she sees the “Fellows. Seems the damned greenskins have been on it
caravan, mumbles something about foul omens and hur- again, ruining the bridge on our intended path. So we
ries back into her home. No-one will come out during the will go across the hillands without a proper road. Now
night even if folk of the caravan bang on doors or try to this could lead to us happening upon dead ends where
get them out. the carts can’t go so I would like to get a few scouts
helping. Any of you lads willing to put in some scouting
work for a day or two? I’ll throw in a bonus of five silver
each for the lot that scouts ahead for the caravan til we
reach the Nuln road again.”
Fräulein Stirhügel
Fräulein Stirhügel is one of countless minor deities of the empire and
one local to the Stirhügel hills of Stirland. She has no official cults or
temples, nor any priests or nuns, but some temples of Morr in the
area contain small altars to her. She was once a woman but her name
has been lost in legend. She was a young woman who got lost in the
Stirhügel hills and died. Once dead she met a wightking who offered
her wealth beyond wealth and unimaginable power to be his bride.
She refused and in return he cursed her to become a ghost. As a
ghost she did not mourn however but helped travellers who as her
got lost in the hills find their way home. Having done so selflessly
for centuries Morr saw her value and helped lift the curse of undeath
from her and gave her an honoured throne within his domain. Now
from this seat does she aid those lost in the Stirhügel hills. Or so the
legend goes at least, it is quite likely it was all made up.
Talents: Read/Write, Dealmaker rank 2, Craftsman (Goldsmith) Trappings: Handweapon, Armour, Rinox brush and feeding
rank 5, Master Tradesman (Goldsmith) rank 3, Magic Re- tools
sistance, Night Vision, Sturdy
Trappings: Axe and shield with fine quality, armour, beard or-
naments, rune talisman halving damage caused by magic
(before TB and AP)
Harga Sifnasdaughter Morg
(Young Dwarf) (Ogre “Bull”)
Harga Sifnasdaughter is Ukrird Okrissons daughter Morg is a woman (or cow to use the ogres terms)
and an adventurous young dwarf who joined her fa- from the Skragglegut tribe who ‘cleverly’ disguised
ther in the hope of seeing distant lands and interest- herself as a man to join the group. While she at times
ing sights. She has long golden-blond hair she keeps forgets to deepen her voice and doesn’t always re-
braided with fine ornaments in a style similar to her member to put on her fake beard none of the ogres
fathers. Ukrird is traditional and does not want his have yet noticed that she isn’t an ogre bull like them.
daughter fighting or taking unnecessary risks but you She has noticed that in the empire women seem to be
would not know this from looking at her for just like fighters too, at least some of them, and intrigued by
the other travellers she has been given armours and this she mimics their culture a bit more when picking
weapons just in case. Ukrird agreed to bring her just up habits. If she is found out to be a woman the
so he could keep an eye on her but is not fond of her ogres will be displeased and shun her, not letting her
going on the journey. eat or walk with them as well as perhaps calling her
names.
HARGA SIFNASDAUGHTER GALKULAL
GOLDBRAID –DWARF “BEARDLING” MORG –OGRE “BULL” BRASS 5
BRASS 3
M WS BS S T I Agi Dex Int WP Fel W
M WS BS S T I Agi Dex Int WP Fel W 6 30 25 41 42 20 31 15 22 34 26 30
3 39 31 33 41 35 22 39 29 52 23 16 Skills: Melee (Basic) 35, Melee (Parrying) 35, Entertain
Skills: Lore (Metallurgy) 30, Trade (Goldsmith) 41, Melee (Acting) 30
(Basic) 41, Ranged (Crossbow) 36
Talents: Berserk Charge, Implacable
Talents: Read/Write, Magic Resistance, Night Vision, Sturdy
Traits: Armour (Gutplate) 1, Weapons (Club and Ironfist) +8,
Traits: Armour (Full chain armour over leather) 4, Weapons Size (Large), Prejudice (Thin People), Hungry
(Hammer) +7, Ranged (Crossbow) +9
Cánrěnde Bigmouth Skragglegut
Trappings: Hammer with fine quality, armour, hair ornaments,
Crossbow with 12 bolts (Ogre Bellower)
The bellower of the group is more well-travelled
THE OGRES than the other ogres having spent much time in
(Ogre guards) Pigbarter working various extortion gigs. He is
With the two lead carts also walks the ogres hired to proudly loud and quick to become hostile if someone
keep guard of them and their group of gnoblars. The complains about his volume. As the adventure pro-
unit hails from the Skraggleguts tribe and is made up gresses he will be more and more interested in the
of five ogres. None of these are particularly experi- god Handrich, being slowly converted and by the
enced and some have barely even been in a fight be- time the Mountains of Mourn are reached he will
fore but their size alone make them a useful asset. have converted to the religion unless the players ac-
tions change this.
Borb and Hig
(Ogre Bulls) CÁNRěNDE –OGRE BELLOWER SILVER 2
Borb and Hig are new ogre bulls of fairly small stat-
ure who are looking forward to getting to fight and M WS BS S T I Agi Dex Int WP Fel W
adventure. As with many ogres they pick up the cul- 6 31 26 48 45 21 30 13 17 33 31 30
ture of those they travel with and have started brag-
ging about the Mountains of Mourn just like the Skills: Melee (Basic) 35, Melee (Parrying) 35, Entertain
(Bellower) 51, Charm 40
dwarfs...though they are from swamps near the
mountains and not from the mountains themselves. Talents: Berserk Charge, Implacable
BORB AND HIG –OGRE BULLS BRASS 5 Traits: Armour (Gutplate) 1, Weapons (Club and Ironfist) +8,
Size (Large), Prejudice (Thin People), Hungry
M WS BS S T I Agi Dex Int WP Fel W
6 28 26 43 45 21 30 13 17 33 21 30
Skills: Endurance 50, Melee (Basic) 33
THE REST
(People without carts)
Along the carts various people march with the cara-
van. Most of them having joined alone. A rag-tag
bunch of adventurers hired as extra hands to help on
the journey.
Valle Meckler
(Caravan Guard)
Valle Meckler was for a long time a bandit terroriz-
ing the roads of Averland until when an orc attack
threatened nearby villages the lord offered the ban-
dits and outlaws pardon in exchange for employ in
the army as free company for the coming year. Valle
accepted and got his chance to turn his life around.
Knowing little other than how to threaten and kill he
has been looking for honest work that lets him do it
and was happy when this opportunity revealed itself.
Equipment: Dagger, Main Gauche, Leather Jack, Leather Leg- LUDWIG SWEIMANN –HUMAN PEDLAR-
gings BRASS 4
M WS BS S T I Agi Dex Int WP Fel W
Emely Sauer
4 31 31 31 31 31 31 31 31 31 31 12
(Beggar)
Emely Sauer was a beggar in Nuln getting by Skills: Charm (41), Entertain (Whistle) 41, Haggle 41
through the alms of others. Hearing the caravan offer
jobs to anyone she enlisted to it getting a menial job Talents: Sturdy
to help. She is a very superstitious woman who
spends most of the journey mumblings different Equipment: Backpack slowly filling with souvenirs, Tent,
Sleeproll
rhymes to ward off evil, do silly rituals or complain
at things being bad luck. Sissi Lorenz
EMELY SAUER -HUMAN BEGGAR –BRASS 0 (Caravan Guard)
Sissi Lorenz is a former river warden who deserted,
M WS BS S T I Agi Dex Int WP Fel W though she keeps quiet about her past. She is self-
4 26 26 26 26 26 26 26 26 26 40 8 serving, greedy and open to betrayal if offers are
good enough. In short she encapsulates all the worst
Skills: Lore (Nuln) 31, Charm 50, Lore (Astrology) 27 prejudices against Tileans. Her ancestry has had little
Talents: Panhandle rank 2, Stone Soup
effect on her though, she has never been to Tilea and
barely even speaks the language. She is a Reiklander
Equipment: Blanket, Wooden talisman in culture and upbringing.
SISSI LORENZ –MERCENARY –SILVER 2
M WS BS S T I Agi Dex Int WP Fel W
4 41 31 31 41 31 31 31 31 31 31 14
RAZORGOR
(Massive Mutant Boars)
Razorgors are boars the size of coachwagons heavily
mutated by chaos. A razorgor is a vilely mutated
creature covered in vicious spines, coarse hair and
boasting lethally sharp tusks and fangs. Such is the
beast's bloody-minded temperament that it will fight
and kill almost any creature it comes across, rav-
enously consuming the flesh of its victim with glut-
tonous delight. .
RAZORGOR
M WS BS S T I Agi Dex Int WP Fel W
7 50 - 55 60 25 40 - 10 30 - 40
Traits: Bestial, Horns 12+ (Tusks), Night Vision, Stride, Weap-
on 9+, Belligerent, Infected, Size (Large), Animosity
(Everything Except other Razorgors)
POSSIBLE ADDITIONS
Here are the people that may come to join the cara-
van as you travel on. Images by Midjourney ai beta
Betruga Bennenungonce
(Actually the outlaw Gretzlant)
Bertruga is an outlaw looking out for herself and no-
one else. She’s vicious, violent, egoistic and not to
be trusted. For the time being she is however wound-
ed and in trouble so will be happy to lay low with the
caravan and not stir up any trouble. For now...
Skills: Melee (Basic) 59, Ranged (Bow) 35, Dodge 50, Charm
35
Special Rules:
-Injured: Bertruga is injured when found and the wound will
cause complications for a while. For the next three weeks she
reduces her Agility to 20 and her Movement to 3.
This part of the adventure sees the caravan snowed at the end of the meeting when the visitors are asked
in at Ohlsdorf where talk is of the dead moving and to leave his manse. During this meeting the players,
an ancient curse on the town. All is not what it if present, may ask the Baron things about the town,
seems however. his family or anything else and he is willing to an-
swer most questions gold or silver status characters
The Story have (brass status characters will be ignored and if
Guerino Ottfried von Schnappentrüfft, Baron of persistent he will ask Ukrird to have his servants
Ohlsdorf, has long been overtaxing his people and beaten. Ukrird won’t punish characters for asking
using cruel and unusual punishments for the crimes question but will ask them to leave the meeting if
made in his lands. He states his noble right to do so the Baron takes offence with them). Some of the
when questioned. That is if he actually dignifies the questions that can be asked will be listed below with
question with an answer. People have been fed up their answers but that is by no means a limit to what
with this and the miller, Caspar Blanke, has orga- can be asked.
nized dissidents for a plan on driving the baron out Could you please tell us a bit about
without bloodshed. Bringing up old legends of a Ohlsdorf?: Ah. Of course. It’s a small town but
necromancer who once ruled the lands they have its mine. My family has ruled it for four hundred
made strange messages and staged frightening years and we are proud of our achievements.
events that start to scare the village. Their hope is Under our rule it has nearly doubled in size and
that escalating “hauntings” will come to drive the my grandfather drove off a large beastman at-
baron away and let them live in peace. When the tack here needing no reinforcements from other
adventurers arrive the plan is put in jeopardy and cities.
while Caspar and his allies considered leaving their Could you tell us about the Schnap-
schemes for the visit they decided against it as the pentrüffts?: My great family. Yes we are no-
relentlessness of the necromancer would be an im- bles of Stirland and the rightful owners of these
portant part in the fear they were to cause. Besides lands. We hail from the Schnappens family and
more witnesses could potentially help whipping up broke off from the main family four hundred
fear. years ago when leadership for this town was
needed. I don’t have an heir yet but am seeking
Starting the Adventure a wife to continue on the line.
The section of the adventure starts as the players How long do you think we will be snowed in?:
reach Ohlsdorf but it could potentially be played as It’s hard to tell. Could be until spring if we’re
a stand alone adventure in which case you need to unlucky.
get the adventurers snowed in at the town of Do you fear something will happen at Hexen-
Ohlsdorf near hexennacht. The events as described nacht?: To tell the truth, yes. There have been
would transpire this way without player interfer- strange goings on already and my men whisper
ence. The GM should modify them according to the about old curses and dead men walking. We will
players actions during the adventure. stay alert but it’s hard to know what could hap-
pen.
Day 6 –10th of Vorhexen, Angestag
No wife you say?
While sure to complicate the adventure a player that learns of
The Baron will see you now the Barons relationship status can veer things in new flirta-
(Opportunity) tious directions. If so follow the following guidelines;
The following morning the Baron will as promised Peasants need not apply: He will not consider anyone
without the Noble Blood talent as suitable. If a
meet the visitors. Ukrird Okrisson will go to meet “commoner” insists on flirtatious behaviour he will
the Baron as will Louwrens-Penning Reinier Plaiz- threaten to have them arrested but he won’t follow
ier. If the players have impressed any of them through with the threat unless they become a serious dis-
enough they may ask them to join them and if a turbance.
player asks to go with they will be allowed to do so Is that even legal?: He will only consider humans and
unless they have presented themselves in a way that will be genuinely disgusted by the idea of relations with
anything other (despite the rumours of Stirlanders and
makes Ukrird worry they will ruin the meeting. The their sheep). So Dwarfs, Elves, Halflings, Ogres, etc will
Baron welcomes the caravan to the town and asks not be able to seduce him. He will however try to be po-
for high taxes. Ukrird argues against them. He man- lite to any non-human nobles flirting with him. Such a
ages to haggle them down a bit thanks to the Baron character failing a +30 Intuition test can believe he is in-
realizing that he is unlikely to win should he pick a terested as he unintentionally leads them on.
But we’re both…: The Baron is looking for a wife, char-
fight with the caravan. The Baron is visibly unhappy acters meeting the other criteria but who are not women
suffer a –30 penalty to charm tests to seduce the Baron.
The Meeting they will decipher the message as simply being written
backwards and spelling “Fear the wrath of Malahans”
(Special) but if they don’t let a priest of Morr do so an hour later
With the new people arriving the rebels meet again to and point out how stupid he feels for it taking that long.
discuss their plans. They meet in secret and while they
decide they can’t delay their fake attacks because of the Investigating the site can yield some information as can
guests as that would seem mighty suspicious their plan- asking around.
ning got slowed down by the meeting and they won’t act -Anyone that asks can learn that pretty much anyone
until the following day. During this day all conspirators could have sneaked off and gotten to the room during the
are out until the evening. It is assumed the characters sermon. They would move out the same way as if going
won’t know of the meeting nor get to learn of it. It is to the outhouse so people paid that no mind.
written here only for the GMs benefit so that he can keep -A character that succeeds a Heal –10 test or a Lore
track of where the conspirators are and what they are (Anatomy) +40 test can determine that the skulls are be-
doing. tween twenty and fifty years old and have been buried.
-A character that succeeds a +20 Heal or Outdoor Sur-
Thank Morr you’re here! vival test or a +60 Tracking test sees that the blood is
(Optional Encounter) fresh. If succeeded with 5 or more SLs the character can
A frightened farmer comes up to one of the players prais- confirm the kill was made last night and used to write on
ing them for turning up when they did and calling them the floor less than ten minutes ago. A character who has
heroes for standing with the village against the undead of “Heightened Senses (Smell)” can test a –30 Perception
Malahans. A player that acts the heroes role and making test. If successful he can identify the blood as deerblood.
him or herself up as a saviour will gain her adoration and A character with heightened senses (Taste) can make the
perhaps even get her romantic attention. On the other same test to identify it provided he is foolish enough to
hand if the players state they aren’t there to help she gets just taste random floorblood (in this case it won’t cause
extremely disappointed and disheartened and starts to any diseases but it could have).
plead loudly, causing a scene. -Allow anyone with Lore (Necromancy) to test it if they
ask but regardless of result just tell them that this is not
the components for any spell or ritual they know of.
Fruitless Hunt -Someone that wishes to test Lore (Chaos) or (Theology)
(Optional Encounter) can learn that Khorne favours skulls and blood for his
In the evening the ten hunters of the town return with no symbols. This is however coincidental in this case and
game in tow. They will say that they failed to find any the show made to scare people has nothing to do with
prey this day and muse that perhaps the curse of Mala- Khorne.
hans is starting to affect the beasts of the land. In truth
they were away for the meeting and have not been hunt-
ing at all. A fruitless hunt this time of year isn’t too rare
however and shouldn’t raise much of a concern.
To cling on such empty promises is foolish. My pow- You dare compare me to such a simpleton!
er grows with every passing night as Hexennacht
nears. If you remain then my legions of the dead You dare think me as weak as a lowly peasant girl!
shall overrun your pitiful defences.
I am Malahans! Master of death! Lord of Wraiths!
Sincerely, the true master of these lands, Malahans”
Flee this place and beg forgiveness for your insults
The Baron will not comment it and will return to his and I may yet let you live. Stand and you shall fight
in my army.”
As the message is delivered soldiers start to back off other conspirators are found. Confronted by the
and flee. The Baron rides up and grabs one but is characters they will admit to faking Malahans return
met with a panicked punch, throwing him off the and try to gain the sympathy of the characters, tell-
horse and into the snow with a bloodied nose as his ing of the extreme taxes, cruel punishments and hor-
guards scurry off. The peasants and priests of the rid conditions caused by the Baron.
village huddle together in fear, and when the con-
spirators in the crowd start to flee most others fol- From this point it will be up to the players to chose
low suit. Some however remain and the caravan is what shall happen, if they try to arrest the conspira-
amongst them. The dwarfs and ogres form a defen- tors they will fight back as they are desperate but
sive line to meet the threat, give the players a apart from the hunters none of them are good fight-
chance to join them or not. Ukrird Okrisson starts ers and as soon as things start to go bad most will
singing in Khazalid and his clansmen soon follow surrender, at least if they believe there can be mercy
suit, their coarse dwarf voices drowning out the ee- in that, else they will attempt to flee and if stopped
rie song accompanying the “wraiths”. The wraiths from that fight. If the players side with them they
menacingly approach the line however something is need not reveal anything, the plan has all but suc-
off. A +0 Intuition test can tell the players that the ceeded.
wraiths seem afraid of the dwarfs and ogres, some-
thing that shouldn’t be possible as far as they know Should the conspirators be brought in to justice,
(if someone has Lore (Necromancy) indeed confirm then, despite making up roughly a third of the vil-
it as impossible). lage, the Baron will order them all to be executed,
burnt alive on a massive pyre. A player with noble
While this is happening one of the hunters is up by blood could potentially convince him to spare some
Nina Bittermann and quickly frees her of her re- (others he will not listen to) but he is not easily
straints. Letting her run off to safety. swayed.
As the dwarfs and Ogres hold fast the wraiths even- Epilogue
tually stop advancing and Anni sees the need to im- With the mystery solved let the aftermath play out
provise. She speaks again but this time it is her accordingly, if the conspirators are not revealed the
voice, not the song, that brings the words. Her voice Baron will take some guards and money before
will almost be drowned out by the dwarfs singing. making his leave. If they are revealed the Baron will
meet out harsh punishments but give the characters
“Leave! Dwarf! two gold each for their help as well as a feast in the
manor to their honour.
We have no quarrel with you!
Regardless of the outcome the caravan remains
The Baron usurper of my lands is gone! snowed in two more days and can leave early the
16th of Vorhexen.
You may leave when the weather allows!”
THE RÜBENBAUERS
(Family in the village)
As many people of the empire the Rübenbauers are
named after their trade, beet farming. They have sev-
eral fields where they grow beets.
Vincent Rübenbauer
(The scythe-thief)
Vincent is a fairly tall man with green eyes and gin-
ger hair. He is a beetfarmer and with the cruel pun-
ishments of the Baron he has joined the conspirators.
Something that will have consequences in the com-
ing days.
Unhand him at once!: If met after the punishment
from the Baron reduce his Dex and BS to zero and
his WS to ten. Also keep in mind he can’t use any
tools or weapons, nor grab or lift anything without CASPAR BLANKE
assistance. (Miller and Conspiracy Mastermind)
Caspar Blanke is a man of average build with short
VINCENT RÛBENBAUER –HUMAN PEAS- blond hair and brown eyes. He is a clever man who
ANT BRASS 2 saw his sick son die when the Barons taxes made
help unaffordable and his plead to go to a nearby city
M WS BS S T I Agi Dex Int WP Fel W
and seek help from the Shallaya sisters was denied
4 31 31 31 31 31 36 31 31 31 31 12 by the Baron under threat of his sons execution
should he abandon his work even for a while. That
Skills: Athletics 46, Consume Alcohol 36, Endurance 36, Gos-
sip 36, Lore (Ohlsdorf) 41, Outdoor Survival 36, Stealth was the last straw for him and he devised the plan to
(Rural) 41 get rid of the Baron once and for all, not through vio-
lence like the Baron and his men but through cun-
Talents: Stonesoup ning and scare tactics. Thus he sought out others
who shared the hate of him and began the plan. Cas-
Trappings: d10 brass pennies
par is mainly the mastermind behind it and the dif-
Enni Rübenbauer ferent steps of it tend to be carried out by others.
(The church threat planter)
Enni is a tall woman, almost as tall as her brother CASPAR BLANKE –HUMAN MILLER BRASS
Vincent. Just like him she has green eyes and ginger 3
hair. She dislikes the Baron and his cruel punish-
M WS BS S T I Agi Dex Int WP Fel W
ments and was immediately aboard with the idea to
do something about it. 4 36 31 36 36 31 36 31 45 31 31 12
ENNI RÛBENBAUER –HUMAN PEASANT Skills: Animal Care 36, Athletics, 41, Consume Alcohol, 41,
Endurance 41, Gossip, 41, Melee (Brawling) 41, Lore
BRASS 2 (Ohlsdorf) 55, Outdoor Survival 50, Entertain (Storytelling) 41,
M WS BS S T I Agi Dex Int WP Fel W Haggle 41, Melee (Basic) 41, Trade (Miller) 36
4 31 31 31 31 31 36 31 31 31 31 12 Talents: Savvy, Tenacious, Read/Write
Skills: Athletics 46, Consume Alcohol 36, Endurance 36, Gos- Trappings: Baguette, Club (Handweapon), Gambeson shirt (1
sip 36, Lore (Ohlsdorf) 41, Outdoor Survival 36, Melee AP to body and Arms)
(Brawling) 36
Trappings: Leather armour with odd pieces of metal (1 AP on Talents: Rover, Trapper
all locations)
Mincerchib: This magic dagger works like a normal dagger Trappings: Shortbow with arrows and sharp sticks improvised
unless wielded by a greenskin. If wielded by a greenskin its as arrows
attacks always hit the head location and ignore all AP offered
by armour with the weakpoints flaw, such armour may also not Not that tough is it?
be spent to remove crits caused by Mincerchib.
(GM notes)
Goblins This fight is likely an easy one and is designed to be
(The bosses best gits) just that. Something the characters don’t know ahead
of time of course so do let them worry before.
The goblins wield short swords and wear leather ar-
However should there be a wish to increase the dan-
mour. They will be quick to pick up the weapons of
ger the GM should feel free to do so. Any of these
their foes should they be dropped or the foes killed.
foes can be increased in numbers and should you
GOBLINS –GOBLIN THUG BRASS 3 wish to up it further then “Wogz an ‘is arrer
boyz”happened to be around adding three (or more)
M WS BS S T I Agi Dex Int WP Fel W of the following.
4 30 35 35 35 20 35 30 30 20 20 11
ORC ARRER BOY –ORC BOWMAN SILVER 1
Skills: Cool 25, Dodge 40, Endurance 40, Intimidate 40, Melee
(Brawling) 35, Melee (Basic) 35 M WS BS S T I Agi Dex Int WP Fel W
4 35 35 35 45 25 30 20 25 35 20 14
Traits: Animosity, Afraid (Elves), Infected, Night Vision,
Weapon +7 Skills: Athletics 35, Climb 40, Consume Alcohol 50, Dodge 35,
Endurance 50, Language (Battle) 30, Perception 30, Play
Talents: Menacing (Horn) 25, Ranged (Bow) 40, Stealth (Rural) 35
Trappings: Leather armour (1 AP at all locations), Sword or Traits: Armour 3, Belligerent, Die Hard, Infected, Night Vi-
scimitar sion, Weapon +8, Ranged +9 (50)
A bottle of Kappenmüller white can be bought in Zipf, Leogang or surrounding settlements for 3 silver, to
drink it roll a d10 on the following table and add appropriate modifiers. Unless you vomit also test Con-
sume Alcohol at +20.
D10 roll with modifiers Effect
0 or less Gain d5 poisoned conditions and two stunned conditions
1 Vomit and pass out
2-3 Vomit
4-5 Almost vomit
6-7 Twist your face into a grimace regardless if you want to
or not
8-9 You find it disgusting but can avoid showing that should
you wish
10 You find it nigh-drinkable
11 You’ve had worse
12 You find it drinkable in small ammounts
13-15 You’re fine with drinking this
16+ You like it
Modifiers:
Elf: If you are an elf apply a –2 penalty to the roll.
Halfling or Gnome: If you are an halfling or Gnome apply a +1 modifier to the roll.
Ogre or Gnoblar: If you are an Ogre or Gnoblar apply a +4 bonus to the roll.
