There Are No Such Things As Skaven PJ
There Are No Such Things As Skaven PJ
There Are No Such Things As Skaven PJ
One, two,
Skaven,s coming for you,
Three, four,
Better lock your door,
Five, Six,
Who will it pick...
- A typical Ashendorfer childrens rhyme
There are no Such Things as Skaven... is a short adventure best suited for characters in their first or second careers, but
it can be easily modified to suit any group. The structure of the scenario is loose, directed more by character actions
than by events. The adventure is set in a small town near Nuln, but with minor modifications any Imperial town could
be used.
This adventure best lends itself as the PCs first real encounter with the mythical Ratmen known as Skaven. But it works
just as well with a party that already knows the Skaven are more than just a subspecies of Beastmen or bedtime stories
told to children. The mood of this adventure is one of hidden threat and mounting tension.
Background
Ashendorf is a small Imperial town with a tragic history.
Some hundred and fifty years ago all the towns wells were
suddenly contaminated with the plague. Death and suffering
tormented the townspeople as the plague quickly spread
within the small community. And the unavailability of
drinkable water made things even worse. Unbeknownst
to the people, the plague was planted in the wells by the
Skaven. When all seemed lost the Ratmen secretly
approached some of the towns most influential men and
forced them to make a devils bargain with them.
Within a few days the water in the wells was clear and
drinkable again, and no more people were getting sick.
But, the morning after the next time Morrslieb was full
the price of the bargain dawned on the leaders. Most of
the towns children had disappeared during the night. Grief
ravaged the town and many left the cursed place never to
return. But, given time, Ashendorf was able to recover.
Thanks to its prime location prosperity returned to the
CHAPTER I
The Good, the Bad, and the Freakishly Lucky
The adventure begins in Nuln. At a moment you deem
fitting Dante Cruziani, a Tilean Bounty Hunter, approaches
the characters. This encounter can take place anywhere.
Choose a place that best suits your purposes; it could the
docks, a tavern, a noblemans garden, or perhaps even a
small temple of Shallya or Verena.
Dante Cruziani
Ag
40
Int
32
WP
33
Fel
38
M
4
Mag
0
IP
0
FP
Spec
Ratmen and all their Vile Kin. The bare stone walls are
covered with elegant tapestries depicting Sigmar and
Mandred the Ratslayer. Above the hearth there is a dark
hued painting of strange rat like creatures emerging from
darkness with their fangs bared. The painting has an
ominous quality to it. Wolfgang von Drachensturm is
sitting behind a massive desk and rises to meet the
characters. They cant miss the loaded pistol on the table.
Thank you for answering my invitation ladies and gentlemen.
You have my apologies for any inconvenience this meeting
might have caused you. As I am sure you value your time as
much as I value mine, I will spare you from all the unnecessary
pleasantries and idle chit-chat. Instead, I will be up front and
state my business. I can make the bounty placed on your heads
go away. But, in return, I need you to do something for me.
Are you interested in hearing my proposal?
Wolfgang von Drachensturm is a man who is not afraid
to use heavy-handed means. Nor is he very subtle. Once
he realised something must have happened to his agent
he sent a word out to his intelligence network to keep an
eye out for suitable candidates to investigate the matter.
He specifically wanted outsiders (like the PCs) who are
not involved in any local scheming. Once the PCs were
spotted, von Drachensturm had contracts put out on their
heads to create a problem he could then solve for them.
Main Profile
WS BS S T
55
50 41 48
Secondary Profile
A W SB TB
2 16 4
4
Ag
39
Int
60
WP
48
Fel
45
M
3
Mag
0
IP
2
FP
0
Isidro Armantero
Ag
49
Int
55
WP
49
Fel
58
M
4
Mag
0
IP
1
FP
0
CHAPTER II
Ashendorf
It takes the PCs approximately twelve hours to reach
Ashendorf. The road leading to Ashendorf is wide and
rather heavily used, though a bit muddy at the time. A
ten feet high wall circles the small town and one can enter
through one of three gates. Dark clouds over the town
forebode squalls of rain.
The town has circa 750 inhabitants. Narrow cobblestone
streets twist and turn between wooden shanties and oneand two-storey timber townhouses. People are out and
about, and small squares here and there are crowded with
carts, stalls, and vendors. All in all, it seems like your
typical, lively, Imperial town.
