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A SCENARIO FOR WARHAMMER FANTASY ROLEPLAY, SECOND EDITION Writing, Graphics & Layout: David Graffam Illustration: J.R. Head Story Assistance: Danny A. Torres Rough Draft - September 2005 © 2005 David Graffam, J.R. Head & Danny A. Torres
This manuscript is intended for gamemasters only. If you’re going to be playing a character in this adventure, stop reading now. You’ll only ruin the fun if you know what’s in store. The Pilgrimage takes place on a lonely trail through the Drakwald, the vast forest that is the heart of the Middenland. The exact location is never specified, allowing you to run the scenario along any roadway in the Empire by making a few adjustments. The setup is simple enough: the player characters come across a small party of religious pilgrims who have taken a vow of non-violence, leaving them defenceless against the hazards of the road. If the adventurers are out of work, looking for a few crowns, a noble cause or some excitement, they’ll find them all by signing on as the pilgrims’ guards long enough to complete their mission to reach their deity’s shrine. This scenario is inspired by horror classics such as Alien, The Thing and Invasion of the Body Snatchers. Use it to generate some cheap thrills with your group. The less the players know, and the longer they go without learning all the details, the scarier it’ll be. The player characters will come face to face with horrors of Chaos and some of the ways it infiltrates the good people of the Empire. Two tough fight scenes form bookends to the story, so your PCs should be in top form if you expect them to survive. The encounters are written for a group of three adventurers starting their second careers, to give you a rough gauge of the challenges they pose. If you’re running the game for a stronger or weaker party, adjust the number of enemy combatants. The pilgrims eventually become the PCs’ enemies, so consider adjusting their numbers to suit your group as well.
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Background – A Curse on Plattendorf: This is the unhappy tale of a small village in the Middenland, in which a trinket found by a child begins a dreadful turn of events. The villagers only thought they had avoided the scourge of Archaon’s armies in the Storm of Chaos. Episode One – Job Offer: The adventurers meet a small band of religious pilgrims, worshippers of a littleknown regional saint named Schnalle, on their way from Plattendorf to a shrine deep in the Drakwald. With them is their hired Dwarf cart-driver, Ragni Rognisson. They appeal to the adventurers’ sense of piety in order to get them to sign on as armed escorts. If that’s not enough, they offer gold. The pilgrims are just what they seem to be, but Chaos will eventually turn them against the adventurers. Episode Two – Broken Bridge: The party enters the deep forest on a remote path. The signs of Chaos are all too clear, remnants of the recent war. After some time, the group arrives at a broken bridge, and must attempt to negotiate an aging, poorly-made river ford. Episode Three – Nurglish Warband: A warband of mutants attacks the travellers as they attempt to cross the river ford. One of the mutants is the host to a foul hive of worm-like parasites. When he is struck down, one of these Worms of Nurgle finds its way to a pilgrim and burrows into his skin, unseen by the rest of the party. The mutant warband is defeated, but as the pilgrims continue on their journey, the worm is a silent stowaway, plotting the demise of them all. Episode Four – Act of Vengeance: The party camps for the night. Unable to forgive the priest for the death of the young boy in Plattendorf, one of the pilgrims murders him and sneaks away into the forest. The PCs and pilgrims discover Gregor’s body, and know that his killer is still somewhere out in the Drakwald. The party’s bonds of companionship begin to unravel. The adventurers are forced to decide if they should continue to the shrine or turn back. Episode Five – What’s In the Box?: Along the way to wherever the PCs have decided to go, Ragni loses his temper and finds out what’s in the box they’ve been carrying around for the priest. Inside is a little money, a huge book, a bittersweet letter, and an unholy pendant that is the key to the troubles. They also find the priests’ murderer – with a broken leg. As the adventurers grapple with some very tough decisions, the pilgrim infected with the Worm of Nurgle can hardly contain himself. Aftermath: Some possible outcomes and ideas for follow-up adventures are presented here. Following this section are adventure resources, including stats for NPCs and other supporting information used throughout the scenario.
Background – A Curse on Plattendorf
The tiny Middenland village known as Plattendorf is tucked away in verdant hills, consisting of little more than a few farms and a cold spring. The village’s name comes from its original settlers who believed the hills to be rich in iron ore. Their mines dug out nothing but granite, and eventually the Plattendorfers resigned themselves to subsistence farming. Thanks to its remote location, the armies of the Storm of Chaos never discovered it.
He devised a dramatic way to regain his follower’s trust. The only clergy for miles around were the Bearers of Schnalle. he saw the afflicted boy walking unharmed through a cleansing fire. In a fever dream. all but one of them chose to join him in exile. calling his worshippers to his shrine deep in the Drakwald. Believing the dream to be a literal sign – perhaps because he was not thinking clearly in the throes of his fever – Gregor leapt from his bed and raced to test his vision. His temper was so violent that he was thought to be possessed by dark spirits and devils. If he was a fraud. began to suffer from insanity. and did not sleep for a week. The cure eluded him. The people of Plattendorf believed that a curse had taken hold. and the child’s condition worsened. He fretted over what to do. he decided he would take as much as he could with him as he went into exile. Priest Gregor Hulzhoffer stepped to the task full of hope that he would find the truth. the child’s screams would forever haunt all who heard them. the son of a Plattendorf farmer. As his fever cooled and he regained his senses. Daemons or no daemons. made to look like a suicide? Gregor prayed and fasted. he promised. Where the boy found it or why he had kept it remained a mystery. Alexei was so badly burned that he would not survive the night. had been Schnalle’s will.) But the locals insisted that something be done. and set it alight. Needing no powers of foresight to see this eventuality. By the time he realized his vision had been nothing more than a dream. knowing that their faith had been shaken. made secret plans to murder him. he said. He turned to the matter of the child that had gone out of control. Upon arrival. Gregor knew his followers were dismayed at his failure and were prepared to abandon him. Everything that had happened in Plattendorf. and one distraught woman was found hanging in her home. Loudly proclaiming that the daemons would be driven away by a great flame. Gregor realized he was past the point of no return. His violent outbursts. but no witnesses would come forth. he bound Alexei to a stake in the heart of the village. The fields went untilled. as daily the pressure to cure the boy grew. Gregor’s parishioners had become guilty by association and come under pressure from the rest of the village to leave with their leader. Schnalle was standing next to him. Gregor did find a clue to Alexei’s troubles. The initiate that chose to stay behind was stoned to death by the villagers. He gathered his flock and explained that he’d had another vision. Within days he was completely deranged. In the face of powers he could not hope to control. exhausted and suffering from a cold. but his investigations into the murders were fruitless. However. But they would have to leave their homes. Truly Alexei seemed possessed. Around the same time. .But all was not right in Plattendorf in the year 2522. the faithful would see that Schnalle had a plan for them. perhaps forever. The murders went unsolved. in the form of a tiny artefact among the boy’s belongings: a pendant bearing the mark of Nurgle. Was it yet another murder. Caught between their love of home and loyalty to Priest Hulzhoffer. filthy language and refusal to do as told convinced Gregor that he had become a host to wicked daemons. too few and too frightened of the priest to oust him directly. plagued by dementia and fits of rage. The message was clear: the Bearers of Schnalle would never be welcome back in Plattendorf. two farmers were found slain in their fields. The other villagers. Some families had been shattered by the curse on their village and few would venture out of their homes. (See the description of the Bearers of Schnalle in the resources section. Gregor packed his valuables into a wooden chest and locked it securely. Alexei Foller. who admittedly had no experience conducting investigations or exorcisms. to find out what it was. the priest finally slept.
