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into your hole. This is not for you.



to the

WFRP Game Master's Pack. If you are not a
down immediately and scurry back

four pre-generated

characters. These can be photocopied

and handed out to

GM, put this booklet

players if you want to jump right into it. The booklet also contains Buildings of the Old World (page 17), a brief overview of common Imperial structures and an example Reikland village. Each building is mapped, hurry, this is a great resource. so if you find you need a floor plan in a

As a Game Master, you'll find a variety of handy tools in this pack. Most
obviously, there's the GM Screen itself The purpose of the screen is twofold. First, it puts a barrier between you and your players, so you can spread out your material without fear of them peeking at the adventure or your dice rolls. Second, it has all of the most useful tables and charts from the WFRP core rulebook. If you need to roll a Critical Hit, now and find the right page. It's all you don't need to flip open your rulebook there in front of you.

The rest of the booklet includes additional tables and play-aids. You'll find a recap of the Dark Lores of Magic (page 27) (the rest of the Jares are swnmarized in the Character Pack). There's a page of NPC Record Sheets (page 25), which will come in handy when you make up yow' adventures. There's also a Combat Tracker (page 26). Feel free to photocopy a stack of these for use whenever you run a fight. You can. write down the Initiative Order on this sheet and track the condition of all your NPCs. The "Notes" section of each entry can be used to note Critical Effects, spell effects, ammunition expended, and anything else that comes up. Lastly, this booklet features the Equipment Emporium (page 28). 'This puts all the various equipment marts from Chapter 5 of the core rulebook in one place. •

The other major component of the GM Pack is the booklet you hold in your hands. The first half of it contains an adventure, Alfred Nufiez, J r.'s

Pretty Things (page 2). 'This is an introductory scenario that you can use instead of or as a prequel to Through the Dmkwald (the adventure in the core rulebook). Pretty Things does not assume a particular time frame,
which makes it easy to use in most campaigns. The adventure also includes




retty Things is an adventure scenario intended to introduce players ro the grim and perilous world of Warhammer Fantasy Roleplay. It is designed for Player Characters in their first career. The adventure will expose newcomers to the colourful depth of the Warhammer world while familiarizing new GMs and players with the gaming dynamics specific to WFRP.


retty Things is set on the north bank of the River Stir near the Stirland-Talabecland border, but the adventure can be placed anywhere in the Empire with some modifications. The scenario's plot begins with the PCs travelling westward towards the Old Forest Road during the Spring or early Summer. Their destinations and motivations vary by individual (i.e., in search of meaningful employment, pursing the promise of a better life) and serve merely as a pretext for introducing the PCs and uniting them for the adventure. If the PCs are already travelling together as a group, so much the better.

somewhere south of Krugenheim. The pilgrims crowd together on a small cart along with barrels and sacks of supplies. Later, cawing crows draw the PCs to the bloody remains of a battle. Among the fallen are a farmer, his wife, farmhands, and several pilgrims. All but the middle-age woman appear to have been killed by bandits. The woman's moaning catches the PCs' attention. Near death, she relates how bandits masquerading as pilgrims attacked them en route to a town near the Old Forest Road. The thieves stole their wagon, its contents, and a young girl. The captive girl is not a member of the farmer's family but the daughter of Baron von Radische. Her care had been secretly entrusted to the now-dead farmer. With her dying breath, the woman pleads for the PCs to rescue the girl. She assures them a rich reward if they safely deliver the child ro the steward of the Baron. To complicate matters, after successfully tracking their quarry, the PCs find the false pilgrims slaughtered and the girl missing. A band of Goblins ambushed the bandits and took the girl ro their lair in the woods. A nearby Ore boss has a fancy for "pretty things", and the Goblins hope that bribing the Ore boss with the girl will persuade him from killing Goblins for sport-at least for

The adventure begins at the Inn of the Strutting Cock. While gathering information about the road ahead, the PCs hear that a notorious outlaw chief is locked up at the inn and that roadwardens are coming in two days to hang him. The accused tries to get the attention ~f the PCs, claiming that he is not the bandit at all, but a man from a nearby town. The PCs may decide to aid him, in which case they must bring proof of his innocence to the inn before the roadwardens arrive. Once the outlaw's fate is decided, the PCs set out on the road. Soon they pass a small band of Sigmarite pilgrims who indicate they are on their way to a monastery in the eastern part of Stirland,