Brass Status: If you are of Brass status apply a +1 bonus to the roll.
Silver Status: If you are of Silver status apply a -1 bonus to the roll.
Gold Status: If you are of Gold status apply a –2 bonus to the roll.
Stirlander: If you are from Stirland and/or have lived in Stirland for several years apply a +4
bonus to the roll.
Leogang, Zipf or its surroundings: If you hail from Leogang, Zipf or their surroundings apply
a further +4 bonus to the roll (stacking with the Stirlander bonus).
Bretonnian: If you are from Bretonnia and/or have lived in Bretonnia for several years apply a -
1 penalty to the roll.
Kappenmüller Gravy
Image by Midjourney ai beta
Kappenmüller white is also boiled down along with meat juices to
make a sickenly sweet gravy. The only reason for this is to hide the
taste of old food with sweetness but this is of course not stated. This
gravy is only sold if specifically asked for it and can then be sold for
a few silver. Normally however it is offered in low-quality taverns
alongside servings of suspicious smelling mystery meat. Eating a
meal with the gravy gives the same roll as drinking the wine with the
same modifiers but does not require a consume alcohol test.
Kapenmüller vineyard The Festival of Kracht
(Sight) (Mandatory Encounter)
Moving on along the road would take the caravan to What follows is a short adventure in the village of
the Kappenmüller vineyard from which the wine Enzesburg. It follows the type of adventure structure
previously offered comes. In order to avoid any fur- you find in “Rough Nights and Hard Days” with a
ther polite offerings of drink Ukrird however orders very exact timetable of events that player characters
the caravan to take the long way around and trudge may or may not experience. A set of plots that exist
through difficult terrain. It may be hard work and side by side and a set of NPCs involved in it all.
delay them but at least you won’t need to take anoth-
er sip of that horrid, horrid wine. This adventure is a smaller and less involved adven-
ture of such structure which both offers a shorter
Steinbrücke Bridge game giving a taste of this adventure structure and
(Sight) eases the GM into this structure for future adventures
Late in the night the caravan reaches the sturdy in this campaign using it.
Steinbrücke bridge. A large stone bridge that should
have no problem carrying the caravan over and Location: The adventure takes place fully within
whose sturdy old construction has stood for more the village of Enzesburg. A village built in the ruins
than six centuries. Statues of old grand counts of of old Enzesburg, a town almost completely de-
Stirland rise as pillars on each side of it showing a stroyed during the vampire wars but saved from
finery of architecture uncommon for Stirland. Since complete annihilation by Willy Kracht, the militia
its late camp is set up next to the bridge. commander of the time. He is a local hero the town
is very proud of and hail for his greatness. See “The
Day 17 –21st of Vorhexen, Aubentag Legend of Willy Kracht” in the following pages.
There are some key places in the village that play a
Plenty of snowfall and the roads get rough. It eases role in the adventure.
to the evening though. One endurance test at –10 (at
+30 if wearing appropriate winter clothing) per three The statue: The statue of Kracht is a focal point of
hours of walking or gain one fatigue from the cold the village and the festival utilizes it in the celebra-
and long walks. The caravan will move across the tion.
bridge and into hill lands with a small frozen river at Vlads Demise: The inn called “Vlads Demise”
their right side. claims to be placed on the location where Willy
Kracht slew Vlad von Carstein. Its sign show Kracht
staking Vlad to death.
Enzesburg Heroes Blood: This inn is the second one of the vil-
(Sight) lage and show a sign that is just painted red without
Early in the day the caravan reaches Enzesburg, a any particular forms or images.
city of hovels and huts built on and in old stone ruins Von Crapsteins: This inn is the third and final and
of what must once have been a much more impres- shows a caricature image of Mannfred von Carstein
sive settlement. A lone stone structure stands unbro- holding his sword the wrong way while chewing on
ken, a large statue depicting a man raising a spear in a bat.
one hand and holding a wooden stake in the other. The garden of Morr: The towns old temple of Morr
On a plaque on the plinth can be read the inscription has been repaired somewhat, with wood replacing
“In honour of brave Willy Kracht Vampireslayer, the the torn down parts previously made by stone. It
saviour of Enzeburg”. As the caravan moves in peo- stands by the garden of Morr where the Mausoleum
ple move out to greet them stating it is time for the of Kracht is found. Celebration around his Mausole-
festival of Kracht and that they simply must stay for um is prevalent during the festival.
warm food and warm beer. As you moved into the The stage: A ruin of a temple has been repurposed
night yesterday and many are very tired Ukrird de- to a theatre stage, some of the old stone benches in-
cides you can stay a few hours. The people seem side the old temple still stand and others have been
very happy about it and start putting up decorations replaced with newer wooden ones. The old raised
on the old ruins whistling happy tunes. Others in- altarplace has lost its finery but with some wooden
stead start to warm up beer and food for the festival. stairs and floors added it makes for a decent stage.
A character keen of eye and mind may notice that it The place has no roof and is clearly more appropri-
seems they just started the festival right now when ate in the summer but that doesn’t mean they won’t
Ukrird agreed to staying a while. This is indeed the try to hold a celebration.
case as will be described in the coming short adven-
ture.
The tale of Kracht
Before the turn of the millennium it came to be that a man destined for greatness was born. In the town of Enzenburg
under favourful stars was birthed Willy Kracht. It is said that when he came into the world the birds sang more beau-
tifully than they ever had before and the sun shone brighter than it ever had or ever would again.
While born in a commoners home with humble beginnings, in his blood flowed greatness for he was the direct de-
scendant of an ancient Styrigen chieftain who fought alongside Sigmar against vile Nagash and while this noble line
was forgotten it was not extinguished for its greatness would rise again in Willy Kracht.
In his youth Willy Kracht was an exemplary man, working at his parents farm and in his free time volunteering for
the militia where he through talent and hard work rose to the rank of militia captain of Enzenburg. The rank he held
when the dead rose and Vlad launched his attack to unite the empire in undeath.
All over Sylvania and Stirland the dead rose and assaulted the living and Enzenburg was no exception.
One thing however sat Enzenburg apart from the rest, they had Willy Kracht. When the dead arrived he rallied the
people and fought back. Bullets and arrows rained into the ranks of undead that tried to reach the walls and as hours
passed the ammunition ran out. With spears and swords the defenders threw the undead off the walls as they scaled
and as dawn came the walls still held. All over Stirland and Sylvania dark clouds covered the lands as dawn came
and so the sun was kept away letting Vlads dark forces move on. Everywhere but in Enzenburg, here brave Willy
Kracht led the people in prayer as the night moved on and great Sigmar answered, pushing the clouds away and
crumbling the dead with rays of holy light from the sun. It is said a voice called out from the heavens saying:
“Brave Willy Kracht, as your ancestor stood by my side fighting the undead,
so shall I stand by you in your fight against the forces of the vampires.
Raise your spear and my hammer shall be with you.”
Letting his men get sleep as the dead crumbled away Willy knew they would not stop now and guarded the town
awaiting their return.
And return they did. Vlad could not accept the towns defiance and in person he rode to Enzenburg. His dark magic
pushed away the holy sun and his hordes rose again but Willy Kracht stood firm in face of this supernatural foe.
Spear in hand and with a sharpened wooden stake in his belt. For he knew vampires would come and had ordered
the men to make stakes to fight them, cutting off parts of brooms, mops, scythes, and other implements to sharpen and
be ready.
The dead assaulted again and with a renewed fury only those led by the dark lord Vlad himself could hold. Willy
Kracht fought like a hero of old, like Sigmar himself, cutting down the foe in their thousands and holding the line
against this darkest of force even as the necromantic spells of Vlad blew apart the wall and crushed the buildings.
Willy knew he needed to face the leader to save the town and so he cut his way through hordes of undead and Vlads
elite guard to face the vampire in battle one on one.
Man against undead monster they fought, their blows a flurry too fast to follow. They were evenly matched.
Vlad seeing the need for cheating and dishonourable means to win cast a deadly spell upon Willy. This spell would
doom the great hero but the time the incantation took allowed Willy to find an opening and stick his stake through
Vlads heart. The vampire and his force crumbled to dust and Enzenburg was saved.
Willy however was struck by sorcery and in minutes he aged his full life, dying an old man moments later.
Vlad would continue his war against the empire for his accursed ring brought him back to life but he would never
again return to Enzenburg. Willy Kracht had given his life to save the town and while much stood in ruins it had not
fallen. The heroic spirit of Willy remains, watching over
the town from his mausoleum and its people to this day
give praise to the hero of Enzenburg, the man they call
Willy Kracht.
Truth?
That is the tale that’s told but is it true? There is likely a
kernel of truth in the tale, many fought against the undead
during the vampire wars and a militia captain would likely
be one of them. One doing a good job may certainly be
remembered and deserving praise and there is no reason to
believe Willy Kracht did not do a good job. The tale is
however filled with quite amazing feats that seem highly
unlikely and this would put Willy Kracht as the first slayer
of Vlad before the first acknowledge one. The most likely
explanation is that the tale has been exaggerated over the
years becoming less and less grounded in truth, though one
can’t be certain of course. Perhaps Willy Kracht really was
the hero the tale makes him to be. Regardless of what is
actually true the town treats the tale as absolute truth and
hold extreme pride in their hero and devotion to his
memory.
PLOT SUMMARIES Plot 6-Half a problem: Denis Schoenherr
smelled trouble as soon as halflings came into the
Plot 1-Pride in Kracht: Feasts to Willy Kracht town and when things started disappearing he put the
are held any time a large number of guests reach the blame on the halflings, something that greatly trou-
town. In days of old it was an annual event instead bles the mayors plan on making the caravan feel
but these days it is far more common and far more welcome. Still he doesn’t quite quit.
political. For it is the line of Kracht which hold the Minor Plots: The above are “long-reaching” plots
mayoral office of the town and the reminding of affecting several events. In addition to these people
guests and population of their greatness ensures this at the festival have their various ideas of what to do
remains the case and none tries to bring back the old and plans. These are either very simple (like “have a
system of voting for mayoral office, and especially good time” or “get good seats to the play”) or ones
that no outsiders suggest it. If drunk on ale and hero- affecting but a single event (like “sell a relic to the
ic tales the leadership is not likely to be questioned. visitors to get rich” or “learn if the caravan job is
Thus mayor Nora Kracht organises a grand feast to worth it”).
get the visitors, drunk, happy and unquestioning of
the greatness of Willy Kracht. EVENTS
Plot 2-Four drunken Gnoblars: The gnoblars 10:10 am: The caravan arrives and agrees to stay a
somehow took a shine to the local wine in an undeni- few hours. People start putting up decorations on the
able proof of their poor taste. Getting here where old ruins whistling happy tunes. Others instead start
drinks and food are freely offered they soon get to warm up beer and food for the festival. Nora
wasted. Untrustworthy and thieving at the best of Kracht tells her servants to get the finer drinks and
time this drunkenness releases the inhibitions that food as this caravan seems “fancier” than their more
made them consider the fact that it could lead to common guests.
beatings or worse and now they steal various items 10:15 am: The ogres are offered large jugs of the
and cause trouble during the festival. local wine. Even with their palette they don’t want to
Plot 3-Investment opportunities: Eduard drink it and discard it by their carts less subtle than
Landauer, Harry Heitz and Mike Segert have a con they think. The gnoblars go for it right away starting
to try on outsiders. They will ensure that people of to messily drink large quantities.
the caravan overhear them talking about troubles 10:20 am: The mayors servants go around to the
when looking for a treasure, troubles that a person of people of the caravan and say that the ovens aren’t
the caravan could overcome but they seem unable to. warm quite yet but they’ll be out with beer and sau-
They will make it look like these conversations are sages as soon as they’ve got it warm. They offer
secret and finish with an argument between the three cubed cheese and pickled beetroots in the meantime.
of if they should sell the map or keep trying where 10:22 am: Bertruga Bennenungonce, aka
Eduard Landdauer “steals” the map and runs away, Gretzlant, attracts the attention of a local, Helge
managing to “hide” from Harry and Mike but being Stockhausen, who starts to flirt with her. They move
seen by the eavesdropping man of the caravan. The on to ‘Heroes Blood’.
trio now hopes Eduard will be approached and asked 10:24 am: One of the gnoblars steals a pair of pots
to sell it. from ‘Von Crapsteins’ and hides them in their cart.
Plot 4-Necromancers attention: Grażyna 10:26 am: Denis Schoenherr goes to the halfling
Landa, also called Grażyna the grim, a necromancer cart and threatening tells them that “They better not
of Ungol lineage born and raised in Ostermark has steal nuthin.” The militia will turn up and drive him
travelled to Stirland seeking ancient tombs and dark off stating he should be nice to guests. He goes away
artefacts. She senses something by the caravan, casts with no further trouble but doesn’t seem happy about
a mundane aura upon herself and tries to find out it.
what it is. She will snoop around the carts and be-
come (rightly) convinced an artefact of undeath is 10:30 am: Local peddlar Janina Weisz comes to
found there but fail to acquire it now. She will return the characters offering ‘genuine’ relics of Willy
later in the campaign. Kracht for two gold each. They range from fin-
gerbones, amulets and scrolls. A character with one
Plot 5-Bounties to find: The bounty hunter of the following will notice that the number of fin-
Josua Diekwisch is in the area seeking the outlaw gerbones available are more than those available in a
Gretzlant who has plagued the Stirhügel hills. If the human;
group picked up Bertruga Bennenungonce on the -An Intelligence of 25 or more (after penalties for
way then Josua will go after her. Should that not be intoxication), Super Numerate, Lore (Anatomy)
the case he however keeps in mind other bounties
too and will instead seek Sissi Lorenz, the deserter. 10:32 am: The gnoblars acquire through illegal
Note: The descriptions of events will assume he ways a small bag of tobacco and an especially ugly
seeks Gretzlant, just replace Gretzlant with Sissi Lo- garden figurine in the style of a pink stork.
renz in all situations should Gretzlant not be there.
10:35-10.45 am: The local choir goes out to sing thinks it may be Gretzlant and so pursues her. A
some hymns of Willy Krachts heroism while every- short chase ensues and (unless stopped) Josua catch-
one waits for beer and food to warm up. es her. Josua notices it’s the wrong person and
10:38 am: The gnoblars steal a shovel, 2kg of swears about that. Grażyna Landa is asked why she
flour, a pen and a live chicken. ran (if a character is present likely by them as Josua
10:40 am: Bounty Hunter Josua Diekwisch arrives takes a moment or two before asking, thinking more
during the performance. He watches and listens but of Gretzlant who eludes him). Her answer is quite
scans the crowd for his bounty. believable however, fleeing because it was clear a
scary looking man was going after her.
10:45 am: Following the choir performance warm
beer is served, a table is set up giving it out and serv- 11:11 am: The gnoblars steal a cuckoo clock, one
ants go around giving it out to the caravan members. of them vomits in a chamber pot in the house with
The dwarfs mumble that between the watery taste, the clock.
weak strength and warm temperature it’s closer to 11:15 am: The main festival moves to the garden
tea than beer. They still drink it. Josua Diekwisch of Morr and the Mausoleum of Willy Kracht. This
starts asking around for Gretzlant. move comes with the promise of various sausages as
10:48 am: Bertruga Bennenungonce, and Helge well as a dance contest. Beer remains free for the
Stockhausen, decide to switch tavern and move on to visitors.
‘Vlads demise’. 11:17 am: Josua Diekwisch decides to check the
10:50 am: Bounty Hunter Josua Diekwisch learns taverns for Gretzlant, starting with ‘Von Crapsteins’,
that someone matching Gretzlants description was then going to ‘Vlads Demise’ and ending with
seen going to Heroes blood and heads there. He soon ‘Heroes Blood’.
learns they have left but not where to. 11:18 am: Helge Stockhausen suggests to
10:52 am: The gnoblars steal a bucket of nails, a Gretzlant they go and join the dance contest. She
pot of roses, a red tophat and a cane. agrees and they leave Vlads Demise and head to the
Garden of Morr.
10:55 am: Guided by her magical senses Grażyna 11:20 am: The Dance contest is about to begin, a
Landa rides into town on a black horse. She accepts
some offered beer but keeps to herself. Eyeing the basket of paprika würst is put up as the prize. Multi-
caravan. If approached she will steer the conversa- ple couples sign up including Helge Stockhausen
tion towards the caravan, asking about it trying to and Gretzlant, Grasi and Lis, Short Vinzenz and lo-
learn as much as possible. cal Luis Fersen, Nora Kracht and Ben Dörflinger,
Louwrens-Penning Reinier Plaizier and Tatiana Re-
11:00 am: Eduard Landauer, Harry Heitz and horst as well as various local couples. See
Mike Segert ensure they are overheard by people of “Competition” for rules if the players want to join.
the caravan (I suggest the GM makes that people the
players) arguing about their troubles looking for a 11:25 am: If he has not been sought out before this
treasure, Eduard saying they’ll never get past those Eduard Landauer will now “drop” his map where
five goblins while Harry and Mike maintain they someone from the caravan can see it, preferably a
may with a lot of luck. A small fight breaks out and player. He will “scramble to pick it up” but the per-
Eduard Landauer runs off. If chased by the charac- son will get a decent look at the map first.
ters the others will get in the way seemingly out of 11:26 am: Drunk and happy with their stealings
clumsiness. Regardless Harry and Mike will swear at the gnoblars take a nap in their cart.
Eduard stealing the map. If asked if the map is really 11:28 am: A crash and barking will be heard from
necessary they will confirm it is as the exact place to the Skelfdown Cart as Denis Schoenherr threw a
dig is marked there and they could dig forever in the stone through a window and then ran away. He will
hills without it. deny having done it if asked and no-one saw it was
11:04 am: Denis Schoenherr notices his bucket of him though his previous interactions makes him the
nails and ornamental pink garden stork are both most likely suspect.
missing. He marches over to the halflings and start to 11:30 am: Grażyna Landa skulks by the carts
accuse them loudly. The militia comes and protects again as the dance contest goes on. Unable to find
the visiting halflings reminding Denis they have no the item she seeks she starts to meditate to seek it
proof. He swears they will regret it before skulking out.
off. The mayor sends more beer to the halflings try- 11:40 am: The dance contest ends and a winning
ing to compensate for the trouble. Which is appreci- couple is declared with a bit of ceremony and sau-
ated. sage. The mayor declares that a play of Willy
11:10 am: Necromancer Grażyna Landa sneaks Krachts life will start at the stage in twenty minutes.
about the carts and sees Josua Diekwisch. She mis- Actors start preparing and a lot of people make their
takes the bounty hunter for having seen her and fear- way there early to try and snatch up good seats.
ing investigation quickly moves away. Josua
Diekwisch sees a woman hurriedly move away and
11:41 am: With the dance contest over Helge moving off. The villagers stand looking in disbelief,
Stockhausen and Gretzlant stroll over to the carts wondering what happened.
where Gretzlant talk about them and give a short
“guided tour” of sorts before stopping by one and But what did the characters do?
making out. This is what happens without the characters influ-
11:43 am: Not finding them at the taverns Josua encing events. Likely they will (though there is no
Diekwisch returns to the Garden of Morr which peo- need to force it, it’s okay if they don’t, this still es-
ple have now left. He makes his way towards the tablishes characters for later even if the players take
stage to see if someone there has seen something. a passive role) and you will need to adjust this ac-
11:45 am: Denis Schoenherr starts sneaking back cordingly. It would not be possible to take into ac-
but Princess catches his scent and starts barking. count every way the characters may effect things so
This makes Denis turn and head away. Grasi and Lis you will just have to consider the options when they
check it out however and find Grażyna Landa. She do.
has a hard time explaining what she was doing
skulking around the carts and is an immediate sus- And now what?
pect. A commotion is made. Leaving the place there may be a bunch of questions
11:48 am: The commotion attracts a large group of unanswered and a desire to check into Gretzlant or
people, among them Josua Diekwisch, Helge Stock- Sissi Lorenz criminal pasts. Ukrird is not happy
hausen and Gretzlant. The three have not yet seen about learning that he has been harbouring a criminal
each other. and unless convinced otherwise will have them im-
11:52 am: Getting close to being captured for at- prisoned for now to be left at the next town visited.
tacking halflings and fearing what a closer investiga- If this happens they will manage to escape their
tion would reveal Grażyna Landa turns to magic to bonds and flee during the night, if a PC is keeping
escape. Holding up a shining spectral gem, a pow- watch allow a chance of stopping it but keep it diffi-
erstone with a ghost bound within it, she casts cult, it helps with later encounters if she gets away.
‘Teleport’(core rulebook page 244) and disappears
(turning up just out of sight and making a dash for The dance contest
her horse before running away). Confusion and panic The contest is made with a few tests of Agility +10
spreads. or Perform (Dance) +20. Two such tests are made,
11:55 am: The bellower Cánrěnde manages to get one per dancer. Add the SLs (positive and negative)
the people to stop and listen with a mighty bellow. A together to see how the PCs did. If the PCs get a
better organised discussion begins. negative result they are laughed at, if they score
more than 5 positive SLs they are seen as good and
11:57 am: Josua Diekwisch sees Gretzlant and if they score 11 or more SLs they win the contest
goes after her, calling for her arrest. and with it a basket of Paprika sausage.
12:00 pm: The stolen cuckoo clock goes off and
manages to poke a rhinox which reacts by starting RESOLUTION
charging off. The other rhinoxen follow it leading As they leave Enzenburg, after having had some
the lead carts away. The dwarfs and ogres rush to get time to process the events, you may want to give fur-
on it. Essme “Sooty Bess” Bechwald who has heard ther exp. Apart from standard exp for roleplaying
very little of the conversation on account of nearly and bright ideas the following can awards extra ex-
being deaf sets the artillerywagon in motion and with perience:
the three most important carts moving off the others
scramble to follow suit. Gretzlant dashes and jumps 5 exp for dealing with Dirty Murkbagz gitz.
onto the back of one of the rhinox carts hurridly 5 exp for experiencing the horror of
“Kappenmüller white” by drinking it at least
once.
10 exp for deducing that the gnoblars have been
stealing in Enzenburg
10 exp for understanding that Eduard Landauer,
Harry Heitz and Mike Segert were trying to con
them
5-10 exp for actively helping either Josua
Diekwisch to get Gretzlant (or Sissi Lorenz) or
Gretzlant to avoid Josua Diekwisch.
5 exp for helping the halflings after Denis
Schoenherrs attacks.
Image by Midjourney ai beta
the mayors success and power in return for helping her
keep it. They are rarely used like thugs, criminals or mus-
cle but the mayor has made it clear they are to fill that
role should it be required. Most of the time they are just
near the mayor in a role similar to bodyguards.
THE MAYOR AND HER POSSE Jonas, Benedikt, Lulu and Sahra
(The village leadership) (Servants)
Nora Kracht is a corrupt leader motivated by a desire to The servants Jonas, Benedikt, Lulu and Sahra work di-
hold on to her power and enjoy it. She ensures this by rectly for the mayor. Tending to her gatherings and events
reminding people of her lineage despite clearly being as well as running errands. During the festival they will
nothing like the ancestral hero she refers to. But she also be very busy, running about helping in setting things up
ensures it by keeping a well paid posse in on it. They or instructing others on what the mayor want done and
know the gig and help her and in return she ensures they how.
are rewarded with money reliant on her keeping her posi- JONAS, BENEDIKT, LULU AND SAHRA –
tion.
M WS BS S T I Agi Dex Int WP Fel W
Nora Kracht 4 31 31 41 41 41 41 31 31 31 31 15
(Burgomeister) SERVANT SILVER 3
Nora Kracht is the leader of the town by “right” of her Skills: Athletics 46, Climb 46, Drive 46, Dodge 51, Endurance
lineage as a direct descendant of Willy Kracht. She does 46, Intuition 51, Perception 51, Stealth (Rural) 51, Evaluate 41,
not share his heroism or noble ideas however. She is a Haggle 41, Gossip 41, Gamble 41
power hungry individual who ensures her public image is
well so that her right to rule remains unquestioned. Talents: Strong Back, Well-prepared
The guide
(Optional Encounter)
Ukrird has heard of the woods reputation of having peo-
ple get lost, lured by evil spirits, and as a result decides to
hire a guide despite her high costs. The rugged out-
doorswoman Vivianne Bethmann joins the caravan ready
to aid. She will at various times come with helpful advice
or shush people. She will be with the group until Eisigfurt Ogres and the Hunger
when her duty as guide is done. One may think that the unnatural hunger of Hunger
Wood would affect ogres worse than others but the
Welcome to Verhungern opposite is true. Their connection to the Maw ma-
(Sight) kes ogres eternally hungry, an effect simmilar to
The plains between Langwald and the dark imposing that of the forest, so an ogre will notice little diffe-
Hunger Wood are quickly passed. Faster than many may rence from how things normally feel. This is very
like. Stepping into the woods the barren, frost-covered, good, the last thing the caravan needs is for the
trees seem to stretch like grasping hands after the caravan ogres to eat all their rations within the first hours.
and sometimes they sway in winds that don’t exist. Freez-
ing mists periodically sweep between the trees and it al-
most seems like there are faces in the mists though that
must surely be nothing but imagination. D5 times per day
THE GUIDE
(Vivianne Bethmann) VIVIANNE BETHMANN – CURSED RANGER
Vivianne Bethmann is a tall woman at 6 foot and SILVER 3
2,79 inches (190cm) with short mousy hair and sharp M WS BS S T I Agi Dex Int WP Fel W
green eyes. Her pale skin is rugged and scarred. She 4 31 51 31 51 51 51 31 51 51 31 18
tells much of the woods, giving advice to those she
guides and warnings of what may lurk there. But at a Skills: Cool 71, Endurance 71, Intuition 71, Lore (Hunger
moments notice her storytelling can cease and her Wood) 71, Navigation 71, Outdoor Survival 71, Perception 71,
personality switch to still and quiet, hushing others, Stealth (Rural) 71, Dodge 71, Entertain (Storytelling) 51, Lore
(Ghouls) 61, Secret Signs
physically covering their mouths if need be, (Ranger) 61, Track 61, Lore
as some instinct tells her there may be danger (Crypt Horrors) 61, Lore
nearby. At times this is annoying as noth- (Vampires) 61, Ranged
ing seems to happen but in other instanc- (Sling) 71
es this turns out to save the lives of those
Talents: Stone Soup, Pure
she guides.