He is Gregor Hulzhoffer. followed by their lumbering cart and cart-driver. Behind these unwashed pilgrims plods a single aging horse pulling a cart held together with wire. Priest of the cult known as the Bearers of Schnalle. the wandering pilgrims met Ragni Rognisson in his makeshift cart. the pilgrims will be passing through. the fools did. perhaps stocking up on travel supplies. Ragni knows that the pilgrims will trust their gods to protect them. The Dwarf spots the adventurers right away. ‘So you see. Episode One – Job Offer Starting the adventure should be straightforward. we’re a fat ripe target for thieves. If the PCs are interested in hearing the offer. a beer merchant by trade. By his estimation there’s enough gold in the Schnallites’ ‘money’ chest for a Dwarf to retire on. Their blue-grey robes are worn and falling to pieces. Interpreting Ragni’s generosity as a blessing from Schnalle. Though some of them spoke the words reluctantly. Alarmed by their foolishness. and another ten when we reach some shrine what’s out there. Behind him stumble half a dozen wailing initiates. ringing their bells and chimes so loudly that the PCs can’t help but notice them. He clutches a tome in one hand. decided it would be worth his while to take some of the burden off their backs. and they seem to possess little else. Shouldn’t take you too far out of your way. as he explains: ‘It’s a terrible lot. They believe it so much they took a vow of pacifism. He. forced as I am to turn my cart into the lowest form of transport for a ragged gang of smelly. brainless stargazers. The six pilgrims rattle and clang as they go. and that’s exactly what he intends to achieve. and we’re heading out on a road not oft travelled. He’s certainly not a member of the clergy. considering the dangerous lands they were passing through. and they’re willing to give you each three crowns for signing on. having nothing better to do and seeing the chest they were carrying. taking long strides. If the PCs are standing around looking for work in town. Easy money. With an air of command he points directly at them. In the wake of the Storm of Chaos kegs of brew have become exceedingly scarce. they all complied. Driving the cart is a dour faced Dwarf in plain clothes. judging from the looks of him. he’s getting . a cap pulled low over his road weary eyes. As such. and nothing will harm them on their pilgrimage. a trust he doesn’t share. They may not look wealthy in those rags. I’ve already talked it over with the pilgrims here.A few miles outside of the village. don’t you think?’ Haggling for fair wages may be all that stands between your PCs and acceptance of the job. At the head of the procession is the eldest and apparent leader: a stout man with a bushy black beard. They say their journey is blessed. But I’ll let you in on a secret. If the PCs are travelling along any pathway in the vast Drakwald. another test of their faith. the cart driver will call them over for a closer view. Gregor then and there made his people swear an oath of pacifism. and nobody’d pick on a convoy that big and well-protected. and calls out in a gruff voice asking if they’d like to earn a few marks. but this cart’s loaded over with tents and blankets to try to fool you into thinking they don’t have a chest full of gold hidden underneath. He just needs the right opportunity to get away unseen. Ragni has kept an eye out for mercenaries or anyone else willing to carry a sword in their defence. He’ll introduce himself as Ragni Rognisson. they will find themselves catching up to a small band of pilgrims.
but speaks a little too loudly. They hate us back home. with a beard a Dwarf would envy if it weren’t so filthy. Wilhelm believes himself to be Gregor’s prodigy.desperate and is willing to throw in a few gold crowns of his own in order to hire the adventurers. Any time the pilgrims are around and awake. He is tall and lanky. To make the most of the scenario. such as digging the latrine for their camp or finding firewood. If the PC succeeds. 3. He has loose lips. Characters familiar with the Drakwald and Middenland should get a +10 bonus for this test. their chosen deity. he didn’t know it would kill him. Gregor makes a rough estimate of three days from this point. He’s a bear of man. This small but devout group of worshippers has survived many miles with the gods’ blessings. Gossip: 1. 2. to end the murders and possessions that have plagued our people. 18 years old. Let one of the PCs make an Opposed Haggle skill test with Ragni. but the adventurers may be allowed a Routine (+10) Navigation or Challenging (-10) Common Knowledge (the Empire) skill test for a more exacting estimate. and he never stops preaching. around 40 years old. The Bearers of Schnalle have complete faith in their lord. 2. a couple of Easy (+20) Gossip tests should be used when chatting with any of the pilgrims or Ragni. The shrine itself is not well known and its location is out of the way. a subcult of Ulric. We intend to pray at the shrine to lift the curses that lay upon our village. the Dwarf can be negotiated into paying as much as 5 gc per adventurer now. Gossip: 1. but Challenging (-10) for Ragni. The Priest has grown tired of his fawning. you may want to prod the PCs by mentioning the lack of work around town. shaven-headed. a Very Easy (+30) Gossip skill test will give the adventurers all of the following information: these pilgrims are Bearers of Schnalle. This test will be Easy (+20) for the adventurer. always seeking his favour. for he has summoned us in dreams and portents. Wilhelm Dresch: A wiry. and gives him the toughest jobs. Schnalle has blessed me! I see as the Priest does. the pilgrims preach their beliefs to anyone who will listen. nothing shall harm us as long as our faith in him is true. None of the pilgrims can say with certainty how long it will take to reach the shrine. 3. with an overgrown beard. and how everyone’s wondering where they’ll find their next job. fallen champion of the Middenland. it should require at least two days for the party to reach the shrine on foot. the adventurers should begin discover the relationships between the pilgrims. recalling his first journey there as a young man. Safety in numbers and some extra coins ought to be too good to pass up. as their chief deity is the same. (Any PCs with a devotion to Ulric should feel compelled to help these pilgrims. If the offer still seems too low. It should seem like easy money to simply share the road for a couple of days. I don’t think they ought to have told us we couldn’t never go back. His devotion to Schnalle is complete. but the road ahead is notorious – and to go ahead without armed escort is suicide. Whatever the distance you decide on. It could be a long time before another opportunity like this comes around. they should be heading in the same direction. As the first leg of the trip won’t give them much to do other than walk and talk.) They’re undertaking a pilgrimage to the shrine of Huld Schnallmann. While Ragni talks with the adventurers and gives them their advance payment. as of course there may be unforeseen delays. Gregor Hulzhoffer: The Priest of Schnalle. with extra degrees of success giving more information. When Hulzhoff’ burned that boy. who seems to have forgotten his own muscles over years of academic research. so we’re going to live at the shrine. Manfred Bergmann: A dull-witted man of around 25 years. We travel to the shrine of Schnalle. He was just trying to get that daemon out of him. dead these thirteen long centuries. and another 15 gc each when they reach the shrine. If the PCs are in transit when they meet the pilgrims. The journey begins as soon as the PCs agree to join and gather their trappings. Gossip: 1. .