" It is probable that the PCs will attempt to gain some information about the dangers of the road ahead from the innkeeper or locals (always a sensible precaution in the dangerous hinterlands of the Empire). Baron Jurgen von Radische is under pressure from the Grand Duke to better secure his portion of the border along the southern edge of his barony. generally with dice. • While the countryside suffers. von Radische secretly entrusted her care to a few of his most trusted and loyal servants. Locals invite newcomers to play. Raiding parties from Stirland and Talabecland cross the river from time to time to steal livestock from those living in the other province and cause mayhem. the seat of which is the town of Hermsdorf near the Old Forest Road.. If 5 P proves too much for the PCs. Along the way they meet another man with designs on the young girl. You might want to introduce yourselfso you can walk together. banditry is endemic throughout the Empire. "Josef motions to the PC(s). is (are) headed in the same direction you are. "The roads are quite dangerous for a lone traveller. • Beware of witches in the small. This is partly due to the intense Sigmarite/Ulrican rivalry between the two provinces but also because of the competition between the various Barons of the region. or floor of the common room. and there are reports of Orc and Goblin activity in various regions of the Great Forest. herdsmen. Too many use their crafr to hide themselves. the PCs are assumed to be leaving their homes for the first time and travelling alone.. Josef informs them that it will cost them 5 p to spend the night on the benches. The PCs must find the Goblin lair and rescue the girl before the Orc shows up to claim his prize. and there are strange folk about. In fact. • • . The local farmers.Pretty Things a little while. Blight and pestilence are still persistent in many parts of the eastern Empire. Josef asks visitors for a name. The witch hunters still seek them out. The rotund innkeeper. just one day's travel from the small town of Gersdorf in southeastern Talabecland. for brass pennies (p) or the odd silver schilling (5). If the PCs are already together. tables. Not wishing to expose his infant daughter to danger. the PCs find the inn a fairly lively place. assuming they survive the journey westward. Some bandits have taken to piracy on the river. Some of the locals also like to gamble. Josef directs incoming PCs to those who previously entered the Strutting Cock's common room. Josef points out that the barn is considerably colder and smellier at night than the common room. The situation has been exacerbated by several years of bad harvest and poor weather. Once they rescue the girl. and three men-at-arms served in various capacities as the farmers' hired hands. Against this backdrop. the Baron believes the death of his wife seven years ago resulted from the stress of his situation. raids across the Stirland. as well as a convenient stopping point on the road. the PCs pick up one of the following rumours for each degree of success. Should the PCs inquire about lodging for the night. • • • • Bandits prey on the lone and unwary on the road to the west.Talabecland border have become commonplace. woodsmen. but they can't burn them all. For purposes of the scenario. Do not wander off the road. home village or town. wizards. Two of them married and served as his daughter's foster parents in their roles as farmers. Newcomers sit by themselves unless unusually gregarious or some local decides to trust them enough to offer a welcome. I would recommend against' wandering by yourself unless you fancy losing your possessions and. ". Von Radische knows much of the strain between him and his liege comes from his enemies at court. BACKGROUND During the past decade. loudly welcomes new faces when they enter his establishment. naturally assumed to be witches and renegade T he action of Pretty Jhings begins at the riverside Inn of the Strutting Cock. The inn sits on the River Stir and is a stopping point for boats travelling between Krugenheim and Wurtbad. isolated villages. The innkeeper says. they can pay 2 p a head to sleep in the barn. WHAT LIEs AHEAD THE GATHERING Arriving individually. The worst of them are little better than outlaws. many go to the cities to seek their fortunes. and witch hunters prowl the region seeking the source of such calamities. The one(s) over there . In order to judge whether an individual is an honest traveller or a bandit. If tests are made.. and destination. He must be dealt with before the PCs can complete their journey. Josef Haarig. Small outbreaks of plague are not unheard of. who see the Baron's misfortune as good news. Moreover.. but a winning streak can result in accusations of cheating and the accused being dumped into the river stripped of their possessions. Goblins and other foul creatures lurk in the woods. This can be resolved through roleplaying or more quickly with Easy (+20%) Gossip Skill Tests. you can ignore the set-up in The Gathering and simply have them show up at the inn as a group. your life. They can curse one with the evil eye. It was the Baron's hope to bring his daughter back home once he found a way past his difficulties. perhaps. Travellers should also be wary of the roadwardens. the PCs must take her home to claim their reward. and the like living within a mile or so congregate in large groups to exchange news and gossip with familiar boatmen and traders.