Ashendorf features all the establishments typical to a
small town and all common items are readily available.
Finding lodging takes a bit more time though, as many
people have travelled to Ashendorf for the Marionetten
Fest. Feel free to add any place, person or feature as needed.
Investigations
This part of the adventure centres on the PCs attempts
to uncover clues concerning Isidro Armanteros whereabouts.
The structure of this chapter is loose, directed more by
character actions than by events. It is recommended that
the GM familiarises himself with this chapter before
running it.
There are two important clues on Isidro Armanteros letter
(Handout #2). Firstly, they should investigate the Sordid
Soothsayer boarding house. And secondly, they should
talk to the local Rat Catchers. This adventure is much
more enjoyable if the GM creates a mood of mounting
tension and invisible, hidden threat. This is largely achieved
by pacing the scenario properly and dishing out hints in
Ashendorf Encounters
These encounters can be used to liven up Ashendorf and create a mood appropriate for this scenario. You
should start with the first events before moving on to the subsequent ones.
1) The PCs see a small girl feeding her pet mouse, Karl-Franz, promising to protect it from the big, bad rats.
2) The PCs overhear an older woman gossiping how Elise, the bakers wife, found another rat from their cellar.
And she swears the rat was wearing an earring!
3) As one of the PCs leans against one of the towns wells he hears a splash. When he turns to look, the only
thing he can see is ripples in the water.
4) As the PCs are staying at an inn, big rats hide in their backpacks.
5) Just as the PCs are falling asleep they hear rustling and scraping of claws. The sounds seem to come from
underground (or the roof if they are staying at second floor). If they investigate, the sounds immediately stop,
only to repeat when they go back to sleep.
6) While walking down the street one of the PCs sees a pair of gleaming red eyes staring at them through the
slits in a manhole cover. Another PC sees the same thing a few blocks later. Alternatively, the eyes can stare at
them through a slit in a cellar door.
7) Have the PCs roll a few Sixth Sense Tests as they get the feeling they are being followed. If they investigate,
all they can find is strange paw marks leading to a cellar door, or claw marks leading to the rooftops.
8) While walking down one of the narrow side streets, the PCs notice a symbol: three lines intersecting to
form a triangle. It is done in excrement on the side of a house. A family with two children lives in the house.
The PCs could see the same symbol on some manhole covers as well.
9) The PCs see a cowled figure in rags hunched over and talking to rats at an alley. A coach cuts their field
of vision momentarily. When it has passed, the figure has disappeared and the rats scatter.
10
11
Reinhold Grafenberg
Career: Barber-Surgeon
Race: Human
Main Profile
WS
BS S T
36
28 32 34
Secondary Profile
A W SB TB
1 12
3
3
Ag
45
Int
38
WP
36
Fel
35
M
4
Mag
0
IP
1
FP
0
12
Tarshalares Wintermoon
If the PCs ask around the town about the prophecy most
people who are able to read recognise it as one of the
strange prophecies Tarshalares Wintermoon distributes to
the people of Ashendorf every now and then. Most people
dont pay too much attention to them but they enjoy
reading them as they are usually quite poetic. Most will
speak of her with reserve, thinking she is spooky and
knows things she is not supposed to know. Her townhouse
is in the better part of town, near the park. A successful
Challenging (-10%) Gossip Test learns them rumours
that her place is a secret Mandrake Root Den for Ashendorfs
well to do.
Tarshalares Wintermoon
Optional Encounter
While near the Town Park, the PCs see three
ruffians threatening an Elf woman. A local man
by the name of Udo Kraus died of the Green Pox
three weeks ago. These ignorant peasants are
certain his death was the work of the Elf Witch
living next door to their late cousin. Now they
are here to avenge the untimely death of Udo.
The ruffians (use Bandit stats, WFRP p.233)
believe that the tree is the source of the Witchs
powers and intend to cut it down. Tarshalares is
standing under the tree, her dagger in hand;
ready to protect the sacred Amrazor. The ruffians
flee as soon as one of them is seriously injured.
13
Ag
45
Int
45
WP
50
Fel
47
M
5
Mag
0
IP
0
FP
0
Khaine. Before long she forfeited her name and left Nuln
to live in Ashendorf. Now her life resembles that of a
monk. Tarshalares believes her visions come from Sarriel.