Skills: Climb, Intimidate, Lore (Crypt Horrors), Ranged (Sling) Few are those that can learn to cope with these
curses but they do exist. Brave Stirlanders taught
Talents: Fleet Footed, Night Vision, Orientation, Resistance ancient family secrets for travelling through Hun-
(Necromancy)
ger Wood and who guide others beneath their
Trappings: Rope with practical quality boughs, for the right price that is.
Cursed Ranger— Silver 3
A Human or Halfling from Stirland that ran-
Skills: Lore (Vampires), Ranged (Crossbow) domizes their career may replace scout with
Verhungern Ranger if they wish.
Talents: Combat Reflexes, Second Sight, Sixth Sense, Sharp
Ranger Career
Echoes of Horror weak of will often succumb to such instincts within these
(Optional Encounter) cursed woods and that the character likely wasn’t fully in
control.
As the caravan travels on a scream is heard in the forest.
Vivianne Bethmann immediately hurries to tell everyone
not to go towards it. Soon more screams are heard, Plauged by nightmares
screams and sounds of struggle. The sounds get more and (Optional Encounter)
more morbid, The caravan sets camp at night. At Vivianne Bethmanns
turning to what suggestion no fires are lit and only dry rations eaten.
is unmistaka- Guards are kept on alert all night and people sleep in
bly the sound shifts. During the night the characters do not rest easy
of people be- however.
ing eaten alive. Take aside each character for mysterious dreams and nar-
Image by Midjourney ai beta
Ukrird will not rate to each in turn. Chose or randomize one to have a
like it, and different dream to the others.
many of the All but one Player: Describe how they dream of ghouls
caravan think hunting them down and eating them alive. Describe in
the same but some detail in each of these dreams the death of each PC
they will stay having this dream.
away as per One player: Describe the same scene but from the point
Vivianne Beth- of view of a ghoul and describe it as if the player is the
manns sugges- ghoul. When this character awakens he gains one corrup-
tion. Only the tion point and increases his base weaponskill by one point
nearly deaf and his “Melee (brawling)” skill by one point.
Essme “Sooty
Bess” Bechwald seems undisturbed by the sound. Should
everyone stay away the sounds eventually end. But make
Day 19 –23nd of Vorhexen, Back-
sure to play up the sounds until then, to make them feel ertag
like they are begging for help and none but the caravan
can help them. If this is the way it plays out the sounds The party is deep in Hunger Wood now and walk the
count as a minor exposure to corrupting influence. toughest part of the journey. Thick fog hang around them
If Vivianne Bethmann is not present or the GM feels her making it hard to tell if its night or day. The days journey
presence isn’t enough to keep them from trying to inter- count as a minor exposure to corrupting influence resisted
fere then this can play out very differently. Following the by cool.
sounds is to, quite literally, chase ghosts. It will sound as
if you get closer but there is nothing to get closer to. I don’t feel so good
Then, before you know it, you will find you know not
where you are. The paths you walked are now gone and (Optional Encounter)
thick mists cover the woods. The caravan will eventually The ground in Hunger Wood holds a type of moss unique
return to the path but all will seem years older from the to the forest. When stepped on it releases spores as a de-
event. Players will instead need to roll to find their way fence mechanism that makes animals that breathe it ill.
back alongside the caravan, or alone if they left it to pur- While ghouls seem to hold an immunity or at least re-
sue the sound. Roll an extended Intuition test at –20, sistance to it the same can not be said for the people of
count both positive and negative SLs until you reach a the caravan. Each character that has not worn a face cov-
result of either +6SL or –6SL. If the result is +6SL count ering mask for the duration of the travel must test Endur-
it as a minor exposure to a corrupting influence and age ance +10 or become afflicted with the disease
the character one year. If –6SLs are achieved count it as a “Verhungern Malady”.
moderate exposure to a corrupting influence and age the Verhungern Malady
character d10+1 years. A disease specific to Hunger Wood causing fatigue and
Dark Hunger disorientation.
Contraction: Travelling for an extended period in Hun-
(Optional Encounter) ger Wood without face-mask causes an Endurance test at
A hunger and craving for human flesh comes over some- +10 to not contract this disease. Ghouls and ghoul vari-
one. Will they resist or will they try to sate this appetite. ants are immune.
Give one or more characters in the group the following Incubation: 6d10 minutes
note as a Dark Whisper (Core book pg 183).
If this happens Vivianne Bethmann will remark that those
Duration: D10-TB days (minimum of one day)
Symptoms: Malaise, Disorientation (40)
Dark Whisper Permanent: Increase duration for this disease by one
The darkness within you makes the beast surface day if you suffer it again. This keeps stacking with each
and a hunger for flesh comes upon you. You may time you suffer it.
succumb to this dark whisper to lose one corrupt-
ion point. If you do you must try to attack and eat New Symptom: Disorientation (X)
another member of the caravan. Once this has You have a hard time telling exactly where you are and
been done, regardless if you succeed or fail, the tend to forget where you were going. Tests for Navigation
beast within withdraws and you are back to nor- and Track get a penalty equal to the number in parenthe-
mal. sis.
Treatment: None, you must let it take its time.
Hunted THE GHOUL PACK
(Optional Encounter) (Crypt Ghouls)
Vivianne Bethmann suddenly signals all to silence, Roza Hardt is a crypt horror, a ghoul allowed to
after a few moments she nods grimly. In hushed drink some blood of her vampire master to gain un-
tones she confirms a pack of ghouls has found the natural strength and size. A horrid beast somewhere
caravan and is tracking them. She says she will try to between ghoul and vampire. When her vampiric
learn of their numbers and tells the caravan to stay master was slain she fled deep into the woods where
put and set up guard. An hour passes without her her dark nature attracted other ghouls. With her
with various sounds heard from the forest. She even- strength she took control of a large pack which she
tually returns. She says the pack was twelve ghouls now leads. A caravan moving through “her woods”
strong and that it after sneaking up to the caravan proved too tantilizing a treat to pass up and so she
left, hopefully thinking it was too dangerous but pos- directs an attack to devour this flesh. Under her com-
sibly to get others. She ushers the caravan forward mand are countless crypt horrors hungering for flesh.
pointing out it needs to move.
CRYPT GHOUL
Roza Hardt and her Midnight Murders M WS BS S T I Agi Dex Int WP Fel W
(Optional Encounter) 4 35 - 40 35 30 35 25 20 20 5 12
Night once again falls and the caravan sets camp.
Avoiding to light fires or otherwise revealing their Skills: Athletics 40, Cool 25, Endurance 40, Intimidate 45, Me-
position. But they are found. They are found by a lee (Brawling) 40, Outdoor Survival 35
large pack of Ghouls that attack at midnight.
Talents: Rover, Flee
The pack is massive and is led by a Crypt Horror, a
hulking ghoul given unnatural size and strength from Traits: Bite +5, Infected, Night Vision, Weapon +7, Venom
consuming the blood of a vampire. (Easy)
As the fight starts divide the action, set the players
with a few allies separate and narrate that battle rag- Trappings: Various bones and human remains
es all around. The players face a number of ghouls CRYPT GHAST
equal to the characters (and allies) on their side at the
start with reinforcements each round. For every six M WS BS S T I Agi Dex Int WP Fel W
ghouls replace one with a “Crypt Ghast”. As the 4 40 - 45 40 30 35 25 20 20 5 14
fight starts the ghouls are 60 yards away and the
characters and allies are surprised (remember to roll Skills: Athletics 40, Cool 25, Endurance 45, Intimidate 50, Me-
lee (Brawling) 45, Outdoor Survival 35
for combat aware and sixth-sense if characters have
those talents). If the characters are especially power- Talents: Rover, Flee
ful or you give them powerful allies (like the ogre
group) you may add Roza Hardt to their fight, other- Traits: Bite +5, Infected, Night Vision, Weapon +7, Venom
wise she is assumed to fight at another part of the (Easy)
battle. Trappings: Various bones and human remains
The battle progresses through these stages:
Round 1: Ghouls arrive, character and allies are sur- ROZA HARDT –CRYPT HORROR
prised.
M WS BS S T I Agi Dex Int WP Fel W
Round 2: Ghouls equal to the number of player
characters and allies arrive 60 yards away. 5 45 - 45 45 45 35 25 20 35 5 38
Round 3: Ghouls equal to the number of player
Skills: Athletics 40, Cool 40, Endurance 55, Intimidate 55, Me-
characters and allies arrive 60 yards away. lee (Brawling) 55, Outdoor Survival 35, Dodge 45, Climb 50,
Round 4: Ghouls equal to the number of player
characters and allies arrive 60 yards away. Talents: Rover, Unshakable, Hardy Rank 2
Round 5: Ghouls equal to the number of player
characters and allies arrive 60 yards away. Traits: Bite +7, Infected, Night Vision, Weapon +9, Venom
(Hard), Size (Large), Regenerate
Round 6: An ally from another part of the battle
manages to help and fires his or her gun, killing one Trappings: Various bones and human remains
of the ghouls engaging the player or ally facing the
most (GMs choice if equal).
Round 7: An ally from another part of the battle
joins this flank, add the character to the battle.
Round 8 or when Roza Hardt dies: If Roza Hardt
is part of the players battle trigger this when she is
killed, otherwise trigger it at round 8 when their al-
lies are assumed to bring her down. At this point the
ghouls, losing their leadership, revert to their more
cautious nature. Those in melee try to grab their foes
and scurry off with these new victims, others simply
Day 20 –24th of Vorhexen, Bezahltag be finished as not to disrespect the deities. Then he
speaks again.
Dark clouds cover the sky. Light snowfall in periods. “Fredricks magic was formed to keep the divine
Cold winds. Twice during the day ask endurance power of most deities away. Those prayers won’t
tests at –20 (+20 if well dressed for winter), failure help you.”
causes fatigue. The journey takes them through Hun- Angry voices, potentially the players, will interrupt
ger Wood and to Vanhaldenschlosse at its edge. this. The man will listen but raise his hand to silence
it and let him continue.
On the path “You may call it blasphemous but his curses do in-
deed keep that which is holy at bay. However his
(Sight) castle is made with ancient techniques from the land
As the caravan moves on they reach a proper road of the dead and in his power hungry will to gain
again, overgrown and old perhaps but a proper road their ancient power he built his Séance chamber to
none the less. An old stone sign points along it and invoke the magic of that land, and thus also their
spells the name Vanhaldensclosse. The old, now ru- gods. So it is that their holy power can trespass. So
ined fortress of necromancer Frederick van Hal. when you step into the shadows of that place ask for
A character with lore (History), (Magic) or help. Ask with sincerity for Ptras light to guide and
(Necromancy) knows of it’s history as the home of guard you. If you do, the evil of the place won’t hurt
the powerful necromancer Frederick van Hal, the you.”
creator of several necromantic spells, most famously There are likely protests against this and questions to
“Van Hals Danse Macabre” on a successful +40 lore the man. He is very patient to it all. Some questions
test. Add further information depending on SLs, add- may include;
ing the current SL and all lower SLs. A character How do you know this?: “I am Noah van Hel, I am
with lore (Stirland) or Lore (Sylvania) can test that at devoted to atone for the sins of my ancestor Freder-
+0 instead. ick van Hal, as are all of my line. We may never suc-
1SL-2SL: In the time of the black plague during the ceed in paying for these sins but we must try.”
12th century Frederick van Hal raised the dead Styr- This sounds like sorcery and heresy!: “Aye, it
igen from their tombs to conquer the lands of Stir- does. I didn’t believe in those gods either back when
land, but was resisted by the newly arrived army I was alive. But they have power.”
of Mandred von Zelt, Elector Wait. You’re dead?: “I am. But my spirit remains
Count of Middenland who had rode to support Stir- to warn others of the dangers of Vanhalden-
land. schlosse.”
2SL-3SL: Frederick van Hal had an apprentice Who is Ptra?: “The god of the sun, worshipped in a
named Lothar von Diehl, a powerful necromancer far away land.”
said to have ultimately betrayed and killed his mas- Why are you telling us this?: “I wish to help those
ter. that travel that cursed place.”
4SL-5SL: Vanhaldenschlosse was built to be a per- Will you come with us?: “I can’t”
manent fulcrum of necromantic power for Frederick
van Hal to use, the area is permeated with dark mag- The man will leave after the caravan has passed. He
ic as a result of this. is the ghost of Noah van Hel and his advice has been
6SL+: There are legends of ratmen warring in the genuine.
empire at the time of the Black Plague and these If a character follows his advice and calls upon Ptra
myths seem to claim that van Hal fought against to protect him then he does not count Vanhalden-
them with his undead legions. schlosse as a corrupting influence.
Friendly Advice
(Optional Encounter)
Further ahead, on a stone by a waypost a man sits,
smoking a pipe. He wears the uniform of a witch
hunter and on his hips rest a pair of crossbow pistols,
a hammer slung across his back.
He tips his hat at the caravan when it nears and then
speaks.
“Be careful if you journey to Vanhaldenschloss. A
thousand years have not washed away the dark mag-
ic of Frederick van Hal.”
Give people time to react to this. Ukrird gives a
prayer to Valaya along his clansmen and many oth-
ers pray to their respective gods.
The man nods at the prayers and gives each time to
Vanhaldenschlosse But not all that dwells inside is alive. Probe its depths and
you may also find the vicious Vampire Bats known to be
(Sight) used by vampires in their wars on the living. Vampire
A large imposing ruin towers before the caravan. With- Bats closely resemble more normal bats in general out-
ered plant life mark it as a place of death and the screech- line, but they are far larger, with bodies the size of large
ing of bats can be heard from inside the ruins. Characters dogs. A Vampire Bat is further distinguished from a mere
with Second Sight or Holy Visions will sense that the bat by its obviously Undead nature. Although its body is
place is corrupted though most will likely assume so even usually in far better condition than a Zombie or other
without talents to guide them. lesser Undead, its pallid skin and red-glowing eyes are a
Vanhal constructed his castle at a convergence line clear warning to anyone who sees it.
of magical power, with a large menhir made by prehuman Replace any number of “Bat Swarms of Vanhalden-
hands at its heart. The site had already been befouled by schlosse” with “Vampire Bats” as you desire.
the warpstone that had rained down from the sky in Vampire Bats are undead and do have a commander, in
1111 IC. Vanhal sought to create a perma- this case it is the castle itself that acts as the commander
nent fulcrum that would magnify his arcane power a and its command is “Protect Vanhaldenschlosse”. Nor-
thousandfold. While this plan was never fully completed mally a castle can’t command undead, but Vanhalden-
his work has still managed to forever corrupt the lands the schlosse is hardly normal.
castle is built upon.
The lands are corrupted by Necromantic power granting VAMPIRE BATS
+1SL to casting attempts of Dark Magic and ensuring that
bodies that fall here later rise as undead. It’s position uti- M WS BS S T I Agi Dex Int WP Fel W
lizes leylines, granting all spellcasting a +1SL to casting
attempts, which stacks with the dark magic bonus SL. 1 35 - 55 50 25 25 10 15 20 - 85
The old menhir on the site counts as an amplification
waystone (see Winds of Magic pg 194) granting a further Traits: Bestial, Infected, Dark Vision, Weapon +7, Swarm (WS
+2SL to spellcasting attempts, which stacks with the pre- increase included), Undead, Bite +6, Flight (40), Hungry, Vam-
vious sources of SLs. piric, Wallcrawler
In addition to this strengthening of arcane magic the site
Larger still, there are some Fellbats found within this an-
holds ancient curses to keep gods, particularly Morr, at
cient ruin. With a body as long as a grown man, Fell
bay. Any pray test for gods (except those from ancient
Bats are a fearsome sight. They are darker than midnight
Nehekara) suffer a –20 penalty. Passing through the cas- and silent as death, even when in full flight. In fact, the
tle counts as a source of minor corruption. Attempting to
only noises that a Fell Bat makes on the hunt are horrible
cast spells or use prayers on the site increases it from a gobbling slurps when it sinks its distended mouth into
source of minor corruption to a source of moderate cor-
living flesh. In truth, a Fell Bat bears as much resem-
ruption (Core rulebook pg 182).
blance to an ordinary bat as a maddened lion does to a
As long as everyone stays outside the actual ruins and domestic cat. Those who have encountered them, and
only travel by them the bats will leave them alone but lived, tell how they hunt with unerring accuracy, swoop-
should they step inside they will disturb these animals, ing down to knock knights from their saddles or pick off
attack them with a batswarm. Further exploration may
lone warriors unawares.
disturb further batswarms. Should the GM wish then Fell-
bats may also be disturbed. FELLBAT
M WS BS S T I Agi Dex Int WP Fel W
BATS OF VANHALDENSCHLOSSE 1 35 - 55 50 35 30 10 15 25 - 17
(Bat Swarms)
Skills: Stealth (All) 70, Dodge 40
The bats of Sylvania, and especially dark places like
Vanhaldenschlosse are vicious creatures. Predators who Traits: Bestial, Infected, Dark Vision, Weapon +9, Bite +9,
rip asunder smaller prey and drink the blood of larger Flight (50), Hungry, Wallcrawler, Fear 1, Stealthy
creatures. Mutated by the dark magic that saturates the
ancient towers and caves where they roost, these bats can Optional Traits: Undead, Big, Vampiric
grow so large their wingspan can be as wide as a man's
outstretched arms. In dark clouds, they descend upon the
enemy, chittering and biting and generally making con-
centration impossible. When numbered in their scores,
they can tear the skin from a man and strip the flesh from
his bones in a few heartbeats.
BAT SWARM OF VANHALDENSCHLOSSE
M WS BS S T I Agi Dex Int WP Fel W
1 35 - 45 40 25 30 10 15 20 - 50
THE CHICKEN RACE The flair: While this is the basics for it the race
Or ‘A guide to running the running of birds’ would be very dry if you just roll and move. Try to
get into a sport commentator mindset and describe
The chicken race is a large competition where a lot the race. Let your players make some of the rolls,
of the residents of Hundham (and some visitors) race especially for chickens they cheer for. Make jokes,
their chickens. There is betting, there is cheering, remove chickens mid-race if they slow it down. Be
there is friendly and unfriendly competition. Bets creative with it.
can be placed and give a return of 3:1 for any
‘challenger’ and 2:1 for former champions. Bets Thanks for help: The varied and fun names of the
above three gold are not allowed, the village is not competing chickens come from the Facebook Group
too rich and this is not supposed to have such high ‘Warhammer Fantasy Role Play 4th Edition’. Plot 6,
stakes, that can invite scummy people the villagers 7 and 8 were made with help from the ‘WFRP Game
reckon. Masters’ Facebook group
Trappings: Decent clothing as a life of crime. Both of them are muscular with
short hair and durable leather clothing doubling as
Stolen Trappings: 30GC, Jewellery worth 40GC, The Übertöl- armour.
peln Ring TIMON, ANNALENA –THUG BRASS 3
The Übertölpeln Ring M WS BS S T I Agi Dex Int WP Fel W
(Heirloom Item) 4 36 31 41 41 31 31 31 31 31 31 15
The Übertölpeln ring originally comes was taken Skills: Consume Alcohol 51, Cool 41, Endurance 51, Intimi-
from the corpse of a vampire and renamed by date 51, Lore (Hundham) 41, Melee (Brawling) 46, Stealth
Uggvard Übertölpeln the first. The house has since (Urban) 36
had it appraised to learn its magic and found it to be
a spell ring carrying the Push spell (Core rulebook Talents: Criminal Rank 2
pg 244) as a Lore of Death Spell. A Spell Ring al- Trappings: Leather jack, Knuckle duster
lows the wearer to cast a single spell. Unlike a scroll,
the ring is not destroyed after casting the spell and
the wearer does not need to make a Test. After the
wearer casts the spell, the ring may not be used again
for a period of 24 hours.
THE GRAVEROBBERS NOAH FUCHS –TOMB ROBBER SILVER 1
(Svenjas Crew) M WS BS S T I Agi Dex Int WP Fel W
This group of six are graverobbers, or rather five
graverobbers and a fence. They are led by the rugged 4 46 31 46 31 46 31 46 31 46 31 14
looking Svenja. They were first met in Flensburg on Skills: Climb 56, Cool 61, Dodge 41, Endurance 36, Gossip 36,
the 7th of Vorhexen trying to sell the caravan objects Intuition 51, Perception 56, Stealth (Underground) 46, Lore
stolen from tombs. After this they noticed that a (Medicine) 36, Melee (Basic) 51, Lore (History) 36, Pick Lock
61
Wight Crown they owned had been stolen and de-
duced it was stolen by the caravan. Delayed by legal Talents: Break and Enter, Night Vision, Read/Write, Tunnel
authorities they could not immediately pursue and Rat
trailing the caravan proved difficult with the graver-
obbers always a few steps behind. First now have Actions delayed: Noah isn’t quick to spring to action. When
determining combat initiative any round when Noah isn’t sur-
they caught up and they intend to reclaim the unholy prised treat his initiative as 20 less.
crown.
Trappings: Hooded Cloak, Military Entrenching Shovel (Can
Svenja also be used as a handweapon), Backpack, Storm Lantern and
Oil, Leatherjack, Tradetools (Thief)
(The boss)
Svenja is menacing. She’s not larger than most, she’s Julie Paysanne
of a fairly average build, but she still manages to be
quite menacing. Her looks are scarred and rugged, (The bretonnian)
giving an appearance as if she fights badgers un- Julie is a small woman that looks much younger than
armed as her hobby. Her dark brown, almost black, she is, something she isn’t too pleased about. She
eyes hold a penetrating gaze that seems to say ‘Yeah, hails from Arden in Bretonnia where she robbed
I’m gonna stab ya’. The dirty mousy hair that spo- graves. She was found out and fled to the empire
radically sticks up between the scab on her scalp where she continued her work of robbing graves and
(from where a wight almost cut open her head, the eventually joined Svenja. While she wants to be as
cursed blade ensures it never fully heals) seems to scary and cool as Svenja she does not give off sim-
say ‘That needs to be looked at but I’m not gonna be milar vibes and many people have a hard time taking
the one that tells her that’. Her style of leadership is her serious when she threatens them, even when she
not one of intricate plans or of rousing speeches. She holds a weapon to them.
leads cause people fear her and that’s good enough JULIE PAYSANNE – GRAVE ROBBER
for her. BRASS 3
SVENJA –GANG BOSS SILVER 3 M WS BS S T I Agi Dex Int WP Fel W
M WS BS S T I Agi Dex Int WP Fel W 5 36 31 36 31 36 31 31 31 36 31 12
4 51 31 51 51 36 31 31 36 51 36 20
Skills: Language (Breton) 41, Climb 41, Cool 41, Dodge 36,
Endurance 36, Gossip 36, Intuition 46, Perception 46, Stealth
Skills: Climb 56, Cool 61, Dodge 36, Endurance 61, Gossip 41, (Underground) 41, Melee (Polearm) 46
Intuition 41, Perception 41, Stealth (Underground) 36, Con-
sume Alcohol 71, Intimidate 71, Lore (Stirhügel) 46, Melee Talents: Flee!, Fleet Footed
(Brawling) 61, Evaluate 41, Melee (Basic) 61, Ranged
(Crossbow) 36 Nobility? You are not even blessed by ze ladi: Julie Paysanne
ignores the noble blood talent from people who are not
Talents: Criminal, Menacing Rank 2, Iron Will, Robust, Fright- Bretonnians or Woodelves.
ening
Trappings: Crowbar, Hooded Cloak, Backpack, Bill, Spade,
Trappings: Leather Jack, Mail shirt, Handweapon (Mace), Stormlantern and Oil
Hooded Cloak
Noah Fuchs
(Tomb Robber)
Noah Fuchs is a tall slender man with long golden A Bill? For What?
brown hair kept up in a ponytail. He has grey eyes
Julie Paysanne is armed with a Bill, a new pole-
and an unusually small mouth that rarely shows any arm added in Up in Arms and found on page 96.
emotion. With him he carries a military entrenching If you do not have the Up in Arms supplement
shovel everywhere he goes clearly visible in his belt. replace her Bill with a spear.