"Please. Handler desperately tries to make his case. Or they could travel to Gersdorf and bring back Handler's wife and child. we have Heinz Gerber locked up out back. they are certain to hear about Heinz. they've only just met and challenging roadwardens set upon a hanging could be quite dangerous. He begs anyone to listen to his story. as long as they . Others-like the Strutting Cockhave nothing more than a pit in the ground with an iron grate preventing a prisoner from climbing out. We live next door the Green Calf Inn. they likely won't make it in time. ToGERSDORF The PCs need to get to Gersdorf and back in two days and arrive before the roadwardens. walls. they can catch a ride on a boat for 5 s per person. you should at least try to keep the others on hand at the Strutting Cock until the rest get back. If they walk. near the privy. and I only came herefrom Gersdorf in the lastfortnight seeking employment. One must always strive to avoid being at the wrong place at the wrong time. He beat me and tied me up L and said I was the outlaw Heinz Gerber. but the clanging alerts Josef and his staff).Pretty awand order in the rural parts of the Empire is capricious. No one would hire me. they may be hesitant to travel to Gersdorf together. A convenient rainstorm or beer-tasting contest should do the trick. and doors that can be secured. If you could send word or go there yourself. Heinz tries to get the attention of any PC going to the privy. It's the talk of the inn. If the PCs do not know each other before this adventure begins. He'll be back with the roadwardens in two days. As Josef proudly relates. "That's right. The PCs can talk to him if they wish (he's not going anywhere after all). Today I was set upon by a vicious bounty hunter. After all. If only some of the PCs want to make the trip. If they don't come to him. in which case the roadwardens will indeed hang him in two days. which only requires a successful Pick Locks Test (two successful Strength Tests also does the job. My wife can vouch for my identity. Tell Heidi I'm in trouble!" Once they know Handler's story. He is unguarded. They could simply let him rot. Some lock-ups are little more than hovels with sturdy roofs. the PCs have three choices. so I was foraging near the Strutting Cock to try tofind something to eat. This would allow them to return in the evening.you must help me before the roadwardens arrive. as the grate is secured with an impressive lock.have pity on a poor wretch!" he begins. "My name is Emmerich Handler. But Im not! Please. However. Many of the isolated inns and villages in the Empire have some sort of lock-up ro imprison the accused until a travelling magistrate or roadwarden captain can render judgment. A bounty hunter caught the scoundrel and brought him to the Strutting Cock. and then they'll take care of that outlaw for good!" The grated pit that Heinz Gerber is incarcerated in is behind the inn. "I have a wife and child in the town of Gersdorf It isn'tfar. or they'll hang me for sure. Regardless of what other rumours the PCs pick up. At the moment Josef has the notorious bandi t leader Heinz Gerber in his lock-up. They could help him escape. " The PCs are likely dubious at his claims of innocence.