Her days consist of prayer and meditation to the god, and
trying to decipher the visions she receives from inhaling
or ingesting the Amrazors poison. She also seeks to turn
the disturbing visions into works of art such as poems,
pictures, or wooden sculptures. It can be argued that most
of her prophecies are selffulfilling but every now and then
she seems to get it right.
Tarshalares lives in a simple wooden building near the
Amrazor tree. She has become quite a skilled herbalist and
is very adept at handling poisons. That is how she came
to make a deal with some of the leaders of Ashendorf; she
is allowed to claim the Amrazor tree as her own and these
men can use her basement as a secret Mandrake Root Den.
Commoners find her quite eccentric and even a little scary
at times (when she says something about them she could
not have possibly heard from anyone). But, all in all, she
is well-liked and they are proud to have an Elf as a
neighbour. Tarshalares is a beautiful Elf with delicate
features and almond-eyes. She is always dressed in black
robes and dyes her hair black. She also decorates her hair
with raven feathers. Like most Elves, she can seem quiet
emotionless at times.
Rat Catchers
The tavern Grafs Undoing serves as a guild house for the local
Rat Catchers. The Graf s Undoing is a rather lowly
establishment with only a few patrons sitting there at any given
time. Strong beer is pretty much the only item on the menu.
Right now, the Rat Catchers are in mourning. Raff, one of
their small but vicious dogs, has died. The corpse is under a
cloth on one of the long wooden tables. The Rat Catchers are
gathered around the table and Nestor, a veteran, is stammering
an impromptu prayer to Taal and Morr. Once he is finished
the Catchers are willing to talk with the PCs, especially for a
beer or two. They remember Isidro Armantero well as he was
respectful and treated them like equals. He came to see them
about a week ago, and they accompanied him down to the
sewers. He was clearly looking for something in particular, and
after maybe two hours below the streets they found a strange
chamber the Rat Catchers had not seen before.
The chamber had strange markings all over the walls and smelt
even worse than sewers usually do. If the PCs ask, the Rat
Catchers agree to take them to the chamber against a small
fee of 2 s per PC. If they ask about the dog, they say that it
14
died this morning in the sewers. It had chased a rat deep into
the tunnels when they heard it squeal and found it lying in
a pool of its own blood, bitten to death. With a Routine
(+10%) Charm Test Nestor removes the cloth to let them
have a look. PCs with appropriate skills such as Animal Care
or Animal Training can tell that the bite marks are much too
large for a common sewer rat.
Ag
43
Int
27
WP
35
Fel
30
M
4
Mag
0
IP
0
FP
0
The Sewers
The sewer system under Ashendorf covers the whole town.
The best maintained parts are naturally under the centre of
the city where the wealthy live. There the tunnels are 2 yards
wide with a 2 feet wide walkway. Manholes are set at regular
intervals. The further one moves from the centre the more
confined the tunnels get. The walkway is narrower, if there
even is any. The distance from one manhole cover to the next
can be quite long.
The Rat Catchers give the PCs some pointers on how to
move in the sewers. Nestor instructs them to keep the lanterns
to their front and back in sight at all times as they do not
want to get lost down there. He also tells them to use a cloth
to cover their mouths and nosesagainstthe smell.
Let the dreadfulness of the sewers fully hit the PCs. The
tunnels are narrow and dark, pitchblack at times. All kinds
of sinister sounds echo from the walls. And then there is the
awful smell. Even with the cloths the stench is still
overpowering. The PCs must succeed in a Challenging (10%) Toughness Test or suffer a -10% penalty to any
Intelligence and Willpower Tests while in the sewers. They
can easily feel nauseous and claustrophobic.
The journey from the manhole by The Grafs Undoing to
the secret chamber takes about an hour. The chamber is a
shrine and a nesting area used at times by the Skaven. It is
approximately fifteen feet by ten feet. The walls are covered
with strange markings, and the floor is littered with filth and
faeces. A large inverted triangle is engraved on the far wall.