but he has gone mad from his visions. I believe in Schnalle. but I believe that once we reach the shrine our prayers will surely be answered. 3. Gossip: 1. as he’s the one responsible for all of their troubles and knowing that Kastor’s fragile state could unsettle the entire group. I miss my family. his soul be free again. He’s desperately homesick. Gregor. Hanna’s mother kept her child a secret to prevent a scandal. though he doesn’t know it. and my family. We could have defended ourselves. 2. but a Dwarf never forgets how. she has a calm and rational demeanour. I had the same dream! 3. ale. He’s not interested in talking about them. 2. Hulzhoffer may be a good man. Ragni Rognisson: In his pitch to get the PCs to sign on as guards. cider. for he was just a man. It was Kastor’s younger brother who Gregor exorcised with fatal results. They’re not just travelling to the shrine to pay their respects – they’ve got no other place to go. but will gladly make himself and his usual vocation the objects of discussion. and meant no harm to him. He believes in Schnalle even more than Gregor does. 3. 2. I tell you we are all blessed. Ulrike Neumeier: A stocky woman around 25 years old. The PCs should be able to assemble a clearer picture through these exchanges. making him quiet and distracted. I believe in thee! 2. He’s not as approachable as the others. The pilgrims come from a village that has suffered from unexplained murders and spirit possessions. in case of trouble. Gossip: 1. I hate that he has made us take a vow of pacifism. the possession. Though it killed him. I saw Schnalle in my dream as clear as day. but has started to lose confidence in her father and their mission. They blame us for the curses on the town – the murders. I want to fight! 3. now that her mother has died. Priest Hulzhoffer’s visions are always right. who sometimes has visions. and sometimes speaks badly of the Priest in hushed tones. They’ll never let us go back. Joachim Melcher: A skinny young man barely 17 years old. . with an angry face. But Schnalle cannot see all things. Hulzhoffer didn’t mean to kill Alexei. 3. Hulzhoffer had a dream that sent on this journey. all the time. The Bearers of Schnalle were forced out of their village. There’s hardly a beer. 2. But I miss Alexei. Gregor shields him as much as possible. I don’t understand Hulzhoffer’s decisions sometimes. She is Gregor’s illegitimate daughter.Our purpose is true. after he killed my brother. The Bearers of Schnalle are the only family I have. I’ve been keeping a mace in the cart. and Imperial soldiers helped themselves to any alcohol they could find on their campaigns. They don’t understand how I can support my Priest. killing a possessed child. Gossip: 1. I know that he id it in faith. 2. lager or mead brewed between Altorf and Middenheim that I haven’t sold. Gossip: 1. Seems there’s more mutants than soldiers in these forests now. She believes in her order. but I mean no offence to you. but it’s been dry for months. the Dwarf cart-driver has already revealed as much as he knows about the pilgrims. Gossip: 1. More than any of the other pilgrims. Only Schnalle can protect us. She has a wide-eyed fervour for Schnalle. He ripped a daemon from the soul of that little boy. and parrots anything Gregor says. Now we’ll never be able to go home. Glory to Schnalle! Hail him who shall deliver us! Hulzhoffer. Even my own family thinks I’ve done wrong. took it upon himself to perform an exorcism. I declare. it was the daemon that possessed him that did it. and our mission cannot fail! Kastor Foller: Around 20 years old with a ruff of unwashed hair. and he’s grieving for his ruined family and uncertain future. 3. Hanna Haupf: 25 years old with red hair and freckles. The Storm of Chaos ruined harvests. I want to go home. Our vow of pacifism has burdened us. Haven’t had to use it for years. so the PCs will need to make an Average (+0) Gossip test to get much out of him. Hanna has joined the Bearers of Schnalle to be close to her father.
and not announcing the results. another souvenir from the Storm of . the only noteworthy discovery could be a halfburned banner displaying the symbols of a Chaos army. would be appropriate to build some suspense at this point. and the day is no longer young. Any character that has ever been a Bone-Picker may make this as a Routine (+10) Search skill test. creating an eternal twilight gloom. The stain of Chaos is evidenced by piles of bones. a serviceable shield or piece of armour. It takes two hands to carry the chest. To add some bite to this part of the adventure. pack of hungry wolves or even a Goblin skirmishing band. Regardless of what’s found in the mounds. Episode Two – Broken Bridge As happy as they are to stand around and profess the virtues of the sainted Herr Schnalle. It’s a sturdy wooden box (175 Enc on its own) with a heavy lock. you can easily develop an encounter with a foraging bear. answered only by the calls of ravens and wolves. The bridge is smashed to rubble.Ragni is above all concerned with the wooden chest the pilgrims have loaded onto his cart. Gregor threw away the key before leaving Plattendorf. there may come a time when it will become important to see what’s inside. Though there is nothing of real value in the reeking piles of charred wood and mould. a successful search could turn up an unbroken sword or hammer. rocky creek. Anyone who takes the time to dig through one of these battle-mounds looking for valuables should make a Challenging (-10) Search skill test. Ahead lays a bridge over a fast-flowing. Some of the victims appear to be Imperial soldiers. the sounds of rushing water reach their ears. A Routine (+10) Common Knowledge (the Empire) or Very Easy (+30) Academic Knowledge (Daemonology) test will determine that it is the heraldry used by the followers of Nurgle. so there should be few opportunities for the PCs to get their hands on it during the early parts of the scenario. Whatever survives in its wilderness must be hardy and relentless. Strange noises and barely-seen movements will taunt them. The Drakwald is dreary and overgrown. For this leg of the journey. From its weight (250 Encumbrance) he assumes that it’s full of gold or religious amulets made of precious metals. echoing out into the forbidding wilds. These foul pyres mark the miles as the pilgrims chant their blessings and ring their chimes. let the forest itself antagonize the adventurers. the Plague God of Chaos. requiring a Hard (-20) Strength test or an Average (+0) Pick Locks skill test. so that the lock can only be opened by breaking it using a hammer or some such. Gregor and Ragni guard the chest diligently. and others are clearly the twisted shapes of Archaon’s minions. As the party marches on into the afternoon. The pilgrims have no interest in weapons or wealth and may resent the adventurer who holds up their progress while looting. as they can expect to pass through endless forested hills and might as well get used to it. only to be revealed as a scrounging elk or fox. shattered weapons and torn banners that are sometimes found along the path as it winds through the forest. searching them is filthy work. If you feel the adventurers are well-equipped to begin with. Visibility is poor since little sunlight penetrates to the ground. much less try to break it open. the pilgrims are eager to get to their destination. using the stats from the WFRP rulebook. The exact geography ahead of them need not be described in any detail. Calling for a couple of Willpower or Perception rolls from the PCs. As the adventure unfolds.
they cast off their allegiances to Sigmar and embraced Nurgle. an Average (+0) Swim skill test is required each round to avoid injury as they’re jabbed by a sharp stone. If the adventurers have thought to tie ropes around their waists forming a chain while fording the river. And so they have. The river is littered with boulders. Pieces of the bridge’s stonework and logs from the forest were laid out along the river bottom. and use the result as a guideline for their overall success or failure. If you’re willing to deal with the level of complication this could bring to the episode. This temporary bridge is about three feet under the water. Just below and to one side of the bridge is a crude ford. or roll once for the entire group. . their only source of wealth and the target of the heist he’s planning. Characters move at half rate while crossing. foul gods such as Nurgle. If Ragni’s cart-horse is spooked while crossing the ford. twist an ankle or choke on water when plunged into an unexpected deep.Chaos. On a failed roll. and a layer of gravel poured over the entire thing to fill in the gaps. just when they are feeling vulnerable. it’s important to note where all of the characters are during this risky crossing. use one quarter of the standard movement rate. because no matter how the pilgrims fare. and some time ago. For each round using the Move action to get across the ford. The river generally isn’t deep enough to drown in unless a character is held underwater. Gregor and Ragni will do everything possible to retrieve the chest. as the gravel paving is loose and the current is swift. However. characters must succeed at a Challenging (-10) Agility test instead to stay on their feet. they take 1 Wound and move 1d10 yards downstream. assume Ragni keeps control of the horse and cart. the horse must make a Routine (+10) Willpower test to keep from panicking when crossing the ford. Foamy pools and treacherous-looking rapids await anyone swept away by the current. survivors on battlefields overrun by their foes. This could prove disastrous for Ragni’s plans. If you want your PCs to have the easiest time of things. Rolling for each pilgrim’s Agility each turn to cross the ford shouldn’t be what this encounter is about. slipping off the fort and taking the cart – and Ragni – with it. a warband of Chaos mutants launches a raid. and looks as though it was built quickly. including jumping in after it. no doubt. Take care when handling large numbers of NPCs such as the pilgrims or the mutants from the next episode. But once they’re in the drink. or suffer the same fate and 1 Wound as well. the horse will attempt to run. Crossing the ford requires care. Episode Three – Nurglish Warband The Chaos warrior Von Krumeln and the four other mutants that comprise his war party were once Imperial soldiers. in whose eyes their failures might be redeemed. Halve the standard swimming rates when moving through the river – that is. pedestrians must succeed at a Very Easy (+30) Agility test or be swept off their feet and carried 1d10 yards downstream. they should receive a +20 bonus to these tests as long as one of their neighbours on the chain is still on their feet. it is swift-moving and full of jagged rocks. For some situations. Some of them awoke to find themselves alone. it will be simpler to narrate the action. It’s roughly two yards wide and appears to span the ten yards to the other side. The Storm of Chaos wrought terrible dreams in those too weak to resist the allure of the Ruinous Powers. plunging it into the river. Each time a character fails a Swim skill test in this way. Seeing the strength in their enemies. If charging or running while on the ford. since the cart contains Gregor’s ‘money’ chest. and while it’s not particularly wide or deep. it may send the entire vehicle over the edge.