Net Trappings: 2 sets of manacles. Body 3. perhaps relating their experiences in Gersdorf. Arms 1. Follow Trail. He turns on Lars. Mail Shirt) Armour Points: Head 3.Pretty Things were up early to catch the first boat. He does not apologize to me Handlers. 20 crossbow bolts Captain Leonhard Kurtz Career: Captain (ex-Roadwarden. Speak Language (Reikspiel. Mail Shirt) Armour Points: Head 2. and follows me PCs to me dock. rope. Roadwarden Captain Leonhard Kurtz enters the inn and calls on Josef to clear away the tables. milord' says me prisoner. At this point Captain Kurtz realizes he's been had. Search. Intimidate. Perception. Kislev). Gossip. release the prisoner. "for J AM NOT THE MAN YOU CLAIM I AM! My name is Emmerich Handler. '7 am Heidi Handler from Gersdorf and this man is my husband. Follow Trail. milord. Lars. 2 Pistols. a notorious outlaw chief who led other scum to commit foul thieving. Search. "The darling Gretchen adds. "Waste my time again. Tilean) Talents: Ambidextrous. Quick Draw. Once Handler is brought in. Legs 0 5 . Resistance to Poison. Perception. Speak Language (Reikspiel) Talents: Excellent Vision. and other crimes upon the honest folk of this region during the past four months. Arms 1. He does not playa further role in this adventure. Lars glares at the PCs. they now step forward. Arms 1. Navigation. Emmerich Handler. BACK AT THE STRUTTING Cocx The next day a coach pulled by a team of two horses arrives at me inn from the north. Two of his men go to the lock-up to get me prisoner. Speak Language (Reikspiel) Talents: Acute Hearing. The reaction of me locals in me inn is one of curiosity and anticipation. Gossip. Seasoned Traveller. and J shall leave these lands. Specialist Weapon Group (Gunpowder) Armour: Light Armour (Leamer Jack) Armour Points: Head 0. escorted by six roadwardens and me bounty hunter Lars. Once recovered. What have you to sayfor yourself" '7 -J plead innocence. Strike Mighty Blow. Dagger Trappings: Light warhorse with saddle and harness. Perception. it seems. Outdoor Survival. Search. She packs a few things. " From me look on me captain's face. "The captain men spins about and marches out of the inn. Ride. His stats are provided for such an occasion. Gossip. Skills: Common Knowledge (the Empire). Shadowing. Excellent Vision. Sharpshooter. Strike to Stun Armour: Medium Armour (Helmet. but you may want to have him come back to haunt me PCs later in your campaign. who have just robbed him of a lucrative bounty. 20 firearm balls and gunpowder Kurtz's Men (6) Career: Roadwarden Race: Human Lars Career: Bounty Hunter Race: Human Skills: Animal Care. Leamer Jack. Navigation. Emmerich. it is clear he doesn't believe Handler. Drive. Legs 0 Weapons: Crossbow. "You men. she sees a few neighbours and tells them what's going on. Secret Language (Batde Tongue). Quick Draw. assault. "What proof do you have of your innocence? Who will come forth and support your claims?" If Heidi and Gretchen Handler are on hand. Drive. Excellent Vision. Strike Mighty Blow. Body 3. Heidi Handler is easy enough to find. Please spare my life. Helmet. Once they arrive in Gersdorf. Follow Trail. Dodge Blow. On the way. and slaps him across the face. readies her five-year-old daughter Gretchen for the trip. Common Knowledge (me Empire) +10%. is well liked in his hometown. Rover. the bounty hunter who captured "Heinz Gerber". Outdoor Survival. "You are accused of being Heinz Gerber. Legs 1 Weapons: Hand Weapon (Sword). and you'll be the one swingingfrom a rope. Street Fighting. ex-Sergeant) Race: Human Skills: Animal Care. Specialist Weapon Group (Gunpowder). Specialist Weapon Group (Entangling). She faints when news of her husband's plight is relayed to her. Outdoor Survival. Hand Weapon (Sword). though the PCs may want to keep its purpose secret. Intimidate. she corroborates her husband's story and states her willingness to come to his aid. Strike to Stun Armour: Medium Armour (Full Leamer Armour. not Heinz Gerber. Silent Move. if they moose. Ride. Body 1. He says. Josef can help them arrange the trip. Common Knowledge (the Empire +20%. Command +10%. Captain Kurtz states. "Daddy!"The PCs may also speak for Emmerich Handler. Everyone is shocked and wishes her Shallya's blessings.