Many mistake him for a mute as the man prefers not
to talk and is happy to take this to the extreme. Often
going days without speaking. He is slow and deliber-
ate in his actions but while his companions would
perhaps prefer speed at times his skill makes him
valued.
Pauline Pöpel Skills: Charm 51, Dodge 46, Evaluate 51, Gamble 51, Gossip
51, Haggle 51, Melee (Basic) 36, Secret Signs (Thief) 51
(Grave robber)
Pauline Pöpel is a short woman with blond hair and a Talents: Dealmaker, Read/write, Etiquette (Criminals)
pair of green, cross-eyed eyes. She is a somewhat
strange woman with no friends outside Svenjas gang. Trappings: Eyeglass, Writing kit
She tends to lie a lot, making up stories and telling of
many adventures of hers, most of which she never Wight Crown of King Casimir
went on and some of which she has greatly exagger- (The Wight Crown)
ated. When called out on it she goes silent for a In ages before the empire rose King Casimir was a
while but a few minutes later will be back to her old king over a small tribe in the Stirhügel hills. With his
tall tales. witch-queen Milena he ruled from a small keep. But
PAULINE PÖPEL –GRAVE ROBBER BRASS 3 this, like the rest of his tribes history is lost to time.
His tomb, however, was not. It was broken open and
M WS BS S T I Agi Dex Int WP Fel W braved by Svenja and her crew. Here they fought
4 41 31 41 31 41 31 31 31 41 26 14 King Casimir in his wight form and as he perished
they took his crown. The crown is a magical artefact
Skills: Climb 46, Cool 51, Dodge 36, Endurance 36. Intuition
46, Perception 46, Stealth (Underground) 41, Evaluate 36, Me- of great power imbued by dark curses from Milena
lee (Basic) 51 and prayers to old gods spoken by Casimirs priest
cabal. It was stolen by gnoblars in Flensburg and has
Talents: Strong Back, Break and Enter travelled with the caravan for a while now, where it
Trappings: Leather Jack, Crowbar, Hooded cloak, Storm Lan-
will end up is soon to be revealed.
tern and Oil Rules: Any Undead awakened within 24 yards of
this crown are awakened with one of the following
Irma Rossel blessings active (casters choice); Blessing of Battle,
(The girl with the gun) Blessing of Fortune, Blessing of Might, Blessing of
Irma Rossel is a stylishly dressed girl with a big gun. Savagery. The duration of the blessing is changed
Her clothing closely resembles an officers riding from ‘6 rounds’ to ‘as long as the risen remains un-
outfit while her gun is a large-barrelled handgun. dead and is within 24 yards of the crown’.
While she lacks the proficiency for tomb robbing of
the others the dead do not always rest easy and when THE EX-SMUGGLER
they don’t her gun is most needed. It tends to also be (Ronald Readler)
appreciated when others try to mess with them. Ronald Readler is an ex-smuggler turned honest de-
IRMA ROSSEL –OUTLAW GUNNER BRASS 3 liveryman. But while he no longer moves illegal
goods he still utilizes many of his old methods for he
M WS BS S T I Agi Dex Int WP Fel W transports rare and expensive goods that thieves and
4 41 41 41 41 31 31 31 31 31 31 15 robbers would love to lift from him if they knew of
Skills: Athletics 41, Consume Alcohol 51, Cool 41, Endurance
them. He is a short dark-haired man with brown
51, Gamble 41, Intimidate 51, Ranged (Gunpowder) 51 eyes.
Skills: Cool 51, Drive 36, Endurance 36. Gossip 46, Heal 46,
Perception 36, Sleight of Hand 36, Lore (Anatomy) 46, Art
(Calligraphy) 46, Entertain (Storyteller) 46, Lore (Theology)
51, Pray 46, Research 51, Trade (Embalmer) 51, Melee
(Polearm) 36
THE ORDO ITERUM OCCIDERE
Talents: Read/Write, Field Dressing, Etiquette (Cult of Morr) (The re-killers of the dead)
The Ordo Iterum Occidere at first appears to new mem-
Trappings: Symbol of Morr, Robes, Book of Morr, Trade tools bers as an order hunting necromancers, witches and vam-
(Embalmer), Quarterstaff pires. And it is, but it’s more than that. For while the or-
der hunts necromancers with great fervour much like the
Nück Grumm witch hunters they do so in the name of darker powers. In
(Monk) Stirland and Sylvania there is plenty of hatred around for
Nück Grumm is a short fat man who enjoys wine, garden- necromancers and witches, hatred that fuels the Ordo Iter-
ing and long silent times of contemplation. He has the um Occidere and the dark god from whom the order
unfortunate tendency to laugh when nervous, this would draws its rituals. The order is a mystic society that calls
not be so bad had his laughter reflected his nervousness upon the bloodgod Khorne to vanquish their shared ene-
but it does not. His laugh is deep and hearty which in mo- mies, the wizards, witches and necromancers that plague
ments of stress and death makes him seem quite unset- the lands.
tling. Structure: The cult is structured into various ‘hunts’,
NÜCK GRUMM –MONK BRASS 4 temporary cells joined together for a mission or series of
M WS BS S T I Agi Dex Int WP Fel W missions. Each hunt has a huntmaster, decided by ritual
combat as the hunt is formed. The huntmaster leads the
4 36 31 31 36 31 31 36 36 36 36 12 hunt and its rituals. Apart from these hunts the leadership
is held in Regrakhof in Stirland in an old candlemaker
Skills: Cool 46, Dodge 36, Endurance 46, Heal 46, Leadership guildhouse that was abandoned and bought by the order.
41, Lore (Theology) 46, Melee (Brawling) 41, Pray 41, Art This leadership does not manage the hunts, the huntsmas-
(Calligraphy) 41, Entertain (Storyteller) 41, Gossip 41, Pray 41, ters lead them freely, instead they gather information and
Trade (Vintner) 46, Consume Alcohol 51
rumours and suggests the forming of new hunts. Such
Talents: Read/Write, Etiquette (Cult of Morr) new hunts are formed by volunteers for them. In the dun-
geons beneath the keep a second purpose stands however,
Trappings: Symbol of Morr, Robes, Book of Morr, Trade tools to safeguard the rituals of the order.
(Vintner) Worship: The cult does not see themselves as worship-
ping Khorne. They don’t pray to the Bloodgod or devote
Nock Schazhafendurfz themselves to him. But they acknowledge his power and
(Monk) use it in their wars. They call upon his powers and bless-
ings through old rituals and sends his daemons against
Nock Schazhafendurfz is near identical to brother Grimm
their foes. Still for people who do not worship the blood-
in the monastery in all from looks to skills to manner-
god they sure follow the rules of his faith much. They
isms. It can be very difficult to tell the two men apart.
claim skulls to his throne for use in their rituals, they call
Nock does speak a bit louder on average however. Not so
upon him for duels (with the words ‘Sanguis deus meus
it’s noticeable unless you are actively listening for it but
telum dirige’) and they paint his mark upon important
still.
weapons, they revere his gifts as weapons to fight the
NOCK SCHAZHAFENDURFZ dead with. They may not see themselves as his servants,
MONK BRASS 4 believing themselves to use his powers for their own pur-
M WS BS S T I Agi Dex Int WP Fel W pose, but they are his, body and soul.
4 31 31 31 31 31 31 41 41 41 41 13
Symbols: The symbol of the order is the skull of a Ritualist
vampire. Sometimes in red, sometimes in white and Those of the order able to perform rituals to Khorne.
sometimes in black. All three colours are accepted as Warrior-mystics of the order.
symbols and the order uses them all. The mark of RITUALIST
Khorne appears in iconography amongst some mem-
bers but it is not a mark of the order, its use is always M WS BS S T I Agi Dex Int WP Fel W
ritualistic. 4 40 30 40 30 30 30 30 40 40 30 14
Recruitment: The order recruits mainly from those
affected by necromancers and the undead. Those that Skills: Melee (Basic) 50, Melee (Two-handed) 50, Lore
have lost something to the forces of undeath and (Khorne) 45, Language (Magick) 45
whose hearts desire vengeance. Amongst such peo-
Traits: Weapon +8, Armour 1, Corruption (Minor)
ple they look for those that could be useful in the
fight and introduce them. At first they do not reveal Incantations of the Bloodgod: A Ritualist can dispel with
their connections to the bloodgod, only their mission Language (Magick) despite having no spellcasting talents.
to destroy necromancers. Then as time goes on and
the new member becomes more involved they gradu- Optional Traits: Mutation, Corruption (Moderate)
ally reveal the rituals they have with which to fight
the undead. Making their recruits more and more Aruk, The Herald Ritualis
dependant on Khorne in their fights. The mightiest daemon the order can call upon is
Methods: Each ’hunt’ has its own methods to fight Aruk, the Herald Ritualis. A mighty herald of
the undead. Apart from utilizing rituals of the blood Khorne. He is not called upon in this scenario, such a
god in their fights there is no unifying method to summoning is not done lightly and requires much
their war against necromancy. Each ’hunt’ has peo- preparation. But his rules are included for those that
ple of different experiences and the way they can be wish to utilize the cult for further adventures. He is a
utilized decides the huntmasters tactics. daemon several millenia old who has fought the un-
dead and the children of necromancy for his whole
existence, made by the bloodgod to deal with such
Order Members foes. The skin of Aruk is darker than his bloodletter
(Quick rules for order members) brethren, almost black in colour. This matches his
The members of the cult are many and varied, be- demeanour for unlike his kin he keeps his rage just
yond a few single profiles in scope. For a fight the under the surface, not roaring in fury but keeping a
below stats can suffice but if more accurate represen- grimace of cold hatred and rage kept just under con-
tation is needed take them through careers. Take a trol. His grand horns are adorned with the skulls of
hunter through two ranks of a random career. A vampires, the five he killed in single combat. In the
huntmaster through three ranks of a random career pommel of his sword is set the head of a liche high-
and a ritualist through three ranks of a random ca- priest, it’s spirit trapped inside the cursed weapon in
reer. a cycle of eternal torment.
Hunter ARUK
The rank and file of the order, the men and women
who make up the majority of the ‘hunts’. M WS BS S T I Agi Dex Int WP Fel W
HUNTER 5 88 45 55 45 70 50 40 35 80 25 23
M WS BS S T I Agi Dex Int WP Fel W
Skills: Melee (Basic) 108
4 40 30 40 30 30 30 30 30 40 30 14
Skills: Melee (Basic) 50, Melee (Two-handed) 50 Traits: Armour 6, Champion, Claws, Corruption (Moderate),
Daemonic 7+, Fear 3, Terror 1, Frenzy, Horns +9, Painless,
Traits: Weapon +8, Armour 1 Unstable, Weapon +11
Optional Traits: Mutation, Corruption (Minor) Nehekaran Incantations: The wielder of the sword can force
the liche priest within to cast spells from the lore of light on his
behalf. Aruk does not do
Huntmaster so, magic is not accepted
The leaders of a hunt as decided by ritual combat. by Khorne, but he could if
Mighty warriors in the fight against undeath. he wanted to.
HUNTMASTER
M WS BS S T I Agi Dex Int WP Fel W
4 50 30 50 40 30 30 30 30 50 30 18
Skills: Melee (Basic) 60, Melee (Two-handed) 60
This part of the adventure sees the characters move then halts the caravan to set camp and cleans off the stat-
through the dangerous Peak-Pass and make a stop for ue and removes what he can. The statue is still broken, a
some adventuring in Karak-Kadrin, the famous Slayer dwarf warrior raising a stick that once must have been a
Hold. It is an adventure of trolls, slayers and mountain weapon and whose face is smashed asunder, but its better
hazards. than before when goblin excrement covered it and foul
icons had been nailed to its head.
The Story
The Caravan (see chapter one for descriptions of it) trav- Day 26 –28th of Vorhexen, Marktag
el through the underway under Mist Wood and into Peak
Pass. Here many dangers are found, it is rightly seen as The travel this day goes much like jesterday but by the
one of the deadliest routes through the Worlds Edge end of the day, or a
Mountains and the closeness to Hexennacht does not bit in to the night
help. As the fateful night comes a massive troll gathering rather, the group
attacks, the caravan gets split and eventually the survi- finds the exit.
6 30 40 65 45 20 15 15 10 25 10 40 Troll Tough
Skills: Perception 25, Melee (Brawling) 40, Endurance 55, The creature has an additional eight wounds. Note that the troll in
Cool 35, Dodge 25, Swim 70 Ranged (Throwing) 55 the core rulebook has this in effect but not in name, this talent is
mainly here to make it clear trolls have additional wounds for
Traits: Bestial, Bite +10, Die Hard, Goblob, Gutburst 5, Horns their size so its easier for a GM that increases (or decreases) char-
+6, Hungry, Infected, Ranged +10 (18), Regenerate, Size acteristics to take into account.
(Large), Stupid, Territorial (Lair), Tough, Troll Tough, Vomit,
Weapon +10,
THE DWARFS IN THE PASS
Talents: Magic Resistance, Night Vision. Read/Write, Reso-
lute, Sturdy, Strong Back, Fearless (All), Slayer
The dwarfs met during Hexennacht found in the
pass can become useful allies, die at the hands or Trappings: Axe, Pants, Small icon of Grimnir
trolls or end up with stranger fates yet.
Garamraz Matriksson
Rodruk Sharpaxe Garamraz was a huffer plying the river Reik for near
Rodruk Sharpaxe is a slayer who started his life as eighty years before river pirates hunted him down
an imperial dwarf in an Ostermark village. Then he and took out his ship. Unable to live with the loss of
failed to keep check on the pigs under his responsi- ship and friends he took the oath to end it all.
bility and they came into the local monastery’s herb
garden, ruining it completely. To atone for his fail- GARAMRAZ MATRIKSSON –DWARF
ure in his job he took the oath. As he left one of his TROLLSLAYER BRASS 2
pigs, a large sow called Hrueina, broke out and fol- M WS BS S T I Agi Dex Int WP Fel W
lowed him. He now travels with her figuring they’ll 3 47 34 35 43 29 24 47 35 47 24 15
likely find their doom together.
Skills: Language (Khazalid) 40, Lore (Dwarfs) 40, Lore
RODRUK SHARPAXE –DWARF (Geology) 40, Lore (Metallurgy) 38, Endurance 51, Consume
TROLLSLAYER BRASS 2 Alcohol 62, Cool 52, Dodge 29, Gamble 40, Heal 40, Lore
(Trolls) 40, Melee (Basic) 52, Gossip 29, Intuition 34, Lore
M WS BS S T I Agi Dex Int WP Fel W (The river Reik) 40, Lore (Riverways) 40, Perception 34, Row
3 54 25 29 44 39 31 41 37 56 12 15 40, Swim 40
SNORAYA BELETNARRISDOTTIR –DWARF Talents: Magic Resistance, Read/Write, Fearless (All), Slayer, Hardy
DRAGONSLAYER BRASS 2
Trappings: Axe, Flask of Spirits, Tattoos, Great Axe, Jewellery
M WS BS S T I Agi Dex Int WP Fel W DWARF DRAGONSLAYER BRASS 2
3 57 31 43 54 47 34 38 28 66 22 20 Skills: Consume Alcohol 60, Cool 70, Dodge 40, Endurance 60,
Gamble 35, Heal 35, Lore (Trolls) 35, Melee (Basic) 60, Evaluate 35,
Skills: Lore (Dwarfs) 33, Language (Khazalid) 33, Consume Intimidate 50, Language (Battle) 35, Lore (Giants) 35, Melee (Two-
Alcohol 64, Endurance 64, Entertain (Storytelling) 32, Gamble handed) 60, Outdoor Survival 35, Entertain (Storytelling) 25, Lore
38, Gossip 27, Intuition 52, Melee (Basic) 67, Perception 57, (Dragons) 35, Perception 35, Ranged (Throwing) 35
Athletics 39, Cool 76, Dodge 44, Intimidate 53, Melee
M WS BS S T I Agi Dex Int WP Fel W
(Polearm) 62, Ranged (Crossbow) 36, Heal 33, Lore (Trolls)
33, Evaluate 33, Language (Battle) 33, Lore (Giants) 33, Me- 3 55 30 45 55 30 35 40 30 65 20 25
lee (Twohanded) 62, Outdoor Survival 33, Lore (Dragons) 33,
Ranged (Thrown) 36
Traits: Animosity (Elves), Hatred (Greenskins). Night Vision
Talents: Magic Resistance, Night Vision. Read/Write, Reso-
lute, Sturdy, Strike to Stun, Strike Mighty Blow, Fearless Talents: Magic Resistance, Read/Write, Fearless (All), Slayer, Hardy,
(Everything), Slayer, Implacable Furious Assault
“Karak Kadrin. The city of the Slayer ey thus made. Priests of Grimnir too dwell here,
King. Tis a grim wee place.” more comfortable with slayers than common
-Malakai Makaisson dwarfkind as they help guide the cult in spiritual
matters and keep record of dooms.
Karak-Kadrin, often called Slayerkeep, is one of the
great holds of the dwarfs. And one of the oldest, For their use of Khaz Drengi slayers in Karak-
amongst those with foundations placed by the an- Kadrin must serve the military of the hold. A price
cestor gods themselves near seven thousand years most gladly pay though there can be grumbling
ago. It is a massive fortress carved from the very about having to patrol a wall or guard a gate instead
rock of the mountain peak. It’s veins of iron and of hunting a monster or fight at the thick of battle.
coal have been mined for millenia and show no sign Warriors of the hold all tend to have experience
of drying up. It is these materials that make up the fighting alongside slayers as a result of this and this
famed Kadrin Steel, a fine metal said to make the takes a toll. These brothers-in-arms, considered dead
best axeheads, save for those forged of legendary already in the eyes of most dwarfs, rarely last long
Gromril of course. and Karak-Kadrin veterans will have seen more
The forests of Wutroth, a now near extinct specie of shamed dwarfs come and go than they would like to
mountain oak, that once covered the valley of Karak remember.
-Kadrin have long since been cut down and the
lands around the hold are barren. An excellent de- Today the hold is known as Slayerkeep but that was
fense as any approaching by land are seen and can not always the case. It was king Baragor who set
be targeted long before they get near, but a grim this path. In ages past, roughly seven hundred years
look. Kadrin Peak itself is not the highest of the lo- before the empire was founded, the king was greatly
cal mountains by any means, but it stands apart from shamed and swore the slayers oath. He was however
all its surroundings, dominating a massive valley also bound by his oath of kingship to lead the hold
between two chains of higher, grander mountains. A for all his life and could not fully seek a death.
river runs below the mountain acting as yet another Trapped between oaths he instead chose to serve
barrier for attackers in the spring and summer Grimnir in other ways, becoming a patron of the
months. slayer cult, building a great shrine to them in his
Clouds of dark polluted smoke hang over the moun- halls and ensuring them a place to rest between
tain, from the industries of Karak-Kadrin. Their soot seeking their deaths. These trapped oaths have then
darkening the stonework of the grim fortress of been passed down through the generations making
crudely cut stone. The crudeness of the architecture each king since a slayerking. All until Garagrim
is rare amongst dwarf forts and its meaning debated. Ironfist, late son of the current king found a solu-
Some runekeepers claim the ancestors chose to tion. Taking an ancient oath of warmourner to take
make it such to show its purpose as a fortress above upon him the oaths of the king he became a slayer
any other. Others say it was once grander in design and sought his doom. A doom he found. His father
but repairs over countless sieges have removed the could not undo his slayerdom, once taken the oath
finery and kept only crude yet effective stonework. remains. But the shame had finally been attoned and
Inside the hold the style more resembles that of oth- the future of the line looks brighter than it has done
er holds, yet a grim atmosphere remains in the halls in three millennia. A problem remains however, the
of dark stone and deep mines. For this is the Slayer- king has no heir. The shame may be settled with a
keep, home to the great slayer shrine and a constant mighty doom but the throne shall stand empty can
reminder of honour lost. none be chosen. His clan Angrulok, also known as
The slayers keep mostly to Khaz Drengi, the slayers Drakebeard, now compete for Ungrim Ironfists fa-
hall. An area that can be likened to a miniature hold vour, wanting one of their own families to be made
within the hold. At its centre stand the great Slayer heir to both clan leadership and the royal throne.
Shrine of Karak Kadrin. Khaz Drengi is a home to Much of this competition is found on the field of
all slayers, here most that dwell have taken the oath battle for Ungrim is a mighty warrior enjoying feats
and few dwell there long, though times of great of weaponskill and strategy. Proving courage and
trouble in the peak pass gather larger gatherings skill in wars to settle grudges is a good way to im-
staying longer as they hope to find their doom in a press on the king.
coming war. Some tradesmen have taken a home in But as is the case in matters diplomatic there are
the forbidding Khaz Drengi without having the oath. other battlefields than war. Intrigue and subterfuge
Tattooists, weapon smiths and tavernkeeps that rec- too find their way here, even amongst the honoura-
ognize the need for slayers to purchase and the mon- ble dwarfs and many families are eager to prove
others as unfitting
Places of Note
Outer Walls The Great Slayer Shrine
The walls around the fortress is the one structure Also known as the Shrine of Grimnir this large
above ground in the hold not cut from the mountain structure stands as the centre of Khaz Drengi, the
itself. It is constructed from crude hewn, lichen en- structure the rest of the slayerhall is built around.
crusted stone and repaired countless times. While Built year –650 IC the shrine is older than the em-
the wall has rarely been breached it has been dam- pire and countless slayers have sworn their oath in
aged times beyond counting and each such time a its halls, entering their names to the great pillars of
new repair has been made. The wall is manned by it, to be remembered as dead. The shrinekeepers and
warriors, warmachines and slayers at all times. other priests of Grimnir walk the halls offering guid-
ance and training to slayers seeking it as well as re-
The Ironfist Castle cording their deeds.
The Ironfist castle is the home of the royal family While the ancestor church in theory is apolitical the
and stick out from the top of the mountain though reality is not such in Karak-Kadrin for the shrine
much of it is hidden below ground. Royal libraries, owes its grandeur and greatness to the close patron-
vaults and the throne room are found here. In the age of the royal clan Angrulok. As a result the
roof a massive sculpture of two crossed axes sit, on priesthood hold high thoughts of the Slayer Kings
them are strange runes that blaze with ancient pow- and spread the word that they are to be trusted and
er. respected by any under the oath. It may also be this
Runes of Protection: Magic directed at the castle patronage that made them support Garagrim Iron-
halve its range and damage. fists wish to become warmourner by ancient tradi-
tions long forgotten. A slayer may take his oath
The Human Quarters wherever he wants but most Slayers take their vow
The human quarters are not too accurately named before the great altar of Grimnir at the Slayer
for halflings, gnomes and ogres can be found here as Shrine, that is where they shave their heads, then
well from time to time. It is a place where guests of they burn their hair in the great furnace. Fires are
the hold and merchants travelling through can find a always kept burning in the shrine and the smell of
place to rest. Here one can find the taverns “The incense and burning hair is ever present. In the inner
Emperor’s Griffon” and “Eastern Rest” amongst sanctum are found the tombs of the slayer kings
others. along the walls while a central altar holds a statue of
Grimnir. While his body is lost a tomb to Garagrim
The Deep Mines is planned to be made here in memory of his death.
The mines of Karak Kadrin have been mined for
millennia and have yet to run dry. Such long use The street of skin artists
does however cause them to go very deep indeed. Outside the Slayer Shrine is the street of skin artists,
The distances to the deeper mines to seek iron and a road of dwarf tattooists ready to give the new slay-
coal have increased with each century and they are ers their first tattoos or old slayers new ones. Here
now amongst the most dangerous of dwarf mines on traditions of tattoos older than the shrine itself are
account of how far beneath the earth they stretch. carried on with clans dedicated to the craft dwelling
Many parts of them are closed off and a set of mas- near.
sive gates and numerous guardposts stand between Slayer Tattoos: Slayer tattoos often have meaning,
the mines and the rest of Karak-Kadrin. Apart from at times it can be a proof of their deeds. A slayer
the Ironbreakers that patrol the underway visitors with a career trapping can order a tattoo from the
are not allowed into this part of the hold. street of skin artists as proof of his deeds. This tat-
too will now count as that trapping for career pur-
Khaz Drengi poses, a good option to carrying Giant’s heads
Inside the hold of Karak-Kadrin lay the slayer hall, a wherever you go.
miniature hold in itself. With taverns, tattoists, spar-
ring-rings and weaponsmiths. In the centre of this The Lower Shrine of Grimnir
place lays the Shrine of Grimnir, the most holy Under the Great Slayer Shrine, just outside Khaz
place of the slayer cult. Drengi is a smaller shrine to the ancestor god. But
Khaz Drengi is a place for slayers but many of those calling it small would be a disservice for even this
that run it are not. The profits that can be gained and one holds a size comparable to large temples in hu-
the importance of assisting those defending the hold man lands. Here those that have not taken the oath
is a good motivation for staying there despite having can pray to Grimnir and seek the counsel of his
to interact so much with slayers. The area is not for- priests. This shrine is connected to the Great Slayer
bidden for non-slayers to enter. Most simply chose Shrine by stairs and pathways open only to the
to stay away and leave it to slayers. priests of Grimnir. Thus the same men tend to both
shrines, guiding slayers and warriors alike.