Where two normal eyes would be. You may allow the adventurers a Very Hard (-30) Perception skill test to spot the archers as they stand and take aim. which is Long Range (-20 Ballistic Skill) for their crossbows. Bloody Lizbet: The only female in the party. as he can comprehend only the simplest of commands. Gutswag is wrapped in rough black fabric spotted with colourful mosses. this PC may take act during the first round of combat. As soon as the surviving mutants detect their inevitable defeat in battle.Von Krumeln: Once a sergeant in Karl Franz’s army. the remnants of an Imperial soldier’s uniform. He’s covered in oozing sores that run with green and yellow pus and make him stink to heaven. All others are surprised. Ernst von Krumeln has abandoned all love for the Empire. Yet he thrills at any chance to spoil flesh for Nurgle. She wears a moth-eaten patchwork gown. and by far the most aggressive and bloodthirsty. Though these mutants will fight as a coordinated unit. each is loyal ultimately to the Lord of Decay. thinking nothing of his own discomfort. blood-stained and crawling with lice. This bony axe-shaped appendage is the only weapon Gutswag needs when charging into a fight: a true ‘hand weapon. Von Krumeln will fight to the death. Nurgle has blessed her with a scaly spiked tail that she wields as a weapon. with sinewy arms and a black-toothed scowl on her face. His Movement is 5. This mutation prevents Gutswag from using two-handed weapons. lichens and moulds. His Ballistic Skill and Intelligence are half that of the other mutants and his mind is so weak that he doesn’t even understand the operation of a crossbow. treat it exactly like a hand weapon except that it may not be disarmed or damaged if using the optional weapon breakage rules from the Old World Armoury. Hakfoot: This mutant possesses the cloven feet associated with Beastmen. Her emaciated form is greenish and sickly. Their shots are made at a distance of around 25 yards. and in return has been warped into a grotesque figure. None of them would hesitate to betray their fellows in order to elevate themselves in Nurgle’s ranks. The fingers of his right hand have been fused together and flattened. Patches of bristly red fur poke through the holes of his tattered blue-and-white checked garb. several bolts. The other former soldiers he’s gathered around him are no less craven. His mind seems to have shrivelled. and have the Pummelling quality. Hogzy: This wretched creature has a single huge insect-eye in the centre of its forehead. Attacks with her tail inflict SB Damage. Skulls and severed hands hang on his belt as battle trophies. A successful roll will mean that the character has detected one or more of the mutants preparing to fire their crossbows. As such he fights using a heavy club and only makes All-Out Attacks. His coat of mail glistens with a putrid sludge. and a battered sword. but he has no trappings to speak of. The shirt and trousers are ripped. He’s equipped with a crossbow. He has no other trappings. they will attempt to flee and scatter into the forest. then sharpened to a keen edge. His bestial legs allow him to move faster than the other mutants. Gutswag: Arguably the second in command of the small war party. The raid begins with a volley of crossbow fire from the mutants Bloody Lizbet and Hakfoot.’ In combat. firing from behind a line of shrubs across the river from where the PCs begin to cross. and his horribly misshapen face appears to be in the process of elongating into that of a goat. Hogzy instead has a pair of pits that drool pink liquid and attract flies. its bright colours and playful patterns scarcely visible under grime and filth. He has embraced the dark power Nurgle in his heart. . but the others will reconsider if they see three or more of their kind fall. the metal rings chafing against the open boils and pustules of his decaying flesh. Her only trappings are a crossbow and several bolts.
burrow out of their host’s body in a nauseating mass. Von Krumeln. If so. While most of the worms are swept down the river with the current. Joachim regains his composure. If Joachim is dead by this point. . a foul hive of worm-like parasites. at least one unlucky pilgrim will become a host for one of Nurgle’s Worms. content to linger within the mutant’s body as long as he was alive. If using miniatures. warm homes. going after the biggest challenges first.) These worms feed on living tissue. these two ambushers will take up melee weapons instead and enter the fray. or even make a charge of their own. but you shouldn’t let them know this. place the fireball template on Von Krumeln. convinced he’s just been nibbled by a fish. The pilgrims are absolutely committed to non-violence. placing the wide end of the cone directly downriver from him. Unfortunately for Joachim Melcher. however. They’ll move directly toward the adventurers and engage them in hand-to-hand combat. The mutants’ approach may give the adventurers enough time to prepare a defence. while the Dwarf does his best to control the horse. seeking out new. Gutswag and Hogzy will spring from their hiding spot. However you decide to handle this gory scene. and their sheer numbers will make it impossible to kill them all. leaving all of the fighting to the PCs. Inevitably. chewing their way out – their last meals for a while perhaps. he’ll step in with an old mace. releasing the Nurglish Worms. They should have only a handful of crossbow bolts each: roll 1d10 to determine the quantity. The pilgrims will try to take cover behind Ragni’s cart. if you like. They’re smart enough not to risk a spill by charging or running across the ford. Once exposed. especially if they have to walk across the ford. If Ragni hasn’t been thrown into the river and the PCs are faring badly against the mutants. As he falls. the worm finds him through the water and crawls up his clothes unseen and unfelt. since it will trigger one of villains of the scenario.As the mutants open fire with their crossbows. It’s important that the PCs kill Von Krumeln in this battle. one or more of these worms will locate a pilgrim’s sandal or the hem of a robe. The PCs are protected by Fate. dividing and multiplying over months or even years until the host is completely riddled with them. making them immune to infestation. except for Hogzy. After a moment of panic. Bloody Lizbet and Hakfoot will keep firing crossbows from their position until they risk hitting their own or run out of ammunition. who’s not too bright. The mutants will usually attack the toughest-looking opponent they can reach. (Complete details for these monsters can be found in the resources section. causing him to shout once but attracting no attention in the commotion of battle. Rows of tiny legs allow them to move quickly. some of them will manage to cling to the ford. Suddenly it drills into his flesh. they are vulnerable as they blindly crawl toward the nearest source of meat. disgusting and dangerous agents of Chaos. Any characters within the cone have a 60% chance of being infested. the worms will evacuate the body. As if on cue. These are Nurglish worms. simply choose another pilgrim to be the worm’s victim. return fire with any missile weapons they may have. When using their crossbows is no longer viable. It’s likely that Von Krumeln will be on the river ford or otherwise in the water when he is slain. It will take a couple of rounds for them to reach the adventurers. Von Krumeln fights hardest of all – and to the death. characters downstream of him may be most likely to become infested with the worms.