The tragedy that befell this structure isn't recent. frayed bits of rope. Each should have no more than two to three opportunities to be successful. and the mounted roadwarden captain places the noose around his neck. A successful Search Test turns up some rubbish-torn cloth. Emmerich Handler is not able to prove his identity. As five roadwardens drag him out to the hanging tree. If the PCs want to 6 . Along the way. If so. When everything is ready. The surrounding woods are alive with sound throughout the night. one of the roadwardens kicks the stool out from under Handler's feet. the PCs find the going as easy as the previous day. Captain Kurtz removes the vomit-stained gag from Handler's mouth. awake PCs see a pack of wolves running through the forest towards the sound. A defensible position with a fire will discourage the wolves from attacking. and a portion of the walls has tumbled down.you are guilty and will be hanged by the neck until dead. you should try to play on their fears. they can make a Very Easy (+30%) Perception Test when the cart is 30 seconds (3 rounds) away. A successful Outdoor Survival Test reveals that none of the fires were made within the past few days. At the edge of the campfire-light a moment later. If you want to make the PCs' skin crawl. it freezes. as trouble always finds the unwary. The road bends around in front of the PCs. but they may be more wary of the dangers of the forest. Since few people travel in these troubled times. drawn to the light and noise of the camp. As is common practice. It is common knowledge in rural areas of the Empire that large packs of wolves roam the wild forests in search of food and are known to kill and devour small groups of people. Still. A minute later. " At the captain's signal. dark woods. Captain Kurtz says. cutting his rant short. May he take pity on you.. and some sections of the road cross through thick. usually less) as to whether "Heinz Gerber" will die slowly from strangulation or quickly from a broken neck. A PC with experience in the woods can identify the scream on a successful Outdoor Survival Test. 20 firearm balls and gunpowder about fifty yards south of the inn. This requires a successful Set Traps Test. To give the PCs the feel of travel. Then. The first day's travel is uneventful enough to make the initially wary PCs nonchalant towards the danger of travelling the Imperial roads. and covered up holes of waste. the road follows the River Stir. Taal. the patrons in the inn take bets (no more than 2-3 s. In the middle of the night. the PCs see boats going up and down the River Stir. allow a few moments to pass if the PCs do nothing. Charred beams are all that remain of the roof. as this is a common ploy used by those seeking to rob and possibly kill the unsuspecting. Parts of the rome the PCs follow are hilly. The gate is broken and lying on the side of the road. Roadwardens place Handler on the stool. Some PCs may want to set traps in hope of catching prey during the night or injuring wolves in case they get dose. making more noise until it reaches safety. The roadwardens take a stool and place it under a large branch of an old oak tree A fter Emmerich Handler's fate is determined. Heinz Gerber. At this point. Once the creature makes a noise. Industrious PCs find enough material lying about to construct a crude lean-to or makeshift roof over a corner. One wolf pauses for a brief moment to look at the PCs before continuing on. and all the gods curseyou for your crime. the PCs hear the sound of a snapping branch (sleeping PCs can make a Perception Test to wake up). the PCs hear howling wolves in the distance. though trees often obscure the view of the river. the PCs can leave the Strutting Cock behind. AN UNHAPPY END If the PCs are not willing or able to bring Heidi and Gretchen to the inn. "ack". Herr Captain! May you and all those who unjustly convict me rot! May . outlaw scum. As the PCs rummage for building material or explore the ruins. the PCs should exercise some caution. A thick rope is tied to a large branch with a noose at the other end. Depending on their careers. The PCs have one minute to decide and act on any plans before those in the wagon spot them. the crowd in the inn gives a cheer while Handler breaks down and weeps. By late afternoon. Occasionally. they find evidence of past campfires among the walls. some of the more rustic PCs might wish to make Outdoor Survival Tests to obtain food. the day takes a turn ftom the mundane. I have removed the gag so that you may confessyour crimes to Morr when you meet him at the portal to his realm. Still.. This is a deer. small bones of game animals. and those who successfully pass an Easy (+20%) Perception Test hear a cart approaching from mead. "Heinz Gerber. Shield Trappings: Light warhorse with saddle and harness. O In the early afternoon. If the PCs scramble to locate the sound. the roadwardens drag Handler to the noose while locals jeer and catcall. the PCs arrive at the burnt remains of a tollhouse. The poor man's neck breaks immediately. The boatmen also ignore shouting from the riverbank. you should describe the changing terrain. enough of the walls remain to provide some shelter from the elements. the PCs will virtually have the road to themselves. " Anger replaces the Handler's misery. have another loud snapping sound take place near the first. n the road again. There's no way to determine how recently someone camped here or how many were in such company. The boats travel near the centre of the river to avoid ambushes from bandits and the like. The locals gather quickly to watch the hanging. "Yourploy won't work here. If none of the PCs hear the approaching cart. Pistol. the deer either silently sneaks away or bolrs. "May Morr. Those without the skill may believe the scream to be from some restless spirit or Daemon. " At this.Pretty Weapons: Hand Weapon (Sword). this may be the first real night in the wild for each PC. the condemned's legs are left untied to perform one last dance for Morr. the PCs hear a scream as the wolves attack the doe whose curiosity brought it close to the PCs' campfire. For the most part.