History of Karak-Kadrin
Ca –4450IC Karak-Kadrin founded Kadrin seals its hold to wait it out.
Karak Kadrin is founded over large veins of iron and
coal in a lush mountain valley. 1200IC The Daemon Battles of Karak-Kadrin
Mur'gagh the Thrice Pustulent led his Coterie of Dis-
-3480IC The Joining ease up through the catacombs and tunnels of Karak-
The two largest noble clans of Karak-Kadrin, Drake- Kadrin. Even the armour of Ironbreakers was little
tooth and Angrukaz join together and become the An- protection against the filth they unleashed and it took
grulak clan, also known as the Drakebeard. only a few hours for the Plaguebearers to overrun the
Under Wardens and fill the lower levels with a putrid
-1991IC King Grundins proposal mixture of blood and effluent. The king led a counter-
King Grundin was plagued by greenskins in the lead attack and banished the daemons but as so was done a
up to the War of Vengeance, citing them as a much trio of Bloodthirsters appeared, the Tetragore of
bigger threat than the rumours of the Skaven. He at- Skullgrind. These bloodthirsters slew Runeloed Skalf
tempted to strengthen his links with the High Ironbrow but were eventually driven away.
King Gotrek Starbreaker, but Gotrek's son Snorri re-
fused to marry his daughter Helga. 1420IC Return of Skaladrak
The massive dragon Skaladrak Incarnadine returns,
-1843IC Death of Garafindor Beardtaker facing Karak-Kadrin once more and again destroying
Prince Thudar Ironfist of Karak-Kadrin leads a settlements near Slayerkeep.
warband in pursuit of the elf general Garafindor
Beardtaker and face him at the banks of the river Stir. 2476IC Warmourner
The elfs are defeated in a pyrrhic victory and the magi- Garagrim Ironfist finds a solution to the problem of the
cal sword of Garafindor is kept in the vaults of Karak- slayerkings and in discussion with the cult of Grimnir
Kadrin to this very day. becomes the Warmourner. Thus when he dies the
shame would be repaid and future heirs would not
-1712IC Grundins Doom need to be trapped by oaths.
King Grundin of Karak-Kadrin faces Caledor II in sin-
gle battle. The Phoenix King cuts down King Grundin. 2505IC Legends of Slayerdom
Prince Thudar takes the throne and swears to avenge The airship “Spirit of Grungni” arrives bearing survi-
his fathers death. vors from Karag Dum who move into Karak-Kadrin as
well as legendary slayer Gotrek Gurnisson and his
-1500IC Time of Woes companion Felix Jaeger. The heroes defeat the dragon
Earthquakes and volcanic activity cascades across the Skjalandir terrorizing the hold before moving on.
Worlds Edge Mountains weakening many holds and
isolating them. The goblin wars start. 2510IC Battle of Broken Leg Gully
Ungrim Ironfist marched out of Karak Kadrin to
-1493-1476IC Zogz Siege seek Gnashrak Badtoof, a crafty Orc leader whose
A mighty goblin great shaman leads a Waaagh! rampaging army had already eluded Thorgrim Grudge-
Against Karak-Kadrin, besieging it. The siege lasts 17 bearer. Three times, Ungrim's throng defeated
years until the goblins are defeated. the Greenskin host, but in each instance, the Orcs es-
caped, largely due to the bloody ferocity of Gnashrak’s
-811IC The great shame mercenary Ogre contingent. Soon after the third battle,
King Baragor Ironfist of Karak-Kadrin takes the slayer however, Gnashrak had a falling out with his Ogre
oath. Torn between oaths he becomes the first Slayer Captain, the fearsome brute Golgfag. Defecting to
King and takes the name Ungrim Ironfist. the Dwarfs, Golgfag and his Ogres delivered Gnash-
rak's arm as proof of their ‘new’ loyalty. Ungrim ac-
-720IC Desolation of Skaladrak cepted the Ogres' offer, and together, the forces made
The massive dragon Skaladrak Incarnadine razes a se- short work of the remaining greenskins. All would
ries of mines near Karak-Kadrin. have been well had Golgfag, a greedy and grasping
Ogre, not betrayed the Slayer King. Before leaving for
-650IC The great Patronage of Grimnir greener pastures, the Ogre mercenaries looted the
The Shrine of Grimnir is built and the Slayer kings of Dwarfs' baggage train, stealing all the ale for them-
Karak-Kadrin begin their long period of supporting the selves.
cult of Grimnir and the Slayercult. The hold over the
following century gains the monicker ‘Slayerkeep’. 2511IC Shame repaid
Garagrim Ironfist, sole heir of Karak-Kadrin, dies
1111IC The Sealing fighting chaos and fulfils his duty as warmourner.
The Black Plauge sweeps the old world and Karak-
Slayer Traditions of Karak-Kadrin
Doomseekers Slayer Shrine Guidance
All slayers are Doomseekers by their nature but Many Slayers take a pilgrimage to the Great Shrine
when a warrior of Karak-Kadrin calls one by that of Grimnir in Karak-Kadrin. If not to swear the
name there is another meaning. Some Slayers fight oath, often later in life to seek guidance from their
using a tradition famed for being even more crazed god to a worthy doom. A slayer in Karak-Kadrin
than normal. Wielding axeblades at the end of long may spend time training and seeking guidance from
chains or using vicious flails these fighters enter thethe Priests of Grimnir that tend the shrine. Learning
fray like a whirling storm of death. Most doomseek- old traditions of the Slayer Cult.
ers are not always fighting in such a way, rather it isA slayer character in Karak-Kadrin can spend time
a method of fighting taught at the great slayer shrine to learn from the priests of Grimnir. If he does so
of Karak-Kadrin. skills and talents are added to each rank of his career
as per the below list, time must be spent for each
Doomseeker Axe: An axeblade at the end of a long rank adding and the GM decides how much is need-
chain. Hard to use but offering a reach a normal axe ed:
can not.
First Tier –Troll Slayer:
Weapon Weapo Price En Availability Reach Damage Qualities
n c and Flaws Skill: Lore (Karak-Kadrin)
Group Talent: Etiquette (Soldiers)
Doomseeker Flail 4GC 3 Rare Very +SB+4 Distract,
Axe Long Wrap,
Tiring,
Second Tier –Giant Slayer:
Damaging, Skill: Lore (Grimnir)
Fast, Im-
precise
Talent: Battle Rage
Skills: Entertain (Taunting), Intimidate, Intuition, Play (Horn) Skills: Language (Battle), Leadership, Melee (Basic), Melee (Two-handed)
Talents: Coolheaded, Hatred (any), Inspiring, Menacing Talents: Hatred (Any), Iron Will, Savant (Grimnir), Stout Hearted
Trappings: Icons of the Ironfist Royal Family Trappings: Armour with the fine quality
Slayer Army Battle Standard Bearer— Silver 2 Ancestral Exemplar of Grimnir— Silver 4
Talents: Commanding Presence, Etiquette (Slayers), Iron Will, War Lea- Talents: Frenzy, Battle Rage, Fearless (Daemons), Strongminded
der
Trappings: Rune item
Trappings: Bannerpole (can be used as Quarterstaff), the right to use
banners of the royal armoury of Karak-Kadrin in times of war
Dwarfs of Importance, Karak-Kadrin
King Ungrim Ironfist of Karak-Kadrin, Talents: Magic Resistance, Night Vision. Read/Write, Reso-
lute, Noble Blood, Drilled rank 3, Commanding Presence, In-
sixth of his name, Slayer King, Lord of spiring, Menacing, Hardy Rank 4, Iron Will, War Leader, Sa-
Peak Pass vant (Grudges of Karak Kadrin), Fearless (Everything). Slayer,
Ungrim Ironfist is destined to be the last of the slay- Frenzy, Dual Wielder, Implacable Rank 2, Ambidextrous, Fu-
rious Assault, Relentless, Robust rank 4, Combat Master Rank
er kings of Karak Kadrin for Garagrim has repaid 5, Frightening rank 2, Strike Mighty Blow Rank 5
the shame that force the kings upon such a path.
This is little joy for Ungrim however, he dearly Trappings: Full Gromril Armour, Dagger, Axe of Dargo,
loved his son and did not want to lose him. Garag- Dragon Cloak of Fyrskar, The Slayer Crown
rim was his only child and with his recent demise,
Axe of Dargo: This rune axe of monstrous size was made from
even though it was for the good of the hold, gives the shards of King Baragor’s broken axe, tempered with Drag-
him much grief. on’s blood and iron-oaths of vengeance. This weapon is a two-
His son had in the texts of the hold found the old handed weapon from the two-handed weapon group. It deals
tradition of warmourner, a way to in times of need +SB+6 damage with Hack, Impact and Impale as qualities and
take someone elses oaths for a time. Doing so he no flaws. It has a reach of long and an encumberance of 3. It is
a magical weapon.
took the oath of slayer from Ungrim and repaid the
shame that had plagued the last five kings of the Dragon Cloak of Fyrskar: This rune-enhanced dragon cloak
hold. Ungrim was sad to see his son take the oath is a recent gift from Thorgrim Grudgebearer to represent the
but he did not feel he could deny him that wish. grudges struck and oaths fulfilled that Karak-Kadrin has
Now that Garagrim is dead he is without heir. achieved under their latest king. This cloak grants the Ward
(6) and Immunity (Fire) traits. It has an encumbrance of 3.
Despite thesacrifice Ungrim himself remains a slay-
er, the oath can not be undone once taken, even by The Slayer crown:: This runic helmet and grand crown has
means of the warmourer, the sacrifice but ensures been worn by every slayer king of Karak-Kadrin. This helmet
that the next king need not swear it. Thus he re- is a Gromril helmet. In addition it increases the wearers tough-
mains torn between his duties. As the King of Karak ness by 20. It has an Encumberance of 2.
Kadrin, he is oathbound to protect his kingdom and
his people. As the all-father of the Drakebeard Clan,
he had to ensure that his blood relations succeeded,
and as a sworn Slayer who had taken the oath, Un-
grim is also bound to seek his doom against the
most powerful foe he can find.
Even before Ungrim was not content to sit back on
his throne and wait and looked for any opportunity
to lead his throngs to war but after Garagrim swore
the oath he became ever more restless, dealing with
his sorrow through battle.
Ungrim is rarely home in Karak-Kadrin, being off
on campaigns most of the time and leaving the day
to day affairs to his wife Alrika Ironfist. Many
praise this for the grudges it repays and honour it
wins but some see the danger of such wars as each
costs Karak-Kadrin both wealth, and worse, dwarf
lives.
UNGRIM IRONFIST –KING GOLD 7
M WS B S T I Agi Dex Int WP Fel W
S
3 60 30 50 60 50 40 30 50 70 40 48
(80)
Trappings: Queenly Chainmail and Full plate Armour, Courtly HRUTAN WARGAZE SVETGIRSSON –
Garb, Priceless Jewellery, Shield, Sceptre of Karak-Kadrin THANE GOLD 3
Sceptre of Karak-Kadrin: This rune enchanted sceptre is by M WS BS S T I Agi Dex Int WP Fel W
tradition bound to remain in the crown room where the current 3 55 40 30 50 30 20 40 40 60 30 19
leader holds it. It is said to guard the wearer against any
spells of the mind. The sceptre can be used as a magic, inde-
Skills: Athletics 40, Climb 40, Cool 75, Dodge 30, Endurance
structible handweapon. In addition someone carrying it is im-
60, Language (Battle) 50, Melee (Basic) 65, Play (Drum) 40,
mune to spells affecting their minds in any ways.
Consume Alcohol 65, Gamble 50, Gossip 40, Melee (Two-
Handed) 70, Ranged (Crossbow) 50, Outdoor Survival 50,
Leadership 40, Lore (History) 50, Lore (Dwarfs) 50, Charm
40, Haggle 40, Lore (Strategy) 50, Ranged (Blackpowder) 50,
Melee (Brawling) 65, Entertain (Storytelling) 40, Intuition 40,
Language (Khazalid) 50
Skills: Leadership 40, Lore (History) 50, Lore (Dwarfs) 40, Thane Stottin Hrugansson Drakebeard
Melee (Basic) 65, Charm 40, Consume Alcohol 55, Cool 75,
Haggle 40, Lore (Strategy) 50, Ranged (Explosives) 40, Melee
Stottin is a thane of the Drakebeard clan who seeks
(Two-handed) 60, Entertain (Storytelling) 40, Intuition 40, the approval of Ungrim Ironfist as many and hopes
Language (Khazalid) 50, Climb 35, Endurance 50, Athletics for a place as heir for him or his son. He is not lucky
35, Stealth (Underground) 25, Perception 35, Navigation 45 in this endeavour however. Despite his skill as a
strategist the respect of Ungrim eludes him and he
Talents: Magic Resistance, Night Vision. Read/Write, Reso-
lute, Noble Blood, Drilled rank 2, Ambidextrous, Enclosed
has grown ever more bitter with time. Seeing him-
Fighter self as worthy but always overlooked.
Trappings: Handweapon (Pick), Shield, Full leather armour, Stottin is a skilled marksman and siege strategist
Full chain armour, plate helmet, plate bracers, plate leggings, who have stood in defence of Karak-Kadrin count-
Gromril Breastplate, Amulet of Brotherhood
less times.
Amulet of Brotherhood: This amulet carries a rune of broth-
erhood making Stodrimm one with the miners in the depths of STOTTIN HRUGANSSON DRAKEBEARD –
Karak-Kadrin. The rune of brotherhood lets the wearer chose a THANE GOLD 3
talent known by an ally within twice his WPB yards and count
as having that talent trained with one rank. As long as the ally M WS BS S T I Agi Dex Int WP Fel W
is within that distance the wearer counts as knowing the talent.
3 50 45 40 40 30 30 40 40 60 30 -
Melee (Basic) 65, Charm 40, Consume Alcohol 55, Cool 70,
Haggle 40, Lore (Strategy) 50, Ranged (Crossbows) 60, Melee
(Two-handed) 65, Entertain (Storytelling) 40, Intuition 45,
Language (Khazalid) 50, Athletics 40, Climb 50, Endurance
50, Gamble 50, Gossip 40, Language (Battle) 50, Outdoor Sur-
vival 40, Lore (Engineering) 50, Perception 45, Set trap 50,
Trade (Miner) 50
Talents: Magic Resistance, Night Vision. Read/Write, Reso- OLD RORDAK GODGICSSON –CHIEF
lute, Battle Rage, Seasoned Traveller, Hatred (Chaos), Com- RANGER SILVER 5
manding Presence, War Leader, Fearless (Everything), Frenzy,
Slayer, Hardy rank 2, Implacable Rank 2, Robust Rank 3 M WS BS S T I Agi Dex Int WP Fel W
3 60 50 50 60 30 40 40 50 50 20 -
Trappings: Axe, Banner of the Slayer Army, Shame, Tattoos
Skills: Lore (Dwarfs) 55, Language (Khazalid) 55, Climb 70,
The Banner of the Slayer Army: This is the rune banner of Dodge 60, Endurance 80, Trade (Cartographer) 60, Melee
carried to war by the slayer army. In melee can be used as a (Basic) 70, Outdoor Survival 70, Perception 50, Row 60,
quarterstaff. It is a rune banner affecting up to Fellowship al- Charm Animal 30, Intuition 50, Ranged (Blackpowder) 70,
lies within 2xFel yards. Those affected have the warding (9) Secret Signs (Ranger) 70, Secret Signs (Scout) 70, Track 50,
trait against ranged attacks and re-roll dice rolls of 96-00. Lore (Engineering) 70, Stealth (Underground) 60, Cool 70,
Language (Battle) 70, Ranged (Crossbow) 70, Ranged
(Explosives) 70, Melee (Two-handed) 80
BARAIM MOUNTAINHAMMER-
ANCESTRAL EXEMPLAR OF GRIMNIR SIL-
VER 4
M WS BS S T I Agi Dex Int WP Fel W
3 60 30 30 60 50 20 40 50 70 40 22 Runelord Bararoth Udgicsson
Bararoth is one of the oldest and most mysterious
Skills: Consume Alcohol 80, Cool 90, Entertain (Storytelling) dwarfs of Karak-Kadrin. Spending most of his time
60, Intimidate 50, Language (Khazalid) 70, Lore (Theology) in the ancient libraries of the hold seemingly seek-
70, Lore (Dwarfs) 70, Pray 60, Charm 60, Endurance 80, En- ing answers to questions he does not share. Most
tertain (Singing) 60, Evaluate 70, Heal 70, Lore (History) 70, Runelords take of their time to bring counsel to the
Language (Battle) 70, Leadership 60, Melee (Basic) 80, Melee
(Two-handed) 80, Art (Tattooist) 60, Melee (Flail) 80 royal families of their hold but Bararoth rarely does
so, often going years without giving Ungrim any
Talents: Magic Resistance, Night Vision. Read/Write, Reso- advice and even when he does it often feels cryptic.
lute, Etiquette (Slayers) Rank 2, Resistance (Magic) Rank 2,
Savant (Grimnir), Fearless (Daemons) BARAROTH UDGICSSON –RUNELORD
Trappings: Clothing (Red), Icons of Grimnir, Fine Chainmail GOLD 3
armour, Daemonbane M WS BS S T I Agi Dex Int WP Fel W
3 60 30 50 60 30 20 60 50 70 20 26
Daemonbane: This axe belongs to the shrine and is tradition- (70)
ally carried by one of its priests in defence of Karak-Kadrin. It
is engraved with two runes of Daemon Slaying. This is a hand- Skills: Lore (Dwarfs) 70, Lore (Karak-Kadrin) 70, Language
weapon (axe) that deals an additional 2xWPB damage when (Magick) 70, Lore (Runes) 70, Trade (Smith) 80, Trade
wielded against daemons. (Jeweller) 80, Language (Khazalid) 70, Lore (Metallurgy) 70,
Cool 90, Empower Rune 90, Haggle 40, Trade (Weaver) 80,
Melee (Basic) 80, Melee (Two-handed) 80, Melee (Polearm)
80, Art (Engraving) 80, Consume Alcohol 80, Art (Tattoo) 80,
Evaluate 70, Leadership 40, Research 70, Trade (Stonecutter)
80, Endurance 60 (90)
Karak-Kadrin has welcomed the characters to its Drodriz long service and values him as an advisor
hold and a new city opens up for them. A mighty and friend.
dwarf hold with its own secrets and intrigues. In the Okri Damisson: As royal chef and master of Kul-
previous city guide there were nineteen important gur Okri Damisson is one of those who meet the
dwarfs described. Slayer King Ungrim Ironfist is queen the most when not at the throne. She trusts
away at war for this campaign but the other eighteen him completely and shares secrets with him when
remain and each of them have their own goals and she feels a need for that.
plans. The arrival of a dwarf who claims to be from
a hold in the Mountains of Mourn naturally finds Thane Hrutan Wargaze Svetgirsson
itself a part of these intrigues thus involving the car- Hrutan Wargaze Svetgirsson holds dreams of isola-
avan and by extension the PCs. The intrigues and tionism and of a Karak-Kadrin less involved in the
wishes of each important NPC will be described in affairs of men and other races. He has a fair bit of
the following pages along important thoughts about support for these thoughts though not all agree with
other important NPCs. A list for their plots will then his visions. To further gain favour he plans on using
follow. Keep in mind this list can change depending the visiting caravan as scapegoats for incidents that
on player actions and should be seen as a guideline. come to pass. Ogres, humans and even gnoblars are
In addition the arrival and claims of Snoraya there so the dwarfs leading it must have lost their
Beletnarrisdottir shake the holds social structure to minds he argues. No matter if the PCs want to or not
the core as her expected child can come to become they will be dragged into this conflict.
heir.
Thoughts about important NPCs
Queen Alrika Kemma Ironfist of Karak- Queen Alrika: Hrutan has high confidence in the
Kadrin queen and is glad that she values his council. He
Alrika Kemma Ironfist is often tried as she is set to regrets not being able to be completely honest with
lead in her husbands common absence. While her her.
husband deals with their only childs death by Stottin Hrugansson: Hrutan finds Stottins feeling
fighting she tries to devote herself fully to her job to of being overlooked useful to his cause and by
stay strong. This is however made harder with the standing with him in formal claims and discussions
reveal that she may have a grandchild on the way. has gained some support for his ideas from Stottin.
She wants to believe it but there are many that ad- Mazoth Anazgizsson: Mazoth Anazgizsson is a
vise caution. The talk of Ukrirds expedition also rival for the title of heir and that is how Hrutan sees
gives different advise and while none suggest the him.
holds should fully support it some few talk of send- Durrik Svengirsson: Hrutan has much respect for
ing some people to check, often people they deem Durrik Drakebeard. Hrutan would not want to
rivals and would want away for a few years. Here wrong him or get him drawn into his plans.
she must make a decision before it leaves and she Thordek Thordeksson: Hrutan finds Thordek too
will take the counsel she can for it. Her goals are to young to be a serious contender for the role of heir
find out what she can about the situations and make or a serious player in the holds intrigue. Overlook-
the decisions that are best for the hold. ing him.
Ori Ironbeater and Olif Orisson: Hrutan thought
Thoughts about important NPCs Olif Thumpcrushs distrust of people taller than 5ft
Hrutan Svetgirsson: The queen finds some wisdom would make it easy to win his support in isolation
in Hrutans isolationistic ideas and values the mans but the attempt to gain it backfired. Olif and his fa-
council. ther love spicy food and would hate to see trade to
Mazoth Anazgizsson: Queen Ironfist does not the east dwindle. As a result they are now vocal op-
show her husbands favour towards Anazgizsson. On ponents to Hrutan and his ideas.
the contrary she sees him as lacking wisdom and Baraim Mountainhammer: Hrutan works on get-
would not want him to be named heir. ting Baraim on board with his plan and the dwarf is
Durrik Drakebeard: Roughly twenty years ago at on the fence. His father became a slayer for losing
a feast Durrik and Kemma, both highly intoxicated, an artefact fighting in Ostermark, something that
had a single night of adultery shared. Both agree to wouldn’t have happened had the hold been more
it being a mistake and that they can not let anyone isolated. On the other hand the fact that his father
know. Kemma would find it awkward should Durrik fought side by side with humans makes him feel a
be named heir. need to honour that.
Drodriz Grumblesson: The Queen appreciates
Thane Stodrimm Thumricsson of Karak- his skill and tactical mind. Often commending the
Kadrin dwarfs actions in war and defence.
Stodrimm Thumricsson does not seek to gain more
power or work for a lofty goal. He is content in Thane Mazoth Anazgizsson Drakebeard
fighting for hold and people in the depths of Karak- Mazoth Anazgizsson seeks the place as heir and he
Kadrin. He is a Drakebeard but he stands with the sees a clear obstacle to it. Others seeking the same.
miners, protecting the deep paths. But not seeking Thus he wishes to clear them off and to do so he
power and politics does not guarantee one to be left supports the idea of sending people with the cara-
out of it. He has impressed Ungrim with his stalwart van, trying to suggest other Drakebeard thanes for
defence of the hold and become a possible choice the role and get them out of the way either tempo-
for heir. rarily by being far off or as he would prefer, perma-
nently gone, dealt with by the dangers of the jour-
Thoughts about important NPCs ney. Though he will of course not admit to the later
Stottin Hrugansson: Stodrimm has noticed that wish. Mazoth is questioning the legitimacy of the
Stottin holds a dislike for him and through Stottins child, though he does not question it too openly.
words and actions it has grown mutual.
Droggoth Drakebeard Snonrirsson: Stodrimm has Thoughts about important NPCs
a dislike for Droggoth due to Droggoths tendency to Queen Alrika Kemma: Mazoth knows he is not a
favour the central hold over the depths in his work favorite of the queen and has but her husbands fa-
as thane. When Snonrirsson played an important vour to rely on. Still he tries to make sure to, if not
part in denying the repair of an underground defence better their relationship at least not make it worse.
station Stodrimm felt greatly slighted on behalf of Hrutan Wargaze: Mazoth sees Hrutan as a worthy
the miners that needed its protection. rival.