most of them are beginning to blame Gregor for dragging them into danger. as do Kastor Foller and Hanna Haupf. the Ulrike Neumeier prepares a large pot of gritty. Once the tents are set up and a campfire made. but the pilgrims will share what they have. A sack of barley. The initiates are feeling bitter toward each other and angry at their predicament. Around 9:00 PM they sombrely climb into their tents. or if their watch is more than a couple of hours at a stretch. ‘Schnalle . their most insidious agent of Chaos remains with the pilgrims. are expected to have someone standing watch throughout the night. Ever hungry for flesh and power. With the bloody images of battle fresh in their minds. Episode Four – Act of Vengeance After the battle. The pilgrims are almost silent during supper. a few misshapen vegetables and a sprig of seasoning herbs is the extent of their food supply. flavourless. wakes and watches him closely as he pokes around in the cart. The pilgrims waste no time in trying to treat wounded characters. The adventurers are expected to provide their own food and bedding. the possibility of another attack should weigh heavily on the travellers’ minds. and spend the rest of the evening praying quietly. Use the following approximate timetable throughout the night: 11:00 PM: Gregor leaves his tent to check on the cart and the money chest. it’s no better or worse than what they’re used to. Gregor is grim-faced and undeterred. Gregor insists that they march until sundown. But even as the Nurgle warband is defeated. near the fire. and are soon asleep. Ragni sleeps in a bedroll next to the cart. Feel free to adjust this modifier for the worse if a PC on watch has had a rough time of things during the day. they could some important happenings. it waits and prepares to form a warband of its own from them. If the PCs take turns. in their role as guards. The adventurers. especially if one of them can cook. the party may press on for a few more miles before darkness forces them to camp for the night. staying awake while on watch requires a Very Easy (+30) Willpower test. curled in his bedroll next to the cart.The battle continues until the mutants are killed or routed. Any PC who watches Ulrike closely during the meal preparation will see that she dumps a handful of earth directly into the pot. The cart contains firewood and four crudely-constructed two-person tents for the pilgrims. Though none of them say so. The adventurers may see the wisdom in making their own meals. Gregor will explain. The camaraderie between the pilgrims begins to erode. If any of the mutants from the Nurglish warband have survived the battle. The pilgrims devour the stuff with few complaints. If a PC falls asleep while they’re supposed to be keeping a lookout. lumpy gruel. such as exerting a great deal during the river fording or battle. stirring it into the mix. with one of them staying awake while the others sleep. as several events should occur according to schedule. His first order is to fish anyone out of the water and get them across the river. This may include the cart. Gregor stays on task. Ragni. horse and Ragni if things have gone especially afoul. so as soon as the party is bandaged up and ready to travel again. There are still a couple of hours of daylight. Keep a note of which PCs are supposed to be on watch during the night. Gregor possesses the Heal skill.
If the pilgrims are still sleeping when the rain begins to fall. The only indication that something is amiss may come when the character on watch realizes the pilgrim hasn’t returned from the latrine after a half hour. It is an act of vengeance against the Priest. She returns in five minutes. He returns in ten minutes. What happens next could depend on many factors. Perception skill (player character on watch). and they will whisper to one another in their tents until the wolves’ cries trail off. Kastor has laid awake all night with a heart full of despair and rage.’ He appears nervous and hurried. His path goes deeper into the forest than any character should feel comfortable with at night. If the PC decides to check Kastor’s tent. it’s a chilly night. driving a knife into his throat and smothering him with a blanket. or that no one will think to check his tent until morning. Extra degrees of success on the PC’s Perception skill test may allow them to notice that Kastor’s hands are in his pockets – however. he’ll take one glance back toward camp to be sure he isn’t being followed. Most of the pilgrims will be awakened by this. they’ll slowly drag themselves from . Foul weather is merely another element you can use to create the proper atmosphere and suspense. When he reaches it. 4:00 AM: Kastor tries to sneak out of his tent unnoticed. 3:15 AM: Joachim leaves his tent to use the latrine. if you like. howls for ten minutes before fading away. If he’s in the clear. put a Beastman or two in their path to ensure Kastor’s escape. 3:00 AM: Kastor silently murders Gregor in his sleep. but I don’t sleep well unless I know everything’s secure. Gregor unwittingly killed Kastor’s younger brother Alexei while attempting to exorcise him. maybe a mile to the south. I really need to go!’ Pushing past the guard. The dawn is hidden behind thick clouds and sheets of rain.’ After a minute. Unable to forgive him. Chill winds blow in from the north. moaning through the branches of the trees. Everything will be soaked in short order. he’ll suddenly break into a sprint. or an Average (-10) one if the tracker has Night Vision. Tracking him requires a Hard (-20) Follow Trail skill test. These are the tendrils of Nurgle. he’ll try to bluff with the usual excuse: ‘Latrine. and he’s wiped them clean enough to pass a cursory examination under torchlight. Kastor’s greatest fear now is that the gods will never forgive him. Kastor should be able to vanish into the night easily. If he goes unseen. It’s possible that no one will witness Kastor leaving his tent. coming to grips with what he’s done and contemplating his next move. Kastor will make his way toward the latrine. If he’s heard or spotted while trying to sneak. he must make an Opposed Test of Silent Move (for Kastor. if appropriate for the season). and that he’ll be lynched if he’s discovered. 1:30 AM: Hanna leaves her tent to use the latrine. This will lead to the events in Episode Five. but there are no other disturbances for the rest of the night. he’ll sneak off through the forest and probably never be seen again. winding ever tighter around the adventurers. plunging into the forest. Midnight: A pack of wolves. and returns to his tent. they will find Gregor’s body. 6:30 AM: It begins to rain (or snow. Unless one of the PCs has followed him very closely. He finally snaps. he seems to be satisfied with the state of things in the cart. as one might expect of a man in need of relief. Kastor weeps quietly for the next hour. adding to the misery of this morning. Kastor will whisper urgently: ‘Bad gruel. using half his Agility rating) vs. motivated purely by grief.watches everything. Without the Silent Move skill. If any of this leads the PC to suspicion or a discussion. If any adventurer continues to pursue Kastor and stands a fair chance of catching him.
The PCs should naturally begin to suspect everyone of being infected by the mutant’s worms. ‘What if those weren’t wolves we heard howling last night? They could have been Beastmen!’ If none of the PCs has thought about it yet. Ulrike will be particularly uncomfortable with an inspection. Although she has nothing to hide. and made him kill Hulzhoffer? What if Kastor’s not the only one… affected?’ Of course. they should be misleading. Episode Five – What’s In the Box? In spite of the murder and the mistrust.’ Some of them even believe that he has been somehow corrupted by their encounter with the mutant warband and is in league with them. If it isn’t obvious. Joachim will offer a more sinister explanation. leaving the others to trust Hanna’s appraisal. as she’s embarrassed about her figure and would rather not be ogled or ridiculed by the males in the group. rapid-fire fashion: ‘What about those worms that came out of that mutant? He was crawling with them. and his missing tent-mate is evidence enough of how the murder occurred and who’s to blame. Better still. Hanna. She believes rightly that Kastor sought vengeance for his younger brother who died while under the priest’s care. If the adventurers check themselves and the pilgrims for physical signs such as entry wounds. the results should be inconclusive. she won’t reveal the nature of her relationship to Gregor. it should not involve life-or-death choices or preordained results. but it’s not quite time for that yet. . conspicuously unattended. she grabs anything she can use as a weapon or asks one of the PCs for one of their spares. In fact the only way to reveal the infested character is to kill them. Since everyone will be subjected to the test. will even offer to explain Kastor’s motivation if the PC’s ask. If the PCs come up with a test to try to determine if anyone is infested with the Worms of Nurgle. As they pack up. Though saddened by her father’s death.their tents and break camp. Hanna will attempt to take charge of the Schnallites. or that he may be venturing ahead to the shrine. but no clear answers or evidence. leaving a small slit that easily passes for a minor self-inflicted cut. sowing the seeds for greater treachery later on. Joachim’s worm-hole has closed up neatly. The remaining pilgrims will be shocked and horrified by the killing. The wound to Gregor’s neck is obvious. this is Joachim’s way of spreading distrust among the group. they’ll have a number of nicks and scrapes to look over. a head count will reveal that Kastor is missing. She also seems confident that Kastor is no longer a threat. who seems to be taking the news very well. Someone will then find the terrible scene inside. one tent stands untouched. Most of the pilgrims should express their fears that Kastor is waiting for them out in the forest. Who knows what those things can do? Maybe one of them got into Kastor. Leading by example. The inspection should end with growing suspicions of Ulrike and Hanna. ‘We could be walking right into an ambush. speaking in a somewhat paranoid. Each of the pilgrims bears at least a few small wounds from the normal wear and tear of living and travelling outdoors. but has no idea what his plans may be at this point. This episode begins with the discovery of Priest Hulzhoffer’s body. she will refuse to let anyone look her over except Hanna. She makes it clear that the vow of pacifism she took for Gregor has expired with him. The other pilgrims see the wisdom in this and do likewise.