The attack took place about an hour ago. The manner in which they hold themselves and nervously shift under the coarse fabric of their habits suggest they aren't at ease in their attire. Those riding with the provisions suffer from wounds. They are also unwilling to share their provisions. "Thank you for your offer. the PCs see two men walking on the road dressed in simple brownish. they packed their personal effects with the supplies. Otherwise.Pretty Things get off the road and hide in the woods. Scale Sheer Surface. but to do so will leave the PCs unaware of the dangers before them. judging by the various bandages. Should the PCs engage the pilgrims in conversation rather than in a battle. they may reason. the pilgrims are hardly at full strength and don't desire to be in another fight. Gossip. PCs may have to successfully pass a Charm Test in order to diffuse the situation. which the PCs know lies to the east of their former homes. their need for rest is great. Speak Language (Reikspiel) Talents: Hardy. the pilgrims attack the PCS rather wait to be attacked. If questioned. Silent Move. Unfortunately. Ride. " If the PC persists in their desire to treat the pilgrims. The wagon carries the pilgrims' provisions for the road. Those in the back of the cart sustained wounds in the altercation. Dodge Blow. After all. Legs Weapons: Sword . Whetller or not the PCs mention the signs of previous encampments will not make a difference to the pilgrims. the PCs would unlikely want strangers pawing through thei r possessions. In parting. assorted foodstuffs ° 7 . at arm's length without arousing suspicion. the pilgrims explain they have only recently abandoned their old lives as farmers to take up a religious life in Sigmar's care. The pilgrims are heading to a monastery near the Stirland town of Krugenheim. The PCS can allow the pilgrims to proceed unhindered. Fake Pilgrims (8) Career: Outlaw Race: Human Initiate PCs may make Perception Tests to notice that the pilgrims do not look like men who have spent time in religious reflection. The PCS have to come up with a plan to come out of hiding without scaring the pilgrims into reacting as though they are walking into a bandit ambush. the provincial capital of Stirland. Should a PC with healing skills offer their services to assist the injured. GMs may wish to give the pilgrims a Perception Test to see if the pilgrims recognize the PCS' gesture as non-threatening. Secret Signs (Thief). Body 1. there's nothing concrete for the PC to hold onto other than that impression. the pilgrim driving the cart states. The remains of the building would provide shelter as it did for the PCs the night before. The two pilgrims nervously look at the forest to their left and occasionally to the river at the right. the PCs can call out to the passing pilgrims before they emerge with their weapons sheathed and their hands held in from of them. Perception. Set Trap. but we must decline. nor do they want the PCs to inspect the crates and bags in the wagon. Rover. they can learn one of the following facts for each degree of success wi th an Easy (+ 20%) Gossip Test: • • • • • • The pilgrims fought off bandits that attacked them on the road behind them. Strike to Stun Armour: Light Armour (Leather Jerkin) Armour Points: Head 0. hooded habits with hammer-shaped medallions hanging from their neck. However. the PCs may inform the pilgrims of the road ahead. The pilgrims do not want to get closer to the PCs than necessary. the driver firmly refuses any ministrations to the point of being rude. Concealment. Drive. Lightning Reflexes. It is our personal belief that we must bear whatever comequences our actions bring us as this is a test of our faith in Sigmar. They come from the area around Wurtbad. Should the test result in 3 or more degrees of failure. The pilgrims initially rebuff any attempts by explaining the provisions they carry are for themselves as well as for gaining admittance to the monastery. Arms 0. Common Knowledge (the Empire). Both hold swords as if concerned about an ambush. If hidden. some bloodied. as well as four more of their fellows. The pilgrims are firm in their resolve to keep the PCs * reflects the fact that the outlaws are not at full strength Skills: Animal Care. The pilgrims are primarily worshippers of Sigmar. Additionally. To demonstrate they are not seeking a fight. Trappings: Pilgrim's robe. Behind them two other pilgrims drive a wagon packed with crates and bags. that they wear. they must make a successful Concealment Test to avoid being seen. especially the ruined tollhouse.