Mad Kranok: Stodrimm fought side by side with Durrik Drakebeard Svengirsson: Mazoth sees
Mad Kranok in a three month long campaign deep Durrik as a rival that may be hard to overcome and
under Karak-Kadrin. At the end of it Mad Kranok one he will be unlikely to send away.
saved Stodrimms life from a colossal cave squig. Thordrek Thordreksson: Mazoth believes Thor-
Stodrimm owes a debt of gratitude to Kranok. drek to be an excellent mark for his plan to send
Drodriz Grumblesson: Stodrimm has some deal- away a rival.
ings with Drodriz ensuring blasting charges and cin- Baraim Mountainhammer Gromriksson: Mazoth
derblast bombs for the mines. It is not a close bond honours the master of Grimnirs shrine with gener-
but as a thane Stodrimms wealth has allowed him to ous donations and frequent visits. All to ensure his
be a valued client of Grumblesson. public image. As a result he has gotten to know
Ethgrim Paingrinder: Stodrimm has fought by Baraim Mountainhammer fairly well.
Ethgrims side in the depths and been impressed by
him. In these battles they became friends and drink- Thane Droggoth Drakebeard Snonrirsson
ing buddies. Droggoth seeks to make his son a great warrior the
kind that Ungrim appreciates. To succeed with this
Thane Stottin Hrugansson Drakebeard he is willing to do almost anything. This includes
Stottin Hrugansson seeks a position as heir as many striking a deal with Runelord Bararoth Udgicsson
of the thanes of his clan. But the royal family over- for his son to receive a rune axe. In return for this he
looks him and he stands far from such a position, no must journey deep into the depths below Karak-
matter how much he seeks it. He seeks to improve Kadrin and find a mushroom growing only on the
this position and has joined forces with Hrutan to corpses of goblin shamans. He will try to employ
achieve that. some of the newcomers for this alongside slayers.
As for the newcomer he will trust the queen to find
Thoughts about important NPCs the truth and holds hope it is not a legitimate heir. If
Queen Alrika: Stottin feels overlooked by the royal that is the case however, he will accept that.
family and the queen is no exception.
Hrutan Wargaze: Stottin considers Hrutan one of Thoughts about important NPCs
few friends and allies of his. Queen Alrika Kemma: Droggoth sees Alrika as a
Stodrimm Thumriccsson: Stottin considers Sto- great way to reach his goal and encourages his son
drimm undeserving of the attention he has gotten to spend time at court and talk to her.
and resents him, seeing himself as having worked Stodrimm Thumricsson: Droggoth has noticed
harder and to be more deserving. Stodrimm does not like him which can prove trou-
Thordrek Thordreksson: Stottin dislikes Thordrek blesome when he is to travel to the depths. He may
for being more favoured by Ungrim despite his need to overcome whatever slight has caused this.
young age. Drodriz Grumblesson: Droggoth has ensured that
Rordak Godgicsson: Stottin respects Rordak for his son knows of modern weaponry and tactics by
employing Drodriz as a tutor for him. Owing Dro- sabotaged him right? As the news of the new child
driz a favour in return. comes he suspects foulplay and trickery and will try
Okri Damisson: Droggoth has his son learn about to learn of it. Perhaps employing outsiders like the
Kulgur and about trolls from Okri Damisson. The PCs for this task.
two have also become friends with time as Droggoth
shows much appreciation for the chefs skill. Thoughts about important NPCs
Bowli Griefwing: Droggoth employs Bowli as a Queen Alrika Kemma: The queen Thordek be-
tutor for his son to ensure he masters the use of the lieves to be honourable but influenced by dishonour-
crossbow as well. able people.
Baraim Mountainhammer: Droggoth employs Other Drakebears: Other Drakebeard thanes are
Baraim as a tutor for his son as well. Ensuring he clearly out to take the heir position instead of him
stays true to Grimnir. and are willing to take to paths lacking honour to get
Bararoth Udgicsson: Droggoth has struck a deal it.
with the runelord to retrieve a rare ingredient from
the deepest depths in return for a runeweapon to his Kranok Stozrothsson
son. Kranok Stozrothsson, or Mad Kranok as he is often
called, is tired of his search of doom. He does not
Thane Durrik Drakebeard Svengirsson actively seek it out now not because he is not ready
Durrik Drakebeard aspires to the title of heir but to find it but because he has grown weary of the long
more than that he desires for the defences of Karak- search. The endless treks in lands unknown to find
Kadrin to be safe. He wishes to cut down on the another monster he doesn’t care about and kill.
many campaigns of Ungrim to keep a strong military Then, with no respite, seek the next. Bringing a dan-
in the town. This is not something he can state to gerous artefact back to be hid away in vaults gave
Ungrim he knows and thus he tries to ensure it in him reason to seek Karak-Kadrin. A place to call
different ways. Such as always calling in new de- home and a duty to carry the Slayer Army banner
fence drills. As for the new heir, he is sceptical. gave him reason to stay. He knows it can’t last for-
ever but he hopes and wishes his doom will now
Thoughts about important NPCs seek him and the hold out rather than the other way
Queen Alrika Kemma: Roughly twenty years ago around.
at a feast Durrik and Kemma, both highly intoxicat-
ed, had a single night of adultery shared. Both agree Thoughts about important NPCs
to it being a mistake and that they can not let anyone Stodrimm Thumricsson: Kranok has fought along-
know. Durrik finds this sets his honour in question side Stodrimm before. Kranok recalls him as a de-
already and asking for anything from the queen cent fighter.
would do so much worse. Rordak Godgicsson: Kranok admires Rordaks skill
Mazoth Anazgizsson: Durrik finds Mazoth a strict at what he does.
and unpleasant thane and they hold a rivalry of sort Olif Thumpcrush: Kranok respects Olif as one of
between them. few people that can drink him under the table.
Rordak Godgicsson: Durrik and Rordak have Baraim Mountainhammer: Kranok holds respect
worked together many times and they have come to for the priest but feels ashamed at Baraims sugges-
trust each other well. Even if their goals not always tions for him to more actively seek his death. As
align. Kranok knows he should.
Bowli Griefwing: Durrik has fought alongside
Bowli Griefwing and is impressed by Bowlis prow- Rordak Godgicsson
ess with a crossbow. Rordak Godicsson is the chief ranger of Karak-
Kadrin and a well respected man. He is relieved to
Thane Thordek Drakebeard Thordeksson hear a true heir may exist, seeing it as a way to stop
Thordrek Thordreksson desires to prove himself the intrigues and allow the betterment of the hold to
worthy to be named heir despite his young age. As be set first again.
banner bearer of Karak-Kadrin he stands a good
chance for it but he has noticed many hold his young Thoughts about important NPCs
age against him and who see him as a rival. This has Queen Alrika Kemma: Rordak finds Queen Kem-
grown his caution almost to the point of paranoia, ma a good leader, a better leader than Ungrim even,
unable to trust his clan which he sees as being though he keeps that silent.
against him. Often also questioning the loyalty of Stottin Hrugansson: Stottin has made it clear he
others as well as they may be under the sway of a appreciates Rordaks skill, openly praising his
rival. Thordrek believes that if he can just ensure no achievements in war and defence. Rordak also finds
one else ruins his chances then he will be made heir, Stottin a good strategist and likes to work with him.
and should he not be...well then clearly someone Durrik Svengirsson: Durrik and Rordak have
worked together many times and they have come to preciates Okri Damissons skill and buys from him at
trust each other well. Even if their goals not always times. A fact that makes Okri appreciate him in re-
align. turn.
Drodriz Grumblesson: Drodriz and Rordak are Ori Ironbeater: Ori Ironbeater and Okri Damisson
good friends and old drinking buddies. Either would have unfinished grudges between them after Ori in-
be ready to give his life for the other. sulted a meal made by Okri as tasting like it had
Bowli Griefwing: Rordak knows Bowli from many been “seasoned by elves”.
missions and admires his skill. He also appreciates Olif Thumpcrush: As Oris child the grudge be-
his work outside with the goats of the hold. tween them extend to Olif too.
Bararoth Udgicsson: The runelord of Karak-Kadrin
Drodriz Grumblesson is a bit of a loner and has few strong allies but Okri
Drodriz Grumblesson, chief engineer of Karak- Damisson has seen what he can do and swears by
Kadrin is fairly content with his life and while there him.
is some wish for innovation he is quite content to
rest on his laurels and enjoy the good life. He does Ori Ironbeater
however ensure that Rordak and his rangers receive Ori Ironbeater is a lover of spicy food and strong
excellent gear to do their job for Rordak is his best drink. With Hrutans Wargaze showing a desire to
friend. isolate the hold these passions are threatened and he
now seeks support to ensure the trade is kept open
Thoughts about important NPCs and these ideas are rejected.
Queen Alrika Kemma Drakebeard: Drodriz has
served the queen a long time and is not uncommonly Thoughts about important NPCs
asked for advice, something he enjoys to give her. Hrutan Wargaze: Hrutan thought Olif Thump-
Stodrimm Thumricsson: Stodrimm makes a lot of crushs distrust of people taller than 5ft would make
purchases for the mines and is thus a contributing it easy to win his support in isolation but the attempt
factor to Drodriz Grumblesson living the good life. to gain it backfired. Olif and his father love spicy
Droggoth Snonrirsson: Droggoth owes Grumbles- food and would hate to see trade to the east dwindle.
son a favour in return for Grumblesson tutoring his As a result they are now vocal opponents to Hrutan
son in matters of dwarf firearms. and his ideas.
Rordak Godgicsson: Drodriz and Rordak are good Drodriz Grumblesson: Drodriz has known Ori a
friends and old drinking buddies. Either would be long time, as both are very successful tradesmen of
ready to give his life for the other. the hold. Both also enjoys to spend their free time
Okri Damisson: Okri Damisson is the holds best drinkin which has strengthen their bonds of friend-
chef and Drodriz appreciates this. Sometimes paying ship.
the royal chef for fine delicacies. Okri Damisson: Ori Ironbeater and Okri Damisson
Ori Ironbeater: Drodriz has known Ori a long time, have unfinished grudges between them after Ori in-
as both are very successful tradesmen of the hold. sulted a meal made by Okri as tasting like it had
Both also enjoys to spend their free time drinkin been “seasoned by elves”.
which has strengthen their bonds of friendship. Olif Thumpcrush: Ori may have preferred if Olif
became a metalworker like him but he is still proud
Okri Damisson of his sons skill as a warrior and loves him dearly.
Okri Damisson is proud of his position as head chef
of Karak-Kadrin and the trust the royal family puts Olif Thumpcrush Orisson
in him. He has their ear and is happy they value his Olif Thumpcrush agrees with his father in regards to
advice to them. He is glad that a child of Garagrim is the fight to ensure that good spices keep travelling to
presented and while he doubts the truth behind it he the lands of Karak-Kadrin. Siding with him in oppo-
is less concerned about that and more about the sta- sition of Hrutan Wargaze.
bility of the hold. A stability he believes best served
by the place of heir being given to a child to be Thoughts about important NPCs
raised by the royal family. Thus he makes his best to Hrutan Wargaze: Hrutan thought Olif Thump-
crushs distrust of people taller than 5ft would make
ensure this child's claimed heritage is not questioned.
it easy to win his support in isolation but the attempt
Thoughts about important NPCs to gain it backfired. Olif and his father love spicy
Queen Alrika Kemma Drakebeard: As royal chef food and would hate to see trade to the east dwindle.
and master of Kulgur Okri Damisson is one of those As a result they are now vocal opponents to Hrutan
who meet the queen the most when not at the throne. and his ideas.
As a result she trusts him with secrets and he stands Kranok Stozrothsson: Olif enjoys drinking with
loyal to the Ironfist family. Kranok. Both enjoy very strong ales and outlandish
Drodriz Grumblesson: Drodriz Grumblesson ap- tales.
Okri Damisson: Ori Ironbeater has unfinished Baraim Mountainhammer Gromriksson
grudges with Okri and thus Olif has so too. For that Baraim knows his opinion on the matters of heir is
is how it works. wanted and valued but he does not want to involve
Ori Ironbeater: Ori is Olifs father and while they himself in intrigues. It is not the way of Grimnir.
do not share a profession Olif respects and loves his Thus he has chosen to give no straight answers in the
father. matter and reserve his judgement for a situation
Bowli Griefwing and Ethgrim Paingrinder: Olif where it is really needed.
has been on some wild adventures with Bowli and
Eth. Forming strong bonds this way. Thoughts about important NPCs
Hrutan Wargaze Svetgirsson: Hrutan works on
Bowli Griefwing getting Baraim on board with his plan and the dwarf
Bowli is annoyed at the intrigues and scheming is on the fence. His father became a slayer for losing
within the Drakebeard clan and makes this view an artefact fighting in Ostermark, something that
known. While he has no plan to do anything about it wouldn’t have happened had the hold been more iso-
he also won´t be silent which is of course not too lated. On the other hand the fact that his father
popular. fought side by side with humans makes him feel a
need to honour that.
Thoughts about important NPCs Mazoth Anazgizsson: Mazoth honours the master
Droggoth Snonrirsson: Droggoth employs Bowli of Grimnirs shrine with generous donations and fre-
as a tutor for his son to ensure he masters the use of quent visits and thus they have come to know each
the crossbow. Bowli finds this kid too impatient and other fairly well and Baraim respects Mazoth for his
does not enjoy this. battle prowess.
Durrik Svengirsson: Durrik has fought alongside Droggoth Drakebeard Snonrirsson: Droggoth em-
Bowli Griefwing and Bowli finds him okay. High ploys Baraim as a tutor for his son as well. Ensuring
praise when it comes from Bowli. he stays true to Grimnir. Baraim finds the kid a good
Rordak Godgicsson: Bowli finds Rordak a skilled child but does not like Droggoth. Baraim sees
and important ranger of the hold. If it wasn´t for the Snonrirsson as too far from Grimnirs teachings.
ranger using newfangled weaponry and spreading it Kranok Stozrothsson: Baraim tries to convince
amongst the rangers they could have been good Kranok to more actively seek his doom as intended
friends. with the oath. Finding it hard to accept Kranoks re-
Olif Thumpcrush and Ethgrim Paingrinder: fusal to do so.
Bowli has been on some wild adventures with Olif
and Eth. Forming strong bonds this way. Bararoth Udgicsson
Bararoth is little concerned with who inherits the
Ethgrim Paingrinder hold, instead focussing on his work and his develop-
Ethgrim has aligned himself with his friend Sto- ment of new runes. Currently seeking rare ingredi-
drimm and his desire to protect the depths. Some- ents to forge one. However with such a goal he is
thing that annoys some thanes that would like the willing to lend his voice to others, if they can help
runewielder by their side as they work to gain the him.
appreciation of Ungrim Ironfist.
Thoughts about important NPCs
Thoughts about important NPCs Droggoth Snonrirsson: Droggoth has struck a deal
Stodrimm Thumricsson: Stodrimm has fought by with the runelord to retrieve a rare ingredient from
Ethgrims side in the depths and been impressed by the deepest depths in return for a runeweapon to his
him. In these battles they became friends and drink- son.
ing buddies. Ethgrim Paingrinder: Runelord Bararoth Udgics-
Bowli Griefwing and Olif Thumpcrush: Eth has son has a fair bit of contact with Ethgrim as the
been on some wild adventures with Bowli and Olif. dwarf is a runewielder and Bararoth will have a role
Forming strong bonds this way. in keeping the artefacts safe should something hap-
Bararoth Udgicsson: Runelord Bararoth Udgicsson pen. Ethgrim is thus one of few people Bararoth reg-
has a fair bit of contact with Ethgrim as the dwarf is ularly meets. While Bararoth doesn´t admit it he ap-
a runewielder and Bararoth will have a role in keep- preciates having someone to talk runes with outside
ing the artefacts safe should something happen. of direct work contacts.
Ethgrim is thus one of few people Bararoth regularly
meets.
No heir to go
Weeks in Karak-Kadrin
The group will stay in Karak-Kadrin for three What do you know?
weeks. Not only are the carts badly damaged and in The characters don’t have much to do with the
need of repairs but an opportunity to gain support Snorayas child but they arrived together and thus
seems to turn up. Something that Ukrird desperately those suspicious of the claim naturally seek them
needs. True support from a mayor hold is what he out to see what they know and if they are willing to
has sought this whole time and what could save talk about it. Let thanes of the drakebeard clan seek
Karak-Rorkar. them out, offering drinks and food to talk and have
For much of this campaign time is kept quite strictly them ask about Snoraya, Garagrim and the child.
with events set for different days. With a longer
stretch of time spent in Karak-Kadrin this is looser Thordrekssons Suspicions
in scheduling. Instead plots and events set in Karak- Thordrek Drakebeard Thordreksson is suspicious of
Kadrin are listed without times giving the GM more the revealed heir to be born. He believes it is a way
flexibility. Additional hooks are also listed here, of- to trick Ungrim to snub him of his rightful position
fering further things to do. There need not be any as heir of Karak-Kadrin. But he does not trust
slow moments in Karak-Kadrin unless the PCs seek dwarfs in the hold to be neutral in this question and
them. so seeks out characters from the caravan, perhaps
Rather than be listed chronologically the events and the PCs, to seek answers for them. He is willing to
hooks will be listed by plot. Allowing a check of pay well for answers, and even more for proof. He is
progress that can be set to different starts depending however quite paranoid and should the PCs not be
on player involvement, given how the caravan is of careful he may turn on them, believing them to be
interest to different people in this hold. traitors and double agents.
Damissons Objections
Plot 1– The Child Okri Damisson wants to see the new child as the
heir. For him it is not about truth, it’s about stability,
Snoraya Beletnarrisdottir met and fought alongside he believes that would be best for the hold. He will
Garagrim Ironfist, Prince of Karak-Kadrin. She was not intervene actively (apart from advising the
there when he died, fighting a trio of mutated giants queen to honour the Snorayas claim) unless some-
from the waste, bringing two of them down with thing suggests to him that the child is likely to be
him. Laying dying War-mourner Garagrim tasked rejected as heir. If that would be the case he will
her with returning his rune-axes to Karak-Kadrin contact those involved, which may be the PCs, and
and his clan. This put her doomseeking on hold, try to convince them that the child is the true heir or
needing to complete this task. However, she was at least the best heir. Reasoning, logic, intimidation
also pregnant, not with Garagrim but with another or bribery may all be attempted here.
slayer that had found his doom. She knew that a
child of hers would have little future, orphaned. Call for witnesses
Thus she came up with a plan, a dishonourable one A problem with Snorayas claim is the lack of wit-
but she was not doing this for herself. She would go nesses. This is not surprising, they were at war up
to Karak-Kadrin and claim the child was Garagrims. north and few survived the battles. But it does make
This would make the kid the heir and give it a the claim hard to prove. There will be a search for
chance to live a good life. With Garagrims axes re- witnesses to confirm or deny it. An old slayer can be
turned by her the claim would not seem out of ques- found here. Mongok Grundabane, he confirms their
tion she reasons. relationship. He is however bribed and convinced by
The Meeting Okri Damisson to claim this.
This plot is revealed at the meeting at the start of Master Runes and ”The Sight”
their visit here. Ungrim is there too as he has busi- Magic often flows wildly like winds. Sometimes pool-
ness with the queen after and thus there is a good ing to certain places like water. At times formed into
chance PCs get to be there for it. spells and seen clearer. This is part of what can make it
Coming to the meeting she will first give condolenc- hard to identify and see for wizards and others with the
es to the queen for her sons death and hand over the sight. Runes are different, in dwarf runes the magic has
been trapped and used by powerful forces and it shines
War-Mourners two axes, both inscribed with master clear through the sight. In Master Runes the magic
runes. Then she will go on to speak her lie of the trapped is very strong and highly concentrated. This is
child she carries. The one she claims is Garagrims. often overwhelming for a spellcasters senses. Being
This will set off intrigues putting it to question or blinded by its magic light, feeling a taste of metal for
supporting it. The players may like it or not but being near that makes everything else lose taste, feel-
these intrigues will be ever present during the visit. ing a heat from it on their skin or similar. With two
axes, each bearing a master rune, shown at the same
time here it is quite likely any wizards in the group will
have a hard time focussing. Be sure to describe it.
Call to War mediate takers rush to it but there is some thought
The laws of Karak-Kadrin require slayers staying about it, especially as he offers to help sponsor an
there to stand ready to serve the army of the hold in expedition from the clan to go there.
defence. Thus when night goblin raids in the mines Slayers join up
come up Thane Mazoth Anazgizsson Drakebeard With Mazoth Anazgirssons call to join along with
point this out and manages to get a muster for slay- the promised dangers of a journey east slayers start
ers to help deal with it. With the command already to flock to the cause. Ten such dwarfs take hire on
set Snoraya gets called as well. When the queen the caravan (see new recruits at page –page– for
learns of it a group is sent down to retrieve her and more info) over the period of the stay.
get her back up. She is thankfully okay but there is a Conclusion
risk this could have harmed the child. Mazoth will At the end of the stay it is unlikely any thane will
deny any claims that he meant for her to be sent join (though not entirely impossible should the PCs
when he called for the slayers. involve themselves in the intrigues) but should that
Conclusion happen the thane brings a cohort of eight dwarfs
At the end of the stay a child is born at the slayer along, this is brought with a dwarf cart drawn by six
shrine. Unless her place as legitimate royal grand- sturdy dwarf ponies. More likely however Ukrird
child or not has been decided with the help of the finds no such support and is displeased over the
players her fate is yet unknown. She is named Grim- time spent here leading nowhere. If he is close to a
na Snorayasdottir and left with the temple until her PC he might confide in them regarding his disap-
fate is decided. If she is deemed to not be legitimate pointment.
she stays there, if deemed legitimate she is sent to
the Ironfist family to raise as princess of Karak-
Plot 3– Frame the Outsiders
Hrutan Wargaze Svetgirsson aspires for Karak-
Kadrin.
Kadrin to close off its help to non-dwarfs. Feeling
Plot 2– The Expedition their blood and gold should not be sacrificed to
Ukrird once again lifts the issue of Karak-Rorkar those of other lands. He has support for this idea but
needing help and it is not as immediately dismissed he needs more support for it to enact change. Thus
here as it was in Karaz-a-Karak. However, what he plans to get the newcomers, Ukrird and his gath-
Ukrird does not see is the reasons behind the ering of people, framed as troublemakers and no-
thoughts being entertained. None of the important goods to shift public opinion.
people of the hold really believe him, but many see Trouble in the human quarters
here an option to utilize this call to aid in their polit- At one point or another the characters are likely to
ical games. If others can be sent away to help that find themselves drinking in a tavern in the human
would be good, if others can be shown as hearless quarters. Here one of Hrutans servants will bribe the
and uncaring to the plight of dwarfs, that too would innkeep to spike the drink of the caravan-members,
be good. As long as they themselves do not need to at least the non-dwarfs. An extract of madcap mush-
be involved in this this offers many opportunities. room (core rulebook pg306) is slipped in causing
The Meeting the drinker to enter a berserk rage. This will obvi-
Ukrird makes his claim at the same meeting where ously cause a barbrawl and in worst case scenario
the heir is revealed. The queen now remarks that he may lead to someone dying. This will shift opinion
made the same plea to Thorgrim and was rejected. of the newcomers. Someone with an experience of
She does not reject the request outright however. the drug may however very well recognize it and
Stating it will be taken into consideration and dis- while any claims to have given them it will be de-
cussed with her council. nied this does point to foulplay. If the trail of the
A hold unknown mushrooms is followed the characters can with
Hrutan Wargaze Drakebeard goes to openly ques- some gossiping or bribes find that they can be
tion Ukrirds honour as he states Karak-Rorkar is searched for in the depths and further sleuthing may
found in none of the holds tomes or archives. Hrutan even find the shady dwarf Algrum Darkbrow who
calls it a scam and a challenge between the two sells them, if it is
breaks out as honour is question. A fight to first made worth it for
blood. Hrutan wins and Ukrird returns with shame him he can reveal
and anger. Hrutan as a buyer but
will not go public
Someone else should go! with any such info.
Thane Mazoth Anazgizsson Drakebeard calls to a
meeting again many from clan Drakebeard as well
as Ukrird. He says that the possibility of there being
truth to the claim can’t be discarded and makes an
open and public call to arms to brave thanes. No im-
Gold gone missing Plot 4– Rune Research
Hrutan knows of the thieving nature of gnoblars and Runelord Bararoth Udgicsson is working on runes
if it was up to him they would be killed on entry, and improvements. Caring little for the politics he
though the guard has allowed them as long as they wants to develop mighty rune items. He however
are in the presence of their ogre masters and kept in does involve others in this.
check. The ogres have done so but its not enough. Got any runes of the easts, hmm?