Two of the hoops contain ruby-coloured glass insets. and the entire thing falls to pieces. She begins to walk down the forest path in the direction of the shrine. If the PCs choose to continue on toward the shrine. so I’m damn well gonna collect my due. If the PCs searched the mounds of debris in Episode Two. Manfred explains in his simple way. Manfred and Ulrike will concede rather than go back with only themselves. you might apply an additional -10 to the test difficulty of all river-fording tasks. A small metal loop on one end of the trinket is broken. Anyone who questions him will get at least an earful in return. wrapped in burlap: The small pendant. Ragni’s cart will get hopelessly stuck when his horse panics before stepping into a puddle. They’re only too aware that Gregor was only member of their party who had ever been to the shrine before. but we like the idea that it is made in part of warpstone refined in the bowels of a Great Unclean One. That leaves the adventurers to decide the direction the group will travel in. the mutants. that’s where they’ll go. since all of the important encounters for this scenario may be set along either course. Hanna will be the first to suggest that the party pack up their belongings and trudge on through the rain. hardly bigger than a gold crown. If the adventure began in a town or village other than Plattendorf. since he figures his chances of getting into that wooden chest will be better with urban distractions. For obvious reasons. consists of three silver hoops in a triangular arrangement. they may recognize this symbol from a burned banner as being that of Nurgle. blankets and other items that spill out of the cart. but they’ll stay with the group. devout as ever. Ragni takes the mace from his belt and begins bashing the lock on Gregor’s wooden chest. Kastor. Just want to go home. no one is willing to split from the party. Both wheels on the cart break in thick mud. Its origin is left to you. Turning around means traversing the river ford again. their guide and mentor. This shouldn’t be a problem. Inside the chest are the following items: A metal trinket bearing the symbol of Nurgle. as either path presents opportunities as well as unknown dangers. Wilhelm steps in line behind her. too fearful of the road ahead without Gregor. they moved so . waiting for the right opportunity to execute their schemes.’ ‘They’ could mean any or all of the dangers they’re facing: the people of Plattendorf. To play up the severity of the weather. Whatever the PCs decide. I’ve had enough of this groaning! The old priest told me my payment was in this box. but mercifully this time there’s no ambush. They stop when they realize they’re not being followed. that’s where Manfred and Ulrike will want to go. but the third gem is missing. which is now lying in the mud.Resolved to completing their mission. Likewise. wiping snot from his nose: ‘Don’t care if they kill us. and whoever might be infested with a Worm of Nurgle. The silver is tarnished and bears a patina of scratches. ‘Grungni take you all. Joachim and Ragni are neutral. The group will have to share the burden of tents. Ragni will definitely want to do this. Manfred and Ulrike resist. I’ve taken things as far as I’m going to take them. Hanna and Wilhelm will protest and complain to no end about the others’ abandonment of faith if they head back the way they came. Furious at his misfortune.’ Ragni will be extremely disappointed. No matter which direction they travel. As Archaon’s armies invaded the Empire during the Storm of Chaos. The river may be even more treacherous with the heavy downpour. It has the look of something that’s been lying in the mud for years. as it had certainly once been hanging as a pendant on a chain. by noon the dirt path will turn into a muddy track. They’re both going along for the ride at this point. Manfred and Ulrike seem intent on going back to Plattendorf.
This was the treasury for the tiny Schnallite temple in Plattendorf and Gregor’s life savings. hidden away as it is in the hills. The letter is written in a shaky hand. and he’s in tremendous pain. But like Gregor they should understand that throwing it away can be just as dangerous as carrying it around. A leather purse: Contains 33 pennies. but only just. Ragni simply negotiated the contract. . If the PCs feel entitled to any of the money. He tripped in his haste. For each week that a character carries it on their person or has been spending a great deal of time within a couple of yards of it. the pilgrims and the adventurers. Sometime during the afternoon. If so. a quality that may endear him to the adventurers after all. not him. However. On a failure. He sulks for the rest of the scenario. informing ‘G’ (presumably Gregor) that he is ‘now a father to a precious daughter. A tome of Schnallite scripture: This huge illuminated book is bound in leather and festooned with dozens of colourful ribbons marking Gregor’s best-loved passages. as long as any of the pilgrims of Schnalle are alive. The other pilgrims are unanimous in their sentiments: he should be put to death for his crime. The boy could have found it while wandering the hills near his home village. A folded piece of aged and yellowed paper): This letter is folded and stuck in the middle of the Schnallite scripture book. the pilgrims are responsible for coming up with the rest of the adventurer’s promised payment. they will assert their ownership over it. and twice as much to an Ulrican librarian. It may be that Gregor found this amulet among Alexei’s belongings and recognized its dark symbol. Ragni will even act as executioner if offered a few shillings.’ The letter is brief and mentions nothing specific.’ It is signed simply ‘E. Ragni will restate the conditions of the contract: payment in full upon reaching the shrine. Gregor had just enough strength of will to resist its effects.’ This letter is Gregor’s most valued possession. He begs to be forgiven. Or maybe it had already begin to take a hold on him. other than a promise to conceal her ‘so that your work may continue. It would easily fetch 200 gc from a book collector. His left ankle is broken and swollen. they should be smart enough to get rid of it right away. the character receives 1 Insanity Point. He couldn’t simply leave it somewhere where others might find it and be corrupted. Gregor couldn’t decide how to destroy it. left for young Alexei to discover in the soil quite innocently a few months later. He might have felt the only way to lift the curse on Plattendorf and destroy the artefact was to bring it to the shrine. One warband passed within miles of the village without detecting it. Ragni takes the purse. The title is Vox Schnalle. and 17 gold crowns. make an Easy (+10) Willpower test. This book alone has an Encumbrance value of 75. and now finds himself at the mercy of those he’s wronged. insulated by the scripture book. which was between Gregor. the pendant slipped from a Nurglish warrior’s neck. The text is written entirely in the Classical tongue. How this scene plays out may not depend entirely on the adventurers and their dispositions toward Kastor.quickly that Plattendorf was missed. with the rain showing no sign of letting up. and it should be hard not to feel some sympathy for him. but itches for a chance to use his mace on anything that deserves it. unlike poor Alexei did not. As he sees it. and that’s why he couldn’t part with it? If the cursed pendant ever ends up in the PCs’ hands. He’s no longer pretending to be anything but an opportunist. the party should find Kastor Foller lying at the side of the path. As they rode past. 20 shillings. so that even if the chest is immersed in water (see Episodes Two and Three) there’s a good chance that this letter will survive.