Shortly after you escort my precious daughter home. Baron von Radische My Dear Gretel. I am dying. havingfaited in my charge. the bandits have other pressing problems. PCs hear howling wolves again from somewhere ahead. as they are too distant from the battle. the PCs conclude the bandits roughly have a three-hour lead on them. The PCs should be able to replenish some of their supplies with these provisions. The scene before the PCs is one of carnage. the time of day (mid-afternoon) means the PCs cannot reach the ruined tollhouse before dark. "I thank Rhya and Morr that you have come. If the PC's search the dead woman. As nighrfall descends upon the forest. The destroyed tollhouse is one of the base camps the outlaws use in this area. He secretly entrusted her to our care years ago. A PC with the ReadlWrite skill will be able to read the following text: The PCs hear none of this. A successful Search Test turns up a piece of medium blue. though it's useless without a horse to pull it. the PCs see and hear a murder of crows up ahead. Five are dressed as farmers. She groans in pain as she comes to for a brief moment before the servants of Morr come to claim her soul. If they decide to risk night travel through the forest to rescue Bianka. and daggers that lie nearby.Pretty Things T he PCs travel without incident for roughly 90 minutes after the pilgrim encounter. A PC with the Heal skill will realize they cannot do anything for the woman other than make her comfortable. the PCs need some sort of torch or lantern to light the way. The canopy is so thick in many parts that the moonlight or stars cannot be relied upon to light the way. The PCs should also make a Will Power Test. have been stealthily shadowing the bandits since the false pilgrims encountered the PCs. Sacks of grain are spilled out and loaves of bread tossed about. and the others are in pilgrim garb like those the PCs recently met on the road. though the outlaws do slay many Greenskins (including the tribe's chief) before going down. You must rescueBianka. afRicted PCs vomit their morning breakfast and feel queasy for the next hour. If you safely bring her to Herr Wilhelm Leibniz in the town of Hermsdorf he will richly reward you. With a successful Routine (+10%) Navigation Test. "The woman lays back. The letter is on top of one of the crates. anyone who makes a successful Knowledge (Genealogy/Heraldry) Test recognizes the seal as that of Baron von Radische. Other baneful eyes watch the bandits' arrival at the ruined tollhouse. One large raven plucks an eye out from the socket of a dead pilgrim as the PCs watch. Moreover. Any PC who believes the bandits are making for that location is right. I fear the outlaws will do her harm. and breathes her last. PCs must make Toughness Tests to avoid feeling nauseated. fingers. The PCs might be unsure how to proceed. Some body parts of the bandits-hands. Strewn across the meadow are the bodies and separated body parts of ten people. She is the seven-year-old daughter of Baron von Radische. which borders Stirland at the Old Forest Road. you must do what I could not. in Rhya's name. " ""U7e> were returning her to herfather when bandits attacked us. Half the bandits that survived the battle on the farmhands were sorely wounded. But you . T he PCs are within an hour of catching up when the Goblins launch an attack on the "pilgrims". The PCs may search the bodies for valuables other than discarded swords. Among the items in the cart is an opened letter with a seal. foraging for easy prey. Yours in debt. Those that fail gain 1 Insanity Point. I will declare her my heir before the provincial court. Whether the PCs continue to close in the night or wait until morning. They find a lone woman near death lying in the clearing. Goblin wolfriders. In about an hour. the PCs may be vulnerable to a wolf attack. and he supports my position here. Unless they find a defensible position to spend the night. The victors took the Human corpses and the carthorse away as food for their victory feast. The time has come for my daughter to rejoin me. None of the survivors are a match for the Goblin tribe. Any other decision could bring misfortune upon the PCs. In time. please rescueBianka. a dying woman's last request should inspire them to make the right choice. The bandits in pilgrim clothing stole a young girl from us. they find the medallion she spoke of It depicts an upright ferret holding a sword. Crows and a few ravens pick at the flesh of the dead. If the plight of a young girl is not enough to convince the PCs of what they should do next. The girl Bianka survives but is captured. there is no need for any further Toughness Tests. At this point. torn cloth on a nearby bush. closes her eyes. The road crosses is-yard rise before it descends into a clearing where the crows have gathered to feast. though they will not be sure for some time. they arrive to find another scene of carnage. I will then arrange for her to be betrothed to one of the more eligible bachelors at court. 8 . especially given the dead woman's invocation of the gods. Please. The crates have been forced open and clothing scattered around. There is no blood on the cloth. The battle is fierce but short. I have been assured by the Grand Duke that he acknowledges all I have done on his behalf. Given the PCs' recent experience with such settings. Some may even advocate not getting involved and moving on. a noble family that rules the barony in Talabecland.. Assuming that the PCs did not retrieve the medallion from the dead woman.. A successful Knowledge (Genealogy/Heraldry) Test identifies the symbol as the coat of arms of the House of Radische. I beseechyou. I have a medallion that the Baron gave me to identify his daughter. where the PCs can't miss it. the PCs can collect 48 sand 74 p if are willing to take the time. Superstition-or religious belief-may also compel the PCs to rescue the girl. and pieces of scalp--can be found among ten dead Goblins and four slain wolves. Should the test result in 3 or more degrees of failure. axes. I begyou. The cart appears to be intact. He is the steward of the Baron at Castle Radische on the outskirts of town. The woman opens her eyes and weakly motions for the closest PC to come to her. They also find coins strewn throughout.