Hrutan has a servant drop a golden amulet near the Runelord Bararoth Udgicsson goes to the caravan
gnoblars who of course pick it up and hide it. He
and speaks to the people. The dwarfs mostly. He is
then goes to the guard and tells it as stolen, he says
fairly blunt and direct, asking if they bring runes
he saw a gnoblar run off with it. The Karak-Kadrin
from the east he can see. He eventually gets to see
watch will check the carts and find it. Setting them
Ukrirds ring but is apparently not impressed.
in trouble. No gnoblar will admit to having stolen it,
even when all are threatened with death. The serv- Droggoths Expedition
ant, Madrithni Stodnilsdottir, is determined to keep Thane Droggoth Drakebeard Snonrirsson has made
the lie, she believes the end justifies the means here. a deal with Bararoth Udgicsson to be granted a rune
However it could be possible to get a confession weapon for his son in return for rare and valuable
from her. The gnoblars on the other hand can be ingredients. He needs to make an expedition into the
convinced to bring the thief (it’s not the right one depths and for this he hires adventurers and slayers.
but they can through backstabbing, scheming and The PCs may take such jobs if they wish, he pays a
violence “decide” who the thief is) and the direct gold for it with a chance of a bonus. Should it be
threat be dealt with by the amulet being returned agreed upon then it is a journey into the depths to
and the thief killed. night-goblin infested caverns. Use the characteris-
tics from page 76 and forward to create nightgoblin
Wrongfully Accused encounters in the cave. However these nightgoblins
are not alone in the cave. The orc tribe “Da Cave
The dwarf Garadnaz Silverhoard saw someone try
Choppaz” also dwells under Karak-Kadrin and gets
to break into a hall near the human quarters last involved in these fights.
night and when talking about it get convinced it
might have been one of the PCs. The watch comes Da Cave Choppaz
to arrest the person on suspicion of burglary. If the Da Cave Choppaz is an orc tribe under Karak-
PC flees and hides Ukrird will dislike it, it will be Kadrin known for living exclusively underground
seen as proof of guilt and Hrutan will use it to fan and for often cooperating with the local nightgob-
the flames of distrust for non-dwarfs. If the person is lins, or conquering them. Their warboss, Slayaba-
taken in Hrutan will have the word of his arrest for sha, wields a stolen runeaxe and likes to sneak up on
burglary spread. After a day they will state he is free people to get them “proppa scared” before killing
to go as the true burglar was found, Halgrim them.
Whiteshield, and he has agreed to take the oath for Cave Choppa boy
his crime. Either way the publics eye will have shift- Orc Boyz of this tribe tend to fight with a pair of
ed regarding the wrongfully accused PC and to a weapons, often axes and daggers.
lesser extent non-dwarfs in general.
CAVE CHOPPA BOY –ORC BOY
Conclusion
Hrutan has patience in his acts here and these three M WS BS S T I Agi Dex Int WP Fel W
framings are all he does this time. It shifts opinion
in his favour and next time outsiders turn up new 4 45 30 45 55 30 25 20 25 35 20 17
attempts can be made. Thus it is likely the conclu-
sion isn’t too dramatic. However, if the PCs find
Skills: Athletics 35, Cool 45, Dodge 35, Endurance 65, Gam-
proof or suggestions he is behind it then it can be. ble 30, Melee (Basic) 55, Melee (Brawling) 55, Haggle 25,
Levelling the claim someone is behind it makes peo- Intuition 35, Melee (Two-handed) 55, Perception 35, Ranged
ple think they are making excuses. The claim (Entangling) 35
Hrutan is will be seen much worse and without
proof can get them in trouble. Should they however Traits: Armour 3, Belligerent, Die Hard, Infected, Night Vi-
sion, Weapon +9
have strong proof this could show his deception and
lose him status and honour. Cause a push for him to Chop an Stab: Fighting with a choppa and a dagger the at-
take the oath or otherwise repay his shame. To real- tacks are not equally deadly. The second attack with dual-
ly get him overwhelming proof will however be wielder deals three damage less than normal to represent it
needed. He is a thane of the royal Drakebeard clan being done with a smaller weapon.
and that is not a position taken lightly. Talents: Ambidextrous, Dual Wielder, In-fighter
Traits: Armour 3, Belligerent, Die Hard, Infected, Night Vision, Plot 5– Debates of Isolation
Weapon +10 Thane Hrutan Wargaze with a fair amount of support
works to make Karak-Kadrin more isolationist than
Chop an Stab: Fighting with a choppa and a dagger the attacks before. On the other hand Ori Ironbeater tries to stop
are not equally deadly. The second attack with dualwielder deals
three damage less than normal to represent it being done with a this and potentially even go the other way. Much of
smaller weapon. this weaves together with Hrutans plot to frame the
outsiders but the open debates are a part in it too.
Talents: Ambidextrous, Dual Wielder, In-fighter, Robust, Com-
bat Master The Debates
A few times during these weeks there are debates, of-
Trappings: Choppa, Dagger, Armour ficial and unofficial, between Ori Ironbeater and
Hrutan Wargaze as well as supporters of their sides.
Cave Choppa Shaman Let the PCs get to witness at least a few of them. The
Shamans of this tribe are known for their sneaky na- official ones are fairly polite affairs being kept under
ture and equally sneaky spells. proper etiquette, the unofficial ones much less so and
likely to end in bar brawls. It is possible the PCs may
CAVE CHOPPA SHAMAN –ORC SHAMAN want to get involved. That’s interesting, but keep in
mind as outsiders the way they act here will be scruti-
M WS BS S T I Agi Dex Int WP Fel W nized a lot and Hrutan will try to turn it against them.
4 45 30 45 60 45 25 30 40 50 20 21
Conclusion
This won’t conclude with a decision, but may end
with the call to suggest one to Ungrim as he returns.
Skills: Athletics 35, Cool 75, Dodge 45, Endurance 70, Gamble This will be affected by the plot to frame the players.
30, Melee (Basic) 65, Melee (Brawling) 55, Haggle 25, Intuition In either way the conclusion is less a final choice and
65, Melee (Two-handed) 55, Perception 70, Ranged (Entangling) more a shift in what side is likely to gain an ad-
35, Channeling (Waaagh!) 55, Entertain (Storytelling) 30, Lan- vantage.
guage (Magick) 50, Lore (Magic) 50,
Spells:
Petty: Dart, Shock, Sly Hands
Arcane: Shadowstep (Lore of Shadows), Shroud of In-
visibility (Lore of Shadows), Creeping Menace (Lore of
Witchcraft)
Trappings: Two Daggers
He took the oath for his failures as a herdsman, his
Redbeards joined clan job, and sees himself as a far better warrior,
As the caravan is leaving they do so with a generous which he is sure to point out.
group of slayers in tow. Twelve more specifically.
These slayers will...run out, during the adventure. Gronroth Grimgaze
Eager for danger and death they will find both. They Gronroth Grimgaze fought the Asrai in Athel-Loren
use the trollslayer stats at page 80. They are de- and found his mind taken over by one of the fey wiz-
scribed here. ards which forced him to kill a battle brother. Re-
turning he could not bear the guilt and took the oath.
Baratgok Brewbeard
Baratgok Brewbeard is a short-bearded trollslayer Snodnoth Battlehold
and an alcoholic. He has a serious problem which Snodnoth Battlehold is an old slayer but has not long
caused him to sell a family heirloom just to keep on carried the oath. He was a jeweller before and when
drinking more and more. This was of course discov- his son died in a rockslide his sorrow drove him to
ered and he had to take the oath. take the oath.
Dromroth Gruffsworn
Dromroth Gruffsworn is a confident and muscular
slayer sure that he will find a most glorious death.
Day 55 –24th of Nachhexen, The griffon however, was but resting, it is not hunt-
ing now and flies away.
Aubentag
It’s a fairly mild winterday and the mountains give
Remember great Moir
shelter from the winds. The sun makes some appear- (Optional Encounter)
ances. The journey leaves Karak-Kadrin and goes A Bretonnian questing knight by the name Lucien
along peak pass. Deloffre carrying a large two-handed mace comes
riding from the opposite direction. He slows down as
Hadgrin’s Watch he approaches the caravan and asks if he is close to
Karak-Kadrin. If asked his business there he will say
(Sight) that he swore to bring news of the slayer Moir
About two hours from Karak-Kadrin guardin a pas- Thugrizssons epic doom to the hold when the slayer
sage to Kadrin valley from the south-east lays the fell. And an epic doom he confirms it was as none
dwarf outpost of Hadgrin’s watch. From this side other than the king of Athel-Loren, Orion himself,
well apparent but from the sout-east approach hidden slew the slayer. If pressed Lucien will reluctantly
amongst the mountains. A massive tower rise from admit to having fled that battle against the avatar of
its midst surrounded by barracks, a brewery, a gy- Kuronous. Lucien will talk down to peasants which
rocopter hangar and gun batteries. The defenders of may be annoying, he is also likely to tip them a few
the outpost accept the characters passage by without brass for their answers to his questions. To dwarfs
much ado. and elves he will be more polite.
You reckon it’s dangerous then? Gelt
(Optional Encounter) (Sight)
As the hold has been left the new slayers show a de- The mining village of Gelt is one of few settlements
sire to find their dooms. Let them talk to the players still standing in Peak Pass. It is built on a knob of
and other caravan members. Discuss where they are rock rising from the midst of a small valley. A for-
going. Ask questions and generally get to know peo- mation carrying high stone walls topped with wood-
ple. Try to get them to feel, if not like friends at least en palisades and crowned by several tall stone tow-
familiar to the players. ers. The buildings are simple stone cottages roofed
with turf. At the centre stood an inn with the name
Unrithnis Cave “The Broken Pickaxe” and the mine entrance. The
(Sight) settlement held hundreds of people, a mix of humans
By evening the group comes upon an old cave. and dwarfs, all swearing allegiance to Karak-Kadrin.
Small, simple statues of dwarf women stand by the The caravan moves into the settlement and are wel-
entrance. This is, as one of the newly joined slayers comed. A good place to spend the night.
can tell, Unrithinis Cave. Unrithini was a queen of
Karak-Kadrin millenia ago who, highly pregnant, Day 57 –26th of Nachhexen, Back-
was on her way back to the hold. She could not
reach the halls before the child came and gave birth ertag
in the cave. The prince born that day got the nick-
name “Caveborn” after. The caravan sets up camp The day is like the one before cold and during the
by the cave. travel a test at +0 (+40 if appropriately dressed)
should be taken not to suffer fatigue from the cold.
The journey leaves Gelt and with it the more civi-
Day 56 –25th of Nachhexen, Marktag lized parts of Peak Pass.
Today is colder and during the travel a test at +0
(+40 if appropriately dressed) should be taken not to
Dragoneye Cliff
suffer fatigue from the cold. The journey continues (Sight)
through the pass and reaches the settlement of Gelt After several long hours of walking the group reach
by the end of the day. a small cliff coloured a sooty black. As they get clos-
er skulls and bones of goblins and trolls are seen,
Griffons Presence equally sooty, scattered upon it. In places molten
metal has fused with the stone. This is the Dragon-
(Optional Encounter) eye cliff where a sizable warband of Red eye goblins
After a few hours of travel the trail ahead of you were killed by the dragon Skjalandir. Dromroth
slopes down about midway down the trail. A mighty Gruffsworn will relate the tale and mourn the fact
griffon is sitting at the top of the trail, watching you. that he wasn’t here to face the dragon when it was
The caravan halts and prepares the volleygun for if a alive.
battle breaks out. The slayers are hopeful it does.
Bat-squigs in the night Bonechewers
(Optional Encounter) Bonechewers are the reason that the Skaven have no
As night falls and camp has been set up one of the need to worry about burying their dead. These five-
most disliked types of squigs descend upon the cara- foot-long mole-like rodents feed on bones, and they
van with fluttering wings and biting maws A swarm find plenty available around Skaven cities and settle-
of bat-squigs have decided to try and eat the caravan. ments. They are entirely sightless, but their height-
Divide the attack for ease of play. Set a number of ened sense of smell leads them unerringly to fresh
bat-squigs equal to the players minus one against the corpses where they use their huge saw-like incisors
player characters. Start the player characters sur- to devour the entire skeleton. They have little taste
prised (representing them waking up). This battle for the living, but fight ferociously if their breeding
should be quickly over but may cause a bit of trouble areas are invaded or food supply threatened. Occa-
during its short time. sionally, a clutch of these beasts find their way into
a Human graveyard, and many an adventurer has
Bat-Squig earned some coin from the Priest of Morr by driving
Bat-Squigs are a flying type of the more common the beasts back to their usual diet.
cave squig that descend upon their victims in a flurry
of gnashing jaws and spattering guano. A larger type BONECHEWER
of bat-squig exists with grander wings, that beast is M WS BS S T I Agi Dex Int WP Fel W
known as a “Dragon-Squig”.
4 32 - 40 32 55 36 5 18 41 10 14
BAT SQUIG Skills: Stealth (Underground) 46, Tracking 60, Perception 60,
M WS BS S T I Agi Dex Int WP Fel W Traits: Bestial, Infected, Dark Vision, Weapon +8,
4 45 - 50 30 20 40 - 5 15 - 12 Bonechewing Teeth: Bonechewers can bite through almost
Traits: Bestial, Belligerent, Bounce, Infected, Dark Vision, anything. Their attacks ignore two points of armour.
Weapon +8, Flight (50)
The Blue Rock
Squig Body: Squigs are not remotely humanoid, their physique
is quite unique. They use the following table for hit locations:
(Sight)
01-70: Head, 71-85: Right Wing (treat as leg), 86-100 Left By the edge of the pass a massive boulder of a blue
Wing (treat as leg). colouration is found. It is a boulder of a rare type of
stone. It has no significance for the dwarfs of Peak
Pass other than as a landmark but none the less
Day 58 –27th of Nachhexen, stands out enough to draw a persons gaze. As it is
beginning to turn dark the caravan sets up camp for
Bezahltag the night.
The day is colder than before and during the travel
two tests at +0 (+40 if appropriately dressed) should Day 59 –28th of Nachhexen,
be taken not to suffer fatigue from the cold. The Konistag
journey goes forth through Peak Pass.
Bloody Murder The day is not quite as cold as the previous one but
(Mandatory Encounter) has heavy snowfall and during the travel two tests at
Ahead in the pass there are overturned destroyed +0 (+40 if appropriately dressed) should be taken not
carts and bloody bodies. The carts have already been to suffer fatigue from the cold. The journey goes
picked clean as will be apparent when checked, forth through Peak Pass.
wicked deeds done by human bandits that live a dan-
gerous life in the pass. Around the overturned carts Red Eyes Lookin
strange five-foot-long mole-like rodents move about (Optional Encounter)
eating of the dead. The slayer Dromroth Gruffsworn During the day for a few hours the caravan is spied
says they are Bonechewers and easily enough dealt upon by goblins of the Red Eye tribe. Give a few
with. He quickly draws his axe and approaches them chances to spot these vicious creatures as the cara-
before any discussion can start. A bonechewer that van moves about. A test of Lore (Greenskins) at +20
sees him immediately lunges at Dromroth and rips can tell that the tribe, which has a large portion of
out his throat, killing the dwarf near instantly. The night goblins, is unlikely to attack during the day as
beasts will defend their kills and must be dealt with. they prefer to fight in the dark.
A clever player may however suggest attacks from
afar or to utilize fire. Both things that will confuse
the creatures and make them less effective.
There are thirty bonechewers there in total.
Hurgoth da Hitta and his Land Wyvern Day 60 –29th of Nachhexen, Angestag
(Mandatory Encounter)
As night nears camp is set up. But before a fire is even The day is fairly mild with light snowfall and during
started a mighty roar is heard followed by screams of the travel a test at +10 (+50 if appropriately dressed)
“Waaagh!”. A large orc on the back of a strange type should be taken not to suffer fatigue from the cold.
of creature, a land wyvern, leads a charge towards the The journey goes forth through Peak Pass.
caravan. Despite calls to stop Snodnoth Battlehold
starts a countercharge which unfortunately sets him Red Eyes Still Lookin
between the helblaster and the wyvern as it starts to (Optional Encounter)
fire. The warmachine rips through both slayer, wyvern Just as the previous day the caravan is spied upon by
and orc boss in a devastating crescendo of death. They goblins of the Red Eye tribe. Give a few chances to
are destroyed. The many goblins, and the less numer- spot these vicious creatures as the caravan moves
ous orcs, turn tail and flee. about.
Now this should not require any rolls against the foes Red Eyes Trap
but as players are unpredictable the rules for both wy-
vern and bigboss are included here. (Optional Encounter)
As the group passes a large cave opening above ar-
rows, javelins and rocks start to rain from above.
Land Wyvern Nightgoblins dodge in and out of a cave overhead to
This is a rare breed of Wyvern — one slightly smaller assault. While they hope their projectiles will cause
and meaner than others of its kind but without wings. harm in truth it is a trap. Inside they have caged up a
These are generally solitary creatures unless they’ve squigosaur. If people of the caravan take the bait and
been tamed by the Orcs, and appear quite similar to move into the cave the goblins retreat and unleash the
normal Wyverns, complete with a poisonous beast. If the group get suspicious before and stop out-
tail. Land Wyverns are famously stupid and one will side the cave to listen they will hear the creatures loud
fling itself into combat without concern for numbers breathing and grunts. Should there be no engagement
or the threat to its own life. the goblins are displeased but the caravan can move
on. Before the cave is reached make four attacks a
LAND WYVERN
round against the caravan with a hit chance of 40 and
M WS BS S T I Agi Dex Int WP Fel W
a damage of +6.
5 55 - 50 45 25 55 - 10 50 - 72
Squigosaur
Traits: Bestial, Armour 2, Size (Enormous), Weapon +11, Ven-
Squigosaurs are large two legged squigs rivalling
om (Challenging), Trained (Broken, Mount, War)
ogres in shear size. These bad-tempered creatures eat
Hurgoth da Hitta everything they come across and are nearly impervi-
Hurgoth da Hitta is a large and ferocious orc bigboss ous to attacks, their gnarled hide as tough as armour.
who could have risen to be a deadly threat had it not Night goblins hold legends of warbosses that have
been for his attack against a caravan with a helblaster. managed to tame and ride them, such legends are un-
confirmed.
HURGOTH DA HITTA –ORC BIGBOSS
SQUIGOSAUR
M WS BS S T I Agi Dex Int WP Fel W
M WS BS S T I Agi Dex Int WP Fel W
4 55 30 55 45 40 45 20 25 55 40 36
5 55 - 60 50 10 30 - 5 45 - -
Skills: Athletics 65, Animal Care 30, Charm Animal 45, Heal 30,
Lore (Waaagh!) 30, Melee (Cavalry) 75, Ride (Wyvern) 65, Traits: Bestial, Infected, Night Vision, Weapon +10, Size (Large)
Trade (Claw sharpener) 25, Cool 75, Dodge 65, Endurance 65, Fury, Armour 5, Grim 2
Intimidate 75, Language (Battle) 30, Melee (Basic) 75, Charm
45, Consume Alcohol 65, Leadership 50, Lore (Warfare) 30, Squigosaur Shake: When a squigosaur bites onto their prey they
Lore (Greenskins) 30, Secret Signs (Hurgoth da Hitta) 30 have a tendency to shake them viciously back and forth so their
flesh rips. A squigosaur that has hit an opponent that is smaller
Talents: Roughrider, Sturdy, Strike Mighty Blow Rank 3, War- than it may spend two advantage to shake it viciously, increasing
leader, Iron Will damage by +d10.
Traits: Armour 3, Belligerent, Die Hard, Infected, Night Vision, Squiggly Feet and poor Balance: A Squigosaur is not the nim-
Size (Large) blest of beasts and can not effectively use its limbs for attacks. A
Squigosaur can not make stomp attacks on smaller foes as nor-
Trappings: Armour, Lance (+14, impact, impale, only usable on mally allowed by the size rules.
charge), Choppa (+9)
Squig Body: Squigs are not remotely humanoid, their physique
is quite unique. They use the following table for hit locations: 01-
70: Head, 71-85: Right Leg, 86-100 Left Leg.
Chemisquigal Warfare A calm day in Peak Pass
(Optional Encounter) (Mandatory Encounter)
As night came a group of squig herders moved up Once in a while, despite the greenskin presence
towards the caravan all sneaky like. With them they there. Despite the many beasts. Despite the various
bring not the more common cave squigs but beasts dangers. There is a calm day in Peak Pass. This is
known as “Gas-Squigs” with which they can attack one of those and the caravan gets to move on with-
fairly silently from afar. The attackers bring sixteen out incident...for now.
gas-squigs and five squig herders. As the attack is
launched divvy up defenders and attackers into rele- Day 62 –31st of Nachhexen, Wellen-
vant groups and play it out.
tag
Gas Squig The day is cold with light snowfall and during the
Gas squigs are a special type of squigs that hunt not
travel two tests at +0 (+40 if appropriately dressed)
by charging straight ahead like most but by standing
should be taken not to suffer fatigue from the cold.
back and launching poisonous gas from the “spore- The journey goes forth through Peak Pass and is now
chimneys” that grow on their backs. Only when their getting near Gnashrak’s Lair.
prey is barely moving do they move in and eat it.
Not ‘ere by choice: The Chukka crew are forced to work here Talents: Marksman, Unshakable
and should their Bully overseer die they may not necessarily
stick around. If Ol’ Dazak dies they each test a cool test at +20, Traits: Animosity, Armour 1, Afraid (Elves), Night Vision,
those that fail gain one broken condition. Grim 1, Weapon +7, Ranged +7 (9)
Tracking Provisions tional value and actually being bad for your health.
Characters other than gnoblars must test Endurance
Provisions are sorted for the caravan but there are at +10 or suffer from the ‘Malnutrition’ disease.
risks they may run out. For the first two chapters you Ogres instead test Endurance at –20.
didn’t need to keep track of provisions. But now you
do. Set a value of 12 provisions, this will need to be But where did the food go
tracked as it can run out. Opportunities and events (Encounter at 0 Provisions)
can affect it and should they run out new events will The food is basically gone. What little the caravan
be triggered. scavenges is not enough. There are thoughts about
killing animals. All characters not already suffering
Provision Value: The provision value is an abstract Malnutrition start suffering Malnutrition.
for how many provisions the group has, they are ra-
tioned to last but things can happen. Set this value to Malnutrition
12 at the start of this chapter. Less a disease and more just a lack of food this is none
the less something to avoid for your healths sake.
Spending Provisions: Provisions are lowered at set Contraction: Contracted by starvation or by eating food
points in the travel representing normal use. without proper nutrition for a longer time.
Incubation: 1 day
Gaining and Losing Provisions: Provisions can be Duration: Until you can start to reverse it with proper
gained or lost by encounters during travel. These en- meals, it takes as long to reverse with proper thought out
meals as you suffered it until you started that treatment.
counters will clearly state so.
Symptoms: Malaise, Slowed Healing, Muscle Loss
Special Encounters: When provisions reach certain New Symptoms:
numbers special encounters happen. See below.
Slowed Healing
Feast Your wounds do not heal as fast as they used to. Your
(Encounter at 13+ Provisions) body lacking the “building blocks” it needs to repair you.
The caravan has more drink and food than it can car- The Endurance test to regain wounds after a rest is at –10.
ry and a small feast is held. Play it out and give char- Treatment: There are some potions of springwater and
acters a +10 bonus to willpower this and the follow- carefully picked flowers that can alleviate this. A dose
ing day as morale soars from good food and drink. tends to cost roughly 4 silver and last three days.
Muscle Loss
Rationing Your body strains and your muscles are damaged. You
(Encounter at 4 Provisions) actively see yourself become weaker. You lower your
As provisions are starting to go low rationing be- strength by one per day. It can be reversed when the sick-
comes stricter and everyone gets less food. Until the ness is over at which point it is regained at a rate of 1 per
situation is fixed ogres and halflings in the caravan day.
suffer a –5 penalty to willpower from hunger and Treatment: The rare Tigerlotus of Ind, if consumed,
lower morale. removes this condition.
RHATATH –LANDLESS OVERLORD GOLD 3 So much does he love it that he abandons other du-
ties in its favour. Rarely preaching the words of
M WS BS S T I Agi Dex Int WP Fel W Hashut as he instead seeks fighting pits and battle-
3 61 28 27 41 42 47 41 54 74 46 29 fields to sate his bloodlust. The last decade he has
Skills: Animal Care 59, Bribery 66, Charm 61, Consume Alco-
found his aid set in the legion of Ivory fighting the
hol 51, Drive 52, Gamble 74, Gossip 61, Haggle 61, Evaluate Kurgans, a people fond of challenges under their
79, Intuition 52, Intimidate 47, Language (Khazalid) 64, Lan- dark gods gazes. Now, forced to fight hobgoblins his
guage (Kurgan) 59, Lore (Chaos Dwarfs) 57, Lore (Chaos patience is thinning. These troops favour hit-and-run
Mammoths) 64, Perception 52, Cool 94, Language (Daemonic) and rarely agree to face him up-close.