The PCs might set up night-watches again. fighting to the death. but releases them instead. The worms themselves are relatively harmless. Drearily. send a worm after them. can be used to carry Kastor if the party decides to spare him or arrest him for a trial. You should rely on your own sense of pacing and your players’ reactions to this final battle. and Ragni is not much tougher. Ragni’s cart horse. clinging to branches overhead. to keep them at bay. You may want to choose a PC at random and describe how one of the worms has crawled onto his clothes. Sharing his tent is Wilhelm. To maintain a tense and exciting feel to this battle. Or. The worms will recoil from fire. so frequently mention how they slide and wriggle beneath the PCs’ feet. Ragni will. Ulrike and Ragni. any time the PCs have a moment to catch their breath. this fight should end with the adventurers defeating the worm-infested pilgrims and . where they scatter. Each pilgrim that becomes a host to the worms becomes a threat. the PCs should be immune to infestation. the party will try to assemble a camp of wet tents and soaked firewood – with only marginal success. Wilhelm. with a decidedly mad look in his bloodshot eyes. and he has the strangest grin on his face. covered in his own bile. The worms will feel right at home in the mud. frightened and confused. The rest of the day passes without incident. at about 4:30 AM. and up the trunks of trees. they may have figured out that killing an infested character doesn’t stop the worms. Let them think things are going to be quiet all night. chewing their way out of their host. no longer pulling the cart. and they’re not going to wait the way Joachim did. Joachim emerges next. If the adventurers refuse to fight Joachim. A Very Easy (+30) Agility test should be enough to knock the foul parasite off before it gets a chance to dig in. Thousands of sores have opened up all over his skin. the worms within him have convinced him that his death is the best thing he can do to spread Nurgle’s influence. Wilhelm bursts from the tent. And when Joachim dies. He wants to be killed – or rather. Manfred. but are too well-protected in their carapaces to be damaged by anything but direct contact with a flame. it should give the PCs a false sense of security to have reduced their known threats by one. Use the pilgrims’ screams of terror and cries of ‘Oh gods they all over me!’ and ‘Get them off!’ to impress upon your players the horrors of the Worms of Nurgle.Simply leaving him to fend for himself could be considered a death sentence. Their long-lasting effects are what the PCs should fear. Ideally. seeking out the other pilgrims to be new hosts. It will be a revisit of the gruesome sight of the worms in Joachim’s body – dozens of them by now – slithering out through his skin. He charges at the nearest character. The pilgrims should be relatively easy to strike down. who wakes to find Joachim vomiting on him. The most frightening aspect to this battle should be the worms. such as a torch. Continue with this frightful encounter until all of the infested characters are killed or the PCs manage to escape them in some way. something that looks like Joachim used to. As soon as Ragni or any of the other characters becomes infested. If the PCs are sharp. Whatever the outcome of this encounter. As before. The heavy rainfall should make untreated torches or other fires difficult to keep lit. One tactic that could prove successful against the worms is to use open flame. the PCs should know what to expect. The other pilgrims should be awake and out of their tents by the time the killing blow is landed. they will immediately attack the nearest PC. The rain will slow them down so much that they’ll be lucky to have covered more than five miles before nightfall. however. Then. Joachim begins to make a sputtering sound. but you might want to give them a scare or two while the worms swarm over Hanna.
Performing in character should be worth 25 to 50 xp. and died bravely in Ulric’s name. You may want to spread these awards out over the course of the adventure whenever there’s a convenient break in the action. For surviving the scenario. suggestions of his demise under the talons of a ‘winged beast’ are largely . If they’re headed toward the shrine. Adventures in Plattendorf may involve locating the mysterious ‘E. a safe haven in the centre of the Drakwald. the son of a farmer. or even fearing each other just a little bit. Orcs or worse.deceitful Ragni. but it shouldn’t be a bad thing if their adventures are tinged with a degree of paranoia from now on. Keeping the Nurglish pendant is a bad idea.C. the sun comes up and the PCs continue along their way. Bearers of Schnalle SUB-CULT OF THE CHURCH OF ULRIC According to local legend. Clever ideas or well-executed schemes should earn another 25 to 50 xp. or reporting the fate of the pilgrims to the villagers. but it is usually said that this home-grown hero came from nothing.’ Predictably. the adventurers could end up running through the night fearing every shadow. In the confusion of the final scene with the pilgrims. Experience Points Awards: Depending on the overall difficulty of the scenario and the PCs’ success in dealing with them. With so many worms crawling around. The Bearers of Schnalle believe that his transformation from a penniless runt into a true champion is confirmed by an obscure passage in a provincial chronicle. It may be well-tended by devout Schnallites. The rain finally stops. Others insist that he was a farmer or shepherd who found himself in an unavoidable conflict. With the roving worms and the cursed amulet out in the world for anyone to come across. However. Some versions of the story hold that he was a town leader or some other minor noble who fought dutifully. or save the entire award for the end. so that there is little about him that is not now ‘known’ in great detail. each PC should receive 50 to 75 xp. to say the least. the PCs may have had to leave behind the wooden chest and its contents. there should be enough loose ends here to fuel several follow-up adventures. Additional bonuses for exemplary play and horror-movie moments should be worth 25 to 50 xp. Aftermath Concluding the adventure is straightforward. in 1199 was born one Huld Schnallmann. emerged as a general. He is said to have been a miner and metalworker of incredible skill. Beastmen. the Bearers of Schnalle have expanded on this story a great deal. The Pilgrimage should be worth between 125 and 225 experience points. there may be interesting encounters there. it briefly declares that ‘Herr Schnalle led two score horsemen against the Orc horde.’ from Gregor’s letter. or occupied by outlaws. mutants. Written several hundred years after the fact. The tradition varies from village to village. What happens next is entirely up to you. and crushed them that day in 1220 I. That he was courageous even with the guarantee of death is not disputed.
The church of Ulric tolerates the Bearers of Schnalle as a sub-cult. But the priests of the powerful church of Ulric saw to it that the shrine would be remote. They are a peaceful lot by and large. This training is just as likely to mould strong minds as it is to shatter them. one that cements his status as a man-become-deity. Without the church’s sanction. 26 Nachexen: one village commemorates his birth with great feasting. there have come about hundreds of artefacts attributed to him. Initiates face a number of tests of will. Ulrican priests keep a close eye on the Bearers of Schnalle. at their option. Despite the numerous small relics attributed to Schnallmann. as it is generally believed that he perished in the same battle in 1220 in which his name is registered. Symbol and Holy Days: The cult’s device is a rather unimaginative blending of the initials ‘H. for it was one of their own priests who made the connection between the local legend and the ancient text. Like the legends themselves. Their scheme has so far been successful. For this reason. Priests of Schnalle can. but never forget that one begat the other. holy days vary from one group of Schnallites to the next. The cult seems primarily interested in furthering their ‘true portrait’ of Schnallmann. thus keeping the cult from ever becoming a threat to its parent. Schnalle was sainted and a shrine built to honour him. perhaps the greatest prize claimed by the Bearers of Schnalle is the official endorsement of the church of Ulric. Typically Schnalle is worshipped alongside Ulric’s holy days. Standing on the roofs of tall buildings is another way in which initiates are taught to overcome their fears. Schnalle is worshipped today much in the way that he has been for centuries: in the small communities that remember his name and deeds. inspired more by the moral strength and craftsmanship of their hero than his martial prowess. in daily prayers and small offerings. Modest local shrines and temples have been constructed in the handful of villages that recognize Schnalle. the cult of Schnalle has remained small and scattered. It’s common to lead a blindfolded fledgling into the woods at night. Enough evidence became available that by 2150 I. As well as bits of information forming a mosaic of his life. point them in the direction of home. . and leave them to navigate through the night in complete darkness. the other his death. lest they raise a madman from their ranks to tarnish the church’s name or start a controversy. Its priests often speak of the two as separate entities. Without an accessible centre of worship. The long journey through a dark corner of the Drakwald ensured that pilgrims would travel there only occasionally to deposit relics and worship. There is no consensus on ways to venerate him. with fasting.C. and each group provides its own tenets and scriptures – most often adapted from those used in the worship of Ulric.S. The Bearers of Schnalle ease their daily struggles and draw hope for their trouble-filled lives with the knowledge that such transcendence is possible. each claiming to know the truth though their canons often contradict each other. Trade (Miner) and Trade (Smith). learn the following skills and talents as part of their careers: Fearless. Church Skills and Talents: Initiates of Schnalle gain the Stout-Hearted talent in addition to their starting normal career skills. by small congregations with their unique retellings of the legend. as those who call themselves devout to Schnalle number fewer than 100 in all the Empire. Prominent Figures: This cult has no knights and only a handful of dedicated priests. This faith makes a sharp distinction between the mortal man Huld Schnallmann and his immortal sainted form Schnalle.’ representing the saint and ‘U’ his patron god. There are even two neighbouring villages in the northern Middenland that celebrate on the same day.dismissed by all but the most fanatical of followers. these cultists would certainly be just another obscure heretical order.