The smell in the chamber is absolutely abhorrent and a
successful Challenging (-10%) Will Power Test is required
to enter the chamber. Searching the space reveals only bones,
a gnawed at doll, and a few rusty blades. A successful
Challenging (-10%) Search Test reveals 1d10+2 gc among
the filth. It is hard to tell in the darkness but there is something
15
strange about the coins. These coins are actually from the
first sample lot made by Ordo Triangulus, and were given to
the Skaven as samples. They have a strange mouldy green
glow to them and the triangular symbol of the Horned Rat
on the tails side. Anyone handling the coins must make a
Very Easy (+30%) Toughness Test or gain a mutation. (Note:
If the PCs are not getting anywhere with their investigations,
you can have them find a black mask here.)
As the PCs are searching the chamber the Rat Catchers start
to get anxious to leave. You should have the Players roll a few
Perception Tests to make them nervous. You might even roll
a few tests yourself, just to get them looking over their
shoulders. When they leave the chamber, the Skaven launch
their ambush!
Suddenly, the PCs are caught in a horribly chaotic, confusing
and terrifying confrontation in the confined, pitch-black
tunnels without knowing what is happening. The purpose
of this encounter is to give the PCs a hint that the mythical
Skaven might not be so mythical after all, and to make the
Ratmen seem even more scary and dangerous when they
finally come face to face with them in the climax of the
adventure. But, at this point the PCs will not see the Skaven
clearly enough to be absolutely sure. To achieve this, the PCs
should not get into a fight with the Skaven just yet, so the
Ratmen attack the Rat Catchers instead, and the PCs should
concentrate on trying to survive.
To create the chaotic mood appropriate for this scene have
the PCs roll Agility Tests or fall into the effluent. They could
drop their weapons or their lanterns, and then try to feel their
way in the darkness, or try to fish them out from the sewage.
They see only shadows or glimpses of sinister hunched figures
attacking the Rat Catchers in the shifting light of lanterns.
They hear screams and weird squeaks. One of the panicking
Rat Catchers could accidentally take a swing at them in the
darkness. They could even feel wet and tangled fur brush
against them.
The attack is over as quickly as it started as the Skaven retreat
back into their secret tunnels. The PCs are left with the task
of gathering any wounded survivors and finding their way
back to the surface, possibly without any light source. With
a lantern etc. it will take them 1d10/2 x 10 minutes to find
a way out. Without a light source it will take them 1d10 x
10 minutes. Each degree of success in a Challenging (-10%)
Navigation Test will reduce this time by 10 minutes (to the
minimum of 10 minutes). The venture into the sewers also
calls for a test against contracting some nasty disease of your
choosing, especially if the PCs were wounded or fell into the
effluent (see WFRP p.136).
Master of Puppets
The strange rat masks should eventually lead the PCs to
Jago Stamm, the Puppet-Maker. Finding Stamms place
is quite easy; most townspeople know of him and his shop
is in the Artisans Quarter. The shop itself can be easily
identified from a puppet perched on top of the door. Jago
Stamm has a reputation that extends far beyond Ashendorf.
His skill in making dolls and masks is well-known in
Nuln. Countless nobles have sought his services in the
past to get a quality mask for one of the Countess many
parties. But things have changed lately. People are
whispering that the loss of his daughter was too much for
Stamm to bear, and he is slowly losing his mind.
Jago Stamm
16
Ag
57
Int
39
WP
47
Fel
28
M
4
Mag
0
IP
1
FP
0
17
,
,
Sha ffagn Zheee
Career: Race: Lesser Daemon (Tzeentch)
Main Profile
WS BS S T
25
- 20 40
Secondary Profile
A W SB TB
2 16 2
4
Ag
-
Int
48
WP
44
Fel
15
M
-
Mag
2
IP
-
FP
-
18
CHAPTER III
The Marionetten Fest
The Marionetten Fest is a big annual festival in Ashendorf.
Ever since the incident with the plague and the stolen
children, the townsfolk have had a curious habit. Every
house, especially those that have children, keeps dolls in
their homes. The belief is that if the Ratmen return, they
will steal the doll instead of the child. So, in a way the
dolls serve as protective talismans. After a year the dolls
are believed to have soaked up so much evil energy that
they must be disposed of. So, every year in the Marionetten
Fest all the old dolls are taken down and to the main
square. There all the dolls are burnt upon great pyres as
the townsfolk celebrate another successful year free from
evil. The week leading up to the festival is spent making
new dolls and preparing for the festivities. This is a hectic
time in Ashendorf, and the PCs will certainly notice the
extra excitement. The festival begins at sunset. People take
down their dolls and families join others to parade around
the streets, holding their old dolls high up in the air, and
sing traditional songs. The mood is cheerful and merry.