64, Navigation 74, Lore (Warfare) 74, Melee (Basic) 81, Melee
(Flail) 81
MORDIBRAK ZHARRSKAFUL –SORCERER
Talents: Night Vision, Sturdy, Attractive, Read/Write, Magnifi- GOLD 1
cent Tusks, Suave, Embezzle rank 2, Briber rank 4, Noble
M WS BS S T I Agi Dex Int WP Fel W
Blood, Numinastic, Etiquette (Nobility) Rank 3, Wealthy Rank
6, Hardy Rank 3 3 61 26 52 66 49 56 43 33 57 22 22
Trappings: Chaos Dwarf Plate Armour (5 All), Jewellery worth Skills: Endurance 86, Lore (Chaos Dwarfs) 36, Channelling
925GC (Aqshy) 67, Dodge 76, Intimidate 72, Intuition 59, Language
(Battle) 43, Language (Magick) 43, Lore (Magic) 43, Melee
Amulet of the Mammoth-father: This rune enhanced amulet (Basic) 81, Melee (Polearm) 71, Perception 59, Charm 27,
is made from the ivory of the largest chaos mammoth any of Cool 77, Gossip 27, Language (Khazalid) 43, Leadership 27,
Hashuts servants have ever seen. A character carrying this am- Lore (Warfare) 43, Athletics 76, Gamble 38, Melee (Brawling)
ulet and any allies within 12 yards of him ignore fear and terror 81, Melee (Parrying) 81, Melee (Two-handed) 81, Ranged
caused from size difference. (Entangling) 46, Lore (Anatomy) 53, Ranged (Throwing) 46
Talisman of the Ivory Despots: This talisman is an enchanted Talents: Night Vision, Sturdy, Resolute, Relentless, Magnifi-
item carrying imps trapped inside its fine ivory frame. Unleash- cent Tusks, Read/Write, Petty Magic, Aethyric Attunement
ing its power the wielder can call upon their minor magic pow- Rank 2, Arcane Lore (Fire), In-fighter, Iron Jaw Rank 3, Ambi-
er. Thrice per day the wielder can as an action activate this dextrous, Combat Reflexes Rank 2, Combat Master, Disarm,
talisman to cast any petty magic spell. It is cast with no over- Robust Rank 2, Furious Assault
cast and can be dispelled as if cast with a 0SL success.
The Legion of Ivory Characters of Note
Petty Magic Spells: Dart, Magic Flame, Light, Drain Dhok Dazheran, Adept of Hashut, Unholy
Arcane Spells (Fire): Aethyric Arms, Aethyric Armour, Body of Dirgemaster,
Fire, Flaming Sword of Rhuin The Acolytes and Adepts of Hashut consists of elite
fighting units formed from religious fanatics among
Trappings: Spellbook (Grimoire) containing Aethyric Arms the Dawi Zharr. They are divided into seven different
(Fire), Aethyric Armour (Fire), Body of Fire and Sword of
Rhuin, Robes, Knuckle-dusters
cabals, each venerating a different aspect of Hashut,
as represented by his daemon children. Dhok
Drazherani Gurkh, Despot-Bride of Rhat- Dazheran is one such adept, the leader of the acolytes
fighting under the command of the Ivory Legion.
ath, The Ivory Skinned Warrior Dhok is a proud dwarf, carrying his work with utmost
Drazherani Gurkh is Rhataths favorite bride and a
devotion.
leader and warrior in her own right. Her husband and
overlord supplies her with luxuries to show the
His pride in his duty and zealous devotion makes him
wealth he holds and she finds this wealth and influ-
a dangerous foe for any getting in the way of him and
ence agreeable. In return she has become fiercely loy-
his acolytes.
al to Rhatath both from the treatment this gives her
but also as she knows it shall all end should the over-
DHOK–ADEPT SILVER 5
lord fall.
M WS BS S T I Agi Dex Int WP Fel W
It is not common amongst the chaos dwarfs with 3 62 35 49 63 60 22 38 29 73 45 -
women as warriors but two things have allowed to
make Drazherani an exception. The first is the sup- Skills: Cool 93, Dodge 42, Endurance 83, Heal 49, Leadership
65, Lore (Theology) 49, Melee (Polearm) 82, Pray 65, Intimi-
port of her overlord who finds her loyalty to him date 59, Language (Battle) 49
worth breaking tradition for. The other is her physical
attributes. Drazherani is mutated with skin as white as Talents: Night Vision, Sturdy, Resolute, Read/Write, Magnifi-
marble and almost as hard, making her a near inde- cent Tusks, Etiquette (Cult of Hashut), Invoke (Hashut), Holy
structible force on the field of battle. To not utilize Vision, Furious Assault
such an asset in war would be folly. Miracles: Dirge of Fury, Dirge of Brutality, Dirge of Defiance
DRAZHERANI –DESPOT GOLD 1 Trappings: Chaos Dwarf Armour (5 All), Halberd of Dark
Blessings
M WS BS S T I Agi Dex Int WP Fel W
Halberd of Dark Blessings: This halberd glows with the vile
3 66 38 51 70 47 48 45 52 49 18 23 power of Hashut, burning those that dare approach it. This is a
magic halberd. Enemies without the talent “Arcane Magic
Skills: Consume Alcohol 80, Endurance 90, Entertain (Fire)” within 5 yards reduce their WS, WP and T by 5 each
(Storytelling) 28, Gamble 62, Gossip 28, Melee (Basic) 86, Per- while within this range.
ception 67, Cool 69, Intimidate 61, Melee (Polearm) 86, Ranged
(Blackpowder) 58, Language (Battle) 62, Lore (Etiquette) 62, Miracles:
Melee (Two-handed) 86, Leadership 28, Lore (Warfare) 62 Dirge of Fury
Range: Willpower yards
Talents: Night Vision, Sturdy, Resolute, Relentless, Magnificent Target: You or one ally in range
Tusks, Tenacious, Reversal, Unshakable, Robust Rank 7 Duration: One minute or until you cast another miracle.
The target gets the hatred psychology for a foe of your choice.
Trappings: Ruby Mace, Jewellery worth 80GC
Dirge of Brutality
Ruby Mace: This mace holds a massive magical ruby as its Range: Willpower yards
head which glows with magic power. This is a magic handweap- Target: You or one ally in range
on, foes struck by it are pushed back d5m and must test athletics Duration: One minute or until you cast another miracle.
at +0 or be knocked prone. The target increases all damage he causes by +2 while in effect..
Cloak of the Supreme: This cloak swirls with a life of its own Potion of Perceptive Clarity: This potion enhances the drink-
aiding its master in war. The character may make an additional ers senses and to a larger degree help the drinker be aware of
attack with a dagger as a free attack each round. his surroundings. The drinker increases his Initiative with +10
for five hours. After the effects wears off he takes one fatigue.
Knife of wyrd: This psychically charged blade seems to have a Worth 2GC per dose.
malign intellect of its own as it flies to strike its masters foes and
curse its victims before returning home. This throwing knife has Potion of Endless Bombs: This potion is a holy recipe of the
a range of 30 and does not need line of sight to be used. Cover chaos dwarfs that Glitnat tortured out of a daemonsmith years
does not protect against it and a foe struck can not gain ad- past. Their patron is Hashut, Father of Darkness and Flame,
vantages for d5 rounds. It returns to wielder after each use. It is who favours the imbiber of this draft with an unlimited supply of
magical. bitter explosives for a brief time. How is this achieved? No one
really knows. The drinker counts as being armed with a bomb.
Slitta-curse Dagger: This wicked dagger carries dark powers When thrown a new bomb appears in his hands. The effect lasts
within. This is a magical dagger. An attack with it causes 2 poi- for d5+1 round. These bombs cause magical damage. Worth
soned conditions, resisted with a –10 Endurance test. 10GC per dose.
Boots of false flight: This enchanted footgear enables its wear- Potion of Growth: This potion makes the drinker grow to mas-
er great feats of travel. Letting him jump through the air. The sive proportions. The drinker increases his size one step and his
wearer of these boots get a +120 bonus to athletics tests to jump Strength and Toughness by +10 each but Dex and Agility is de-
further. creased by –10. Gear worn is broken in the transformation. After
3d10 rounds the drinker shrinks back to normal size. Worth
10GC per dose.
The Supreme Slittaz Characters of Note
Shaman Snuffstik Sickspite, Wolf-Wizard, Dagzot Badtoof, Magic-chief
Wolfmaster of the Supreme Slittaz Dagzot Badtoof is a skilled scout who came to prom-
Snuffstik Sickspite is the head shaman of the Su- inence when he got his grubby little hands on a magic
preme Slittaz and their wolfmaster, the hobgoblin item that allowed him to utilize spellcraft against his
chief of tending to their deadly steeds. Snuffstik is foes. This marked his use for the Supreme Slittaz as
clad in old enchanted wolfpelts and carries a wolfcub great and as the Khan got him to swear loyalty and
familiar wherever he goes. see enough other chiefs dispatched to understand the
problems with challenging the boss Dagzot got pro-
The mind of Snuffstik Sickspite is not one of clarity moted to a chieftain under the Khan.
and healthy thoughts. The shaman seems to think
himself half-wolf and often exhibits dog-like behav- Dagzot is a cunning little creature always looking out
iours. He acts like a father to his familiar ‘Runtface’ for himself first and foremost. He is however quite
and it is unclear if he actually believes himself the good at faking true loyalty and as his cowardice keeps
creatures real father. him from challenging his boss there has been no rea-
son yet to question it.
SNUFFSTIK SICKSPITE –SHAMAN LORD
GOLD 2 In battle Dagzot tries to sneak about and relay infor-
M WS BS S T I Agi Dex Int WP Fel W mation to his troops though at times a flanking ma-
noeuvre with his magic item is utilized to devastating
4 45 33 36 48 61 58 36 60 42 26 23
effect.
Talents: Night Vision, Ambidextrous, Careful Strike, In-Fighter, Skills: Charm Animal 57, Climb 56, Endurance 70, Gossip 57,
Roughrider, Aethyric Attunement rank 2, Petty Magic, Second Lore (Hobgoblins) 71, Melee (Basic) 47, Outdoor Survival 71,
Sight, Arcane Magic (Lore of Beasts), Animal Affinity, Instinc- Perception 72, Athletics 74, Navigation 72, Ranged (Bow) 65,
tive Diction rank 2, War Wizard, Hardy Rank 2 Ride (Great Wolf) 74, Stealth (Rural) 74, Track 72, Animal Care
71, Haggle 57, Secret Signs (Hunter) 71, Swim 56, Language
Petty Magic: Dart, Gust, Produce Small Animal, Animal Friend (Grumbarath) 71, Trade (Cartographer) 71
Spells: Bolt, Entangle, Amber Talons, Beast Form, Beast Mas- Talents: Night Vision, Ambidextrous, Careful Strike, In-Fighter,
ter, Wyssans Wildform Roughrider, Orientation, Strider (Ash wastes), Combat Aware,
Sixth Sense, Hardy Rank 2, Linguistics
Trappings: Quarterstaff
Trappings: Shortbow, 12 arrows, Armour (2 All), Sword
Sickspite Cloaks: These sacred cloaks are enchanted with the
spirits of countless wolves. These cloaks transform along with its The icon of Versha: This icon to the Ind god Versha can un-
wearer when using beast magic. They grant 2AP at all locations leash her power over lotus-dwelling blood butterflies to make a
and when the wearer transforms into a wolf it gains the ’Armour blast of these insects envelop and sting her foes. This icon can
(4)’ trait. unleash the blast power counting as being cast with the lore of
beasts. No test to cast is needed but it still takes an action. After
RUNTFACE –COMBAT FAMILLIAR being used it can not be used again for 24h.
4 56 22 42 32 42 53 33 22 21 28 8
Skills: Athletics 63, Climb 52, Cool 31, Dodge 63, Endurance
42, Intuition 52, Language (Battle) 32, Melee (Brawling) 61,
Perception 52
Riding a Boar (Core book pg 314) with the Size (Large), Trained 50 exp and one Fate Point for defeating the K´daii
(Broken, War, Mount, Magic) and Elite traits. destroyer before the daemon bound within es-
caped
BOAR BOY –ORC MERCENARY SILVER 5 40 exp for killing Drazheriani Gurkh
40 exp for killing Dazgot Badtooth
M WS BS S T I Agi Dex Int WP Fel W 25 exp for ensuring neither side of the war see
4 45 40 45 45 20 35 20 25 35 20 15 them as enemies
10 exp for scouting for the Chaos Dwarfs
Traits: Armour 3, Belligerent, Die Hard, Infected, Night Vision, 15 exp for fighting alongside Mornduggs Hogs of
Weapon +10
War
Riding a Boar (Core book pg 314) with the Size (Large), Trained 40 exp for killing Snuffstik Sickspite (and his little
(Broken, War, Mount, Magic) and Elite traits. dog too)
10 exp for helping Snuffstik Sickspite defeat the
Two orcs instead drive a chariot, those have the skill Drive at 50. chaos dwarfs
Arcane Ruins
Day 78–15th of Jahrdrung, Angestag (Sight)
Late in the evening the caravan finds an old ruin by
The day is cloudy and windy. the side of the road. It consists of an obelisk topped
The shrine of Silberyin plinth and several stone-pillars and arches. Arcane
(Sight) power comes from it. This counts as a amplification
On the silver road stands a lonely shrine. At first it waystone on a natural leyline (see Winds of Magic pg
looks like a small stone ruin but as one comes close a 193). In addition the arcane runes on the ruin teaches
shimmer falls about it and it looks whole and made of magic and counts as a grimoire that can not be
finest silver. A statue shows a woman with two pairs moved. It contains the following spells; Dark Vision
of wings and six arms. She is Silberyin, guardian (Death), Fearsome (Death), Move Object (Death) and
goddess of the Silver Road. A sign by the shrine tells Push (Death). A character with Language (Magic),
this to anyone, it is a magic sign and those that see it Resaerch and Read/Write can test Research +20 to
can read it regardless of languages and talents. Any copy over the spells to a new grimoire (provided he
attempt at stealing from the shrine or defiling it has paper). On a success copy over one spell +1 more
makes the shimmer disappear and the shrine return to per two SLs.
its ruined state, impossible to steal from or defile. A
character that gives a gift of Silver at the shrine will Day 80–17th of Jahrdrung, Angestag
feel the goddess knowledge come to him and gain
“Lore (Silver Road)” at +3 or increase the lore by This day the sky is cloudy and ash snows down from
three if he already has it. above.
Seekers of Blood Fugitives ahead
(Optional Encounter) (Mandatory Encounter-Special)
As the caravan makes camp for night they attract a Unless the Legion of Ivory are on very bad terms
few Crachdreoz that decide they make for a fine with the caravan a trio of Bull-centaurs will arrive as
meal. Play out a ‘Common Crachdreoz Encounter’ as envoys. They will carry gold and give a small amount
per the rules in the Blasted Wastes and Wolf Lands as a token of good will. They say a small village
bestiary. ahead exists and is made from escaped slaves. They
claim the Chaos Dwarfs are guaranteed to retrieve
Day 79–16th of Jahrdrung, Festag them and thus it would benefit everyone if this re-
trieval is as soon and as painless as possible. They
The day is clear and the winds are still. ask the caravan to spy for them as they travel past,
A Third Faction enters saying they will pay gold for any information that
(Mandatory Encounter) will help them take the village easier later on.
As the caravan travels on they find the path ahead The great Liberators Arrive
blocked by a conflict between the Supreme Slittaz (Mandatory Encounter-Special)
(with 40 hobgoblins and two spear chukkaz), the Le- Unless the Supreme Slittaz are on very bad terms
gion of Ivory (30 chaos dwarfs, ten with blunderbuss- with the caravan a small group of wolf riders will ar-
es) and, strangely enough, a third group. Humans and rive as envoys. They say a village up ahead exists
gnoblars numbering around thirty using simple weap- with reasons to hate the chaos dwarfs. They offer
ons and showing icons of a bearded bull. The three payment to the caravan in order to fan those flames of
groups seem at a standstill and if listened in the hob- hatred and make them siding with the Supreme Slit-
goblins and chaos dwarfs each try to convince the taz more likely.
others to aid them. As the caravan approaches the Kaz-Lamma
sides see the chaos of a four-way battle. If either hob- (Sight)
goblins or chaos dwarfs feel they have a good rela- By early evening the caravan will come upon a vil-
tionship with the caravan from before they will see lage built inside an old ruin of unknown origin.
this as tipping things in their favour and try to get Strange architecture rise in stone from the wastelands
their support in this conflict. If not they will withdraw and in it shelters and shanties fill the cracks. The
seeing the battle as too risky. The humans and gno- stone wall circling it has cracks repaired not nearly as
blars will not withdraw. They will state to come from well as the original construction. With unknown
Kaz-Lamma and be followers of the bull of death origin the ruins do hold some unique marks. Strange
(Kaz-Lamma is described further later in this chap- statues of bird-winged creatures that appear a mix of
ter). They will be heading back quickly. Faster than human, bull and lion. The villagers, upon seeing the
the caravan can keep pace. caravans makeup of peoples, open the gates and wel-
A side that withdrew lowers its Morale by 1. A side come them. Knowing it is best to seem to act in the
that suffered heavy casualties lowers Morale and chaos dwarfs and hobgoblins interests Ukrird accepts.
Numbers by 1. This is the village of Kaz-Lamma. (See cityguide on
the following page).
Kaz-Lamma
The ruin-village of the Silver Road
By the silver road stands Kaz-Lamma. A small vil- The Witching District
lage built inside an ancient ruin. Strange architecture The three largest statues of the ruin, one complete,
rise in stone from the wastelands and in it shelters one missing a head, one missing a wing, stand as a
and shanties fill the cracks. The stone wall circling it triangle surrounding four obelisks that in turn sur-
has cracks repaired not nearly as well as the original round an old tower. This tower is quite ruined but
construction. With unknown origin the ruins do hold holds enough little nooks and crannies to keep a
some unique marks. Strange statues of bird-winged small population relatively warm and dry. It has be-
creatures that appear a mix of human, bull and lion. come the residence of the witches of Kaz-Lamma,
for the general populace, while accepting their help,
The people of Kaz-Lamma are escaped slaves from want to keep a bit of distance to them. A group of
the tower of Gorgoth. A mix of species, mainly hu- seven witches dwell here. They are all, for reasons
mans and gnoblars, live there. The village is poor unknown, men and over time superstition has led to
and have no exports to speak of. The meagre re- a belief that it is bad luck for women to enter “The
sources they manage to gather is barely enough to Witching District”. These witches are supplied with
keep their small numbers alive. food without needing to work and in return are ex-
pected to use their magic only for the good of Kaz-
It is a young society, barely a decade old it is unlike- Lamma.
ly to survive long. With hobgoblin raiders bound to
eventually mark it as a target, chaos dwarfs hunting Witch-Baron Darkspittle
them down and reclaiming them as slaves or eyebiter Witch-Baron Darkspittle is the leader of the witches
ogres seeing them as rivals of toll-claiming on the in Kaz-Lamma. A man in his forties with long black
silver road. There is however an ace up their sleave hair and beard. A giant wood-louse clambers on him
that can keep them around, the protection of their as a familiar. He is a mysterious person but that is
‘god’. largely a choice to ensure he is awed and respected
enough to keep his position.
The Walls of Kaz-Lamma
In most societies the walls are just walls. An outer DARKSPITTLE –WITCH-BARON GOLD 1
defence keeping the town safe. The walls of Kaz- M WS BS S T I Agi Dex Int WP Fel W
Lamma of course hold this function as well. Ancient
large walls, partially ruined and repaired, circle the 4 51 31 31 51 51 31 31 51 51 51 18
settlement. But these thick walls had in their heyday Skills: Channeling 71, Cool 71, Endurance 71, Intimidate 51,
room for large units to walk four wide within their Language (Magick) 71, Sleight of Hand 51, Stealth (Rural) 51,
corridors and their towers held room for squads up- Charm Animal 71, Dodge 51, Intuition 71, Melee (Polearm)
71, Perception 71, Trade (Herbalist) 51, Charm 71, Haggle 71,
on squads of archers to fire from. As such the walls
are not mere walls for Kaz-Lamma, they are homes, Talents: Petty Magic, Instinctive Diction rank 3, Menacing
shops and more. The walls is its own district, the rank 2, Arcane Magic (Witchery), Witch!, Animal Affinity,
district where most citizen lives. A shanty-town Aethyric Attunement rank 3
grows within the walls and towers making them as
Petty Magic Spells: Animal Friend, Dazzle, Dart, Light, Shock
cramped to move through as a regular castle wall, if
not more. At the top of the towers live the warrior- Memorized Spells: Blast, Ward, The Evil Eye, Enchant Weap-
elite of Kaz-Lamma. Former fighting-pit gladiators on (Lore of Metal-Witch!)
that now defend the village.
Trappings: Quarterstaff, Power Familiar (Winds of Magic pg
182), The tablet of Witchcraft, Ingredients for 3d10 spells
HUMAN TOWER LORD –SILVER 5
The Tablet of Witchcraft: This old tablet seems to contain
M WS BS S T I Agi Dex Int WP Fel W secrets only a witch can understand. This is a grimoire that can
only be read by someone with Arcane Lore (Witchery), it does
4 46 31 46 46 46 46 31 31 31 31 15 not require Read/Write to read nor a language to understand. It
Skills: Athletics 61, Cool 46, Dodge 61, Endurance 61, Gamble contains the spells: Blast (Witchery), Breath (Witchery), Ward
46, Intimidate 61, Melee (Brawling) 61, Melee (Basic) 61, Per- (Witchery), Blight, Curse of Crippling Pain, Curse of Ill-
form (Fight) 46 Fortune, The Evil Eye
SIMPLE BESTIARY
CHAOS DWARF WARRIOR
M WS BS S T I Agi Dex Int WP Fel W
3 50 40 40 40 30 20 30 30 50 20 17
Traits: Armour 5, Hatred (Greenskins), Night Vision, Weapon
+8
BULL CENTAUR
M WS BS S T I Agi Dex Int WP Fel W
7 50 40 50 50 40 30 30 30 50 20 25
Traits: Armour 4, Hardy, Hatred (Greenskins), Night Vision,
Weapon +9
HOBGOBLIN WARRIOR
M WS BS S T I Agi Dex Int WP Fel W
4 40 30 30 30 35 35 35 30 20 30 11
Traits: Armour 1, Night Vision, Weapon +7, Ranged +7 (50)
HOBGOBLIN WOLFRIDER
M WS BS S T I Agi Dex Int WP Fel W
4 50 40 40 30 35 45 35 30 30 30 13
Traits: Armour 3, Night Vision, Weapon +8, Ranged +8 (50)
4 45 - 45 40 35 40 - 15 45 - 32
Traits: Armour 1, Bestial, Bite +8, Night Vision, Stride, Track-
er, Weapon +7, Size (Large), Infected, Grim 1
Image by Midjourney ai beta
Phoessim
Phoessim are creatures looking as beings of another
dimension. Six-legged five-horned beasts that are
believed to be the result of mutation in ages past.
What the original Phoessim looked like no-one
knows. These creatures stand a good 3m tall with
Image by Midjourney ai beta
PHOESSIM –ANIMAL
M WS BS S T I Agi Dex Int WP Fel W
6 35 - 55 45 30 35 - 10 35 - 32
Traits: Bestial, Stride, Weapon +9, Horns +10. Size (Large),
Infected
Blasted Wastes and Wolf Lands Bestiary
Crachdreoz
The skies of the Blasted Wastes are home to a
strange category of species known as Crachdreoz.
2 65 - 70 65 25 35 - 10 60 - 100
Fear no Spell: Spells does not scare Jecclaks or give them bro-
ken conditions despite them being bestial.
Blasted Wastes and Wolf Lands Bestiary
Hobhound
Hobhounds are not as large or deadly as the wolves
of the Wolf Lands but they are not to be underesti-
HOBHOUND-ANIMAL
M WS BS S T I Agi Dex Int WP Fel W
4 25 - 20 30 35 30 - 15 10 5 10
Used to fire: Despite having Bestial and Skittish fire and spells Greater Kruyhoe
from the lore of fire do not cause Hobhounds broken conditions The Kruyhoe is a type of furred reptile found in the
or fear tests. dark lands. There are two species of these, the lesser
and greater Kruyhoe, both with poisonous flesh. The
Fireproof Fur: Attacks using fire (such as fire spells, fire- lesser Kruyhoe is less than a foot in length and live
breathing or torches) count as undamaging, cause two less
damage and one less ablaze condition when targeting a Hob- as omnivores that forage and scavenge for food. The
hound. greater Kruyhoe however is larger with a length of
near three metres with the tail and a look a bit like a
Optional Traits: Trained (Broken, Entertain, Fetch, Guard, jackal with a scaled underside. Its wicked claws are
Magic, War), Belligerent, Bite +7 used in hunting and it often goes after Hobhounds,
sometimes making traps for them by laying out meat
to attract them.
GREATER KRUYHOE-ANIMAL
M WS BS S T I Agi Dex Int WP Fel W
5 40 - 35 35 40 35 - 25 20 - 11
Traits: Bestial, Night Vision, Stride, Weapon +8, Infected, Ar-
mour 1, Cold Blooded