the worms suddenly stop reproduction when there is little left but skin. The Worms of Nurgle are parasites. the target may be allowed a free attack to try to stomp on the parasite. Many times. The pain of this invasion is brief. however. as the worm makes just a small puncture wound and secretes a numbing drug from its skin. A worm will survive for only a few hours without sustenance. A dead worm will liquefy over the course of a couple of days. and worse. using their own bodies to reinforce the cavities in the muscles. Flee!. black slime infected with Neighlish Rot. the victim suffers 1 Wound and is infested. nerves and bones they’ve drilled through. In most creatures. For many victims. They are thought to be spawned in the cesspools of the far north and are common as lice on many of Nurgle’s favourite daemons. running sores.Worms of Nurgle Looking quite similar to the giant varieties of centipedes. The worm 1 6 1 2 4 0 0 0 and the target make an Opposed Weapon Skill test. these chitinous many-legged worms are unclean offspring of Nurgle. turning into a thick. It will seek out the nearest living thing. Night Vision WS BS S T Ag Int WP Fel Special Rules: The worm is a small target (-20% Weapon Skill 44% 0% 10% 21% 73% 12% 50% 0% and Ballistic Skill to hit). palsies. Secondary Profile Infest: As a half action. to be infested by one of these foul worms is to become an agent of Nurgle. Where other parasites might kill their hosts to so thoroughly overrun them. If the worm is successful. More often. it settles in and slowly takes over. desecrate and kill. who love their parasites and consider them status symbols. The worms pose no threat to Nurgle’s daemons. they do not realize they’ve been infested at all. they lose control or appear to be insane. Every IP brings the character into Nurgle’s service. a free-roaming Worm of Nurgle may A W SB TB M Mag IP FP attempt to infest a living creature within 1 yard. They scatter to look for new hosts. The worms are only vulnerable when they are roaming out in the open. they embody the will of Nurgle and exert the Fly Lord’s influence on those they infest. starting the cycle all over. Armour: None Weapons: Unarmed Slaughter Margin: Easy (or Impossible!) . so that it is only a matter of days before a Human or Elf to teem with them. Each day. such as might be found around the carcass of a Greater Daemon. There. If the worm fails. A free-roaming worm. The host develops diseases that won’t heal. It takes just a single worm to start an entire colony. fuelled by hatred and despair. can move quickly despite its small size. Skills: Perception – Worms of Nurgle Statistics – Main Profile Talents: Acute Hearing. An infested character gains 1 Insanity Point each day for each worm. the worm will work its way up to the host’s brain. the host must make succeed at a Challenging (-10) Willpower test or become lost to Chaos. a total slave to Nurgle. trying to find a new host. the worms vacate the body with expediency. instantly devouring the remaining portion of their host. feeding off of the flesh and fluids of other creatures. While the worms themselves are not intelligent as such. If ever the host is slain in battle. crawl onto a patch of exposed flesh and use its drill-like mouth to burrow inside. Following nerve bundles by taste. seeking to ruin. however. The worms divide quickly. the creature becomes enraged.
religious symbol. Secondary Profile Perception +10. Secret Language (Thieves’ 1 14 3 4 3 0 1 0 Tongue). Drive. Charm. Storyteller). Channelling. Wilhelm Dresch. Savvy. Kastor Foller. the Empire). Schnallite Priest Career: Priest (ex-Initiate) Race: Human Skills: Academic Knowledge (Astronomy. Public Speaking. Read/Write. Public Speaking. Stout-Hearted. Common Knowledge (Dwarfs. Hanna Haupf. Speak Language (Classical. Speak 38% 32% 36% Language (Classical. Common Knowledge (the Empire). Initiates of Schnalle Manfred Bergmann. Arms 1. Petty Magic (Divine). Haggle. Perception. History +10. Seasoned Traveller. WS BS S Common Knowledge (the Empire). Joachim Melcher & Ulrike Neumeier Career: Initiate Race: Human Main Profile Skills*: Academic Knowledge (History. except for Kastor who has a knife Trappings: Bells & chimes. Navigation. Legs 0 Weapons: Hand weapon (mace). Resistance to Magic. Reikspiel +10). purse containing 2d10 pennies. Savvy. rations and fodder for 1 week . Warrior Born Armour: None Weapons: None. Charm. Charm +10. A W SB Talents: Coolheaded. Gossip. Night Vision. 43% 38% 32% 44% 32% 37% 40% 37% Evaluate. Trade (Miner) Talents: Dwarfcraft. Blather. Secondary Profile *Kastor and Hanna have Heal skill as well. Theology). Outdoor Survival. Gossip. Reikspiel +10) Talents: Coolheaded. Performer (Actor. Speak A W SB TB M Mag IP FP Language (Khazalid. Very 1 12 3 Strong. Suave. Very Strong. Sturdy. Cart Driver Career: Vagabond (ex-Entertainer) Race: Dwarf Skills: Animal Care. robes Main Profile WS BS S 54% 37% 44% Secondary Profile A W SB 1 14 4 T 41% TB 4 Ag 39% M 4 Int 45% Mag 1 WP 47% IP 4 Fel 45% FP 0 Ragni Rognisson. Theology). Lightning Reflexes.Schnallites. Animal Training. Warrior Born Armour: None Weapons: None Trappings: Religious symbol. Grudge-Born Fury. Orientation. Speak Arcane Language (Magick). Body 1. water skin. Charm Main Profile WS BS S T Ag Int WP Fel Animal. knife Trappings: Purse containing 21 gc. Reikspiel +10). Heal. Very Strong Armour: Leather jack Armour Points: Head 0. Suave. Read/Write. Public Speaking. Gossip. cart horse and ramshackle cart carrying a bed roll. robes T 30% TB 3 Ag 36% M 4 Int 34% Mag 0 WP 42% IP 0 Fel 38% FP 0 Gregor Hulzhoffer.
Outdoor Survival +10. Gutswag. Legs 3 Weapons: Flail. Strike Mighty Blow. Pummelling) Gutswag: Natural weapon (bladed hand. Silent Move +10 Talents: Flee! Armour: Leather jerkin. Body 3. mail shirt Armour Points: Head 0. Chaos Warrior Career: Brute Race: Human mutant Skills: Command +10. SB damage. 1 14 4 4 Navigation. Intelligence 15%.* Secondary Profile Hogzy: Ballistic Skill 21%. Orientation. Bloody Lizbet: Crossbow. SB damage) Hakfoot: Crossbow. Follow Trail. WS BS S T 41% 42%* 40% 42% Hakfoot: Movement 5. Hakfoot & Hogzy Career: Brute Race: Human mutant To reflect the differences between individual mutants. Outdoor Survival +10. Intimidate +20. Speak Language (Reikspiel) Talents: Frightening. Common Knowledge (the Empire) +10. Search +10. apply Main Profile the following changes to the standard profile.Nurglish Mutants Bloody Lizbet. Perception +10. Scale Sheer Surface. Body 3. Shadowing.* A W SB TB Skills: Concealment +10. Follow Trail. Arms 3. Specialist Weapon Group (Flail). Dodge Blow. Prepare Poison. hand weapon (axe) Trappings: None Main Profile WS BS S T 67% 36% 57% 55% Secondary Profile A W SB TB 2 18 5 5 Ag 49% M 4 Int 42% Mag 0 WP 55% IP 5 Fel 37% FP 0 . natural weapon (knobbed tail. lice Ag 42% M 4* Int 30%* Mag 0 WP 40% IP 5 Fel 32% FP 0 Von Krumeln. hand weapon (sword) Hogzy: Hand weapon (wooden club) Trappings: Ragged clothes. Strike to Injure Armour: Full mail armour Armour Points: Head 3. Legs 0 Weapons: See below. Perception +10. Arms 0. Street Fighting. Navigation.
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