They are not subtle creatures and do not hide their passage through the forest. The Goblin tribe has set a large bonfire in a clearing near a steep rise in me land. Unless they bungle things severely. A successful Perception Test turns up another piece of medium blue cloth. They are fully armed. frightened. especially among nobility where continuing a family line and making alliances is very important. closer to the woods than the cave opening. the pes can achieve complete surprise. as Greenskins are more effective mounted than on foot. The one remaining wolf feasts on me last dead bandit on the far side of the clearing. One reason for the latter is that their chief lies dead at me ruined tollhouse. The Goblins do not post a guard around their lair because they do not expect retaliation. the betrothal of one so young is not unheard of in many parts of the Empire. Once the Goblins realize they face a 9 . they note four Goblin warriors leaving the camp. Given Gnaskrac's reputed desire for pretry things. The Goblins' trail heads to the northwest. In addition. These Cracked Skulls are an "honour guard" for Gnaskrac and they are to meet him and guide him to the camp. At no point do the Goblins consider guarding me Human child or using her to force the pes to surrender. if not a lot of forethought. time is of the essence. They also need to rest and regain their strength before Orc boss Gnaskrac and his entourage visit the Cracked Skull Tribe.Pretty Things A successful Easy (+20%) Knowledge (Law) Test confirms that an heir must be presented to and recognized by the liege-lord and his court in order to be legitimate. An opening in the side of the hill likely leads to caves where the Goblins lair. the Cracked Skull Goblins hope the offer of the girl will deter him from killing them for sport. which indicates Bianka is still alive. They may squabble over who gets to ride the beast. Human girl is tied to a leather tether between the entrance of the Goblin lair and bonfire. FOLLOW THE GREENSKINS Following the Goblins is an easy task. With these Greenskins gone. blond-haired. Several Goblins break off to mount me remaining wolf. The pes succeed in their endeavour if they rescue Bianka and cause substantial injuries and death to the Goblins while receiving little damage in return. there are only eight Goblin warriors left and the lone wolf. They should realize that it's best to attack while some of the tribe are out of camp. The PCs travel for two hours before they hear celebrating Goblins. the fire while me naked and mutilated corpses of seven bandits hang upside down nearby. The body of the horse is roasting over To THE REsCUE As the PCs are surveying the scene. Though they have no way of knowing the situation. The PCs should make their plans quickly and execute them. and they suffered many losses in the battle. The Goblin warriors react with some level of cohesiveness. The rest grab their weapons and quickly launch a counterattack on the closest assailant. The young and ambitious boss Ore is said to be visiting neighbouring Goblin tribes in order to recruit them for raids on nearby Human settlements. A small. and the Goblins realize they will not be challenged in the deep forests. however. Few barons and towns can afford to send numbers of men-at-arms after the Greenskins. as me Ore boss will arrive from the north within the hour. meandering through the forest. He is notoriously ruthless with those he considers weak.

Armour: Light Armour (Leather Jerkin) Armour Points: Head 0. Arms 1. Essentially. Choppas: See the Special Rules in the Ore Bodyguards entry. once the PCs leave the area with Bianka. Whether this is because of the ancient animosity between the two races. On the other hand. Shield ° Ore Bodyguards (2) Goblin Warriors (8 in camp. Scale Sheer Surface. Street Fighting. Skills: Intimidate + 10%. Scale Sheer Surface. four of the Goblins in camp also have short bows. After Boss Gnaskrae Career: Brute Race: Ore all. ° CAUJNGlN REINFORCEMENTS Should the PCs have too easy a time with the Goblins. Orcs will fight amongst themselvesbattling a rival Ore tribe if they are present. Torture Talents: Menacing. there is a