Festival Encounters
Below is a list of some events the PCs might
encounter during the festival. If they chose to trail
the Cultists to their hideout, then you can use
these to make the shadowing more interesting
and challenging. To add some irony to the
aftermath, you are encouraged to use encounter
number 7.
1 A Fire-eater stands on a corner and breaths huge
balls of fire. Sparks fly high up into the night sky and
the smell of alcohol hangs heavy in the air.
2 A group of children re-enact the legend of the
Skaven. A young boy dressed in a mock nobles garb
and a crown whispers something to two boys dressed
in rags. Then the ragged figures suddenly lunge for the
other kids, chasing them around.
3 A man is careless with his doll and his sleeve catches
fire. Screaming, he pelts back and forth, trying to put
out the flames. The Watchmen have difficulties
penetrating the crowd to reach him. (See Fire, WFRP
p.136)
19
these items and then make their way through the crowds
to Rottmeiers Glassworks. No-one will pay any extra
attention to another masked man or two. The PCs could
capture and interrogate the Cultists in which case they
need to succeed in an Average (+0%) Interrogation or
Torture Test. Or they might want to trail the Cultists to
their secret hideout. In this case they should make an
Opposed Shadowing Test against the Cultists Perception.
To add some excitement to the scene you can use the
festival encounters provided above. Use them to hinder
the PCs and make it more challenging for them. You might
even have them lose sight of the Cultist momentarily and
then have them pelt back and forth before picking up his
trail again. Eventually, the PCs should find their way to
Rottmeiers Glassworks.
Rottmeier,s Glassworks
Rottmeiers Glassworks has been the Rottmeiers family
business since the days of the Skaven incident. It provides
Nuln with glass items such as stained-glass windows and
simple containers. Ordo Triangulus continuously work
the foul symbols of the Horned Rat into these items. The
glassworks is located on the outskirts of Ashendorf, near
the East Gate. It is in the Industrial Quarter where all the
similar businesses have congregated. The quarter is quiet
at the time of the festival as most people have gathered
at the main square.
The glassworks is actually two buildings. The building
next to the streets features the offices of the company.
The glassworks, where the actual glassblowing is done, is
in the building behind the offices. The two buildings are
connected by a wooden walkway.
The Offices
The office building is a tastefully decorated twostorey brick
building. The first floor contains a large reception room,
private meeting rooms for entertaining customers, and
lavish display rooms. The offices and living quarters are
on the second floor.
The front door is locked and must be opened with a
successful Average (+0%) Pick Locks Test or Average
(+0%) Strength Test. The windows are barred, and need
a successful Hard (-20%) Strength Test to open.
20
Empty Office
Isidro Armantero is held captive in one of the empty
offices on the second floor. He is manacled to the back
wall (a Challenging (-10%) Pick Locks Test or a Hard
(-20%) Strength Test to open the manacles). He has
been tortured for several days and is in no condition to
walk. His voice is a rasping whisper:
I was... captured by the Skaven...They...meeting...tonight...
the Glassworks. They...forced me...to write a letter...to...von
Drachensturm... they will use it...to get...a Skaven
assassin...close enough...to kill him...You must...help...Stop
t h e . . . m e e t i n g . . . a n d . . . s a v e v o n D ra c h . . . t a k e
my...notebook...cloak......Sigmar save us...
Then he passes out. Rottmeier has given him poison he
received from the Skaven, and the foul substance is burning
its way through his veins. There is nothing the PCs can
do; Isidro will be dead within an hour. An Average (+0%)
Trade (Apothecary) or similar Test reveals them this.
Note: It is appropriate for this adventure that Isidro
Armantero dies, so you should not allow the PCs to save
him. They most certainly should try to save him though.
Store Room
Isidro Armanteros possessions are here, scattered on the
floor. His notebook is inside a secret pocket in his cloak;
a Challenging (-10%) Search Test to find it (Routine
(+10%) if they know to look for it).
Armanteros notebook contains notes on Ordo Triangulus
plans. It also has extensive information concerning the
Skaven and the extent of their influence. The notebook
contains the following clues:
The name of the cult is Ordo Triangulus and they
worship the Horned Rat, the dark deity of the Skaven.
Ordo Triangulus is meeting with the Skaven on the
night of the Marionetten Fest to get some Warpstone
Dust.
They will use the Dust to make Warpstone-laced coins.
You can use the notebook to provide the PCs with any
clues necessary for them to put together Ordo Triangulus
evil plan.
21
The Glassworks
The glassworks is a menacing looking brick building with
leering gargoyles and plumes of smoke rising from the
chimneys even at this hour. Inside, there is a large hall
with three large furnaces. The light from the furnaces gives
the room hellish illumination, and shadows dance on the
walls. Tongs, pipes and other glassblowing equipment is
scattered around the three furnaces. Water is needed in
glassblowing, so there is also a well inside the hall.
Next to the well is a strange looking apparatus. Upon
closer inspection it turns out to be a coining machine,
with coin dies and a weird funnel to mix in the Warpstone
Dust. Karls with the symbol of the Horned Rat are scattered
around the machine. There is a large sack full of these foul
coins on the floor. Anyone handling the coins must make
an Easy (+20%) Toughness Test or gain a mutation.
Ag
37
Int
42
WP
32
Fel
34
M
4
Mag
0
IP
0
FP
0
22
Konrad Rottmeier
Ag
29
Int
58
WP
56
Fel
44
M
4
Mag
1
IP
3
FP
0
23
Foulsqueek
Ag
45
Int
55
WP
50
Fel
15
M
4
Mag
2
IP
-
FP
-
24
,
Foulsqueek s Bodyguards (4)
Stup Inkk
Career: Skirmisher / Ferry-Raft Operator
Race: Skaven (Common, Clan Skryre)
Main Profile
WS
BS S T
30
35 30 30
Secondary Profile
A W SB TB
1 10
3
3
Ag
44
Int
32
WP
28
Fel
15
M
5
Mag
-
IP
-
FP
-
25
Main Profile
WS BS S T Ag
50
20 50 40 35
Secondary Profile
A W SB TB M
1 15 5
4
5
Int
25
WP
35
Fel
20
Mag
-
IP
-
FP
-
AFTERMATH
Von Drachensturm,s Mansion
The PCs should realise that von Drachensturm is in
danger and hurry to his mansion. But they arrive too late.
The first hint that something is wrong is the same black
coach they helped during the festival standing, empty, in
front of the house. The bloodhounds are nowhere to be
seen (killed by HannZo upon fleeing the scene).
Alternative Ending
If you find the given ending unsatisfactory or
unsuitable to your style of play then you can use
this alternative ending. In this version the characters
reach von Drachensturms mansion just as HannZo
launches its attack. They can kill the Gutter Runner
and save the Noble. This ending allows von
Drachensturm to be saved, in which case he might
even become a patron for the PCs if they choose
to join him in his fight against the Skaven.
,
Hann Zo
Career: Gutter Runner (ex-Night Runner)
Race: Skaven (Common, Clan Eshin)
Main Profile
WS
BS S T
48
40 35 40
Secondary Profile
A W SB TB
2 15
3
4
Ag
62
Int
67
WP
70
Fel
32
M
6
Mag
-
IP
-
FP
-
26
Awarding Experience
Defeating Dante Cruziani, 15 xp
Killing Foulsqueek, 10 xp
Destroying the Ferry-Boat, 10 xp
Optional: Killing HannZo, 15 xp
27
Handout #1
Good Sirs,
If you wish to discuss how to rid yourselves of troublesome bounty-hunters
then I would have you meet me at my mansion. Leave Nuln via the North
Gate and after two hours ride look for von Drachensturm mansion. Local
peasants can undoubtedly assist you to find your way. You need not to worry
yourselves about ambushes or traps or any such nonsense. I am looking
forward to a civilised discussion concerning matters of mutual interest.
In the Name of Our Most Holy Sigmar,
Lord Wolfgang von Drachensturm
Handout #2
I arrived in Ashendorf two nights ago and secured myself
lodgings at the Sordid Soothsayer Boarding House. I have
already discovered evidence of cultist presence. Also, I have
contacted the local Rat Catchers and with their help I hope to
find evidence of the things we seek to unmask.
I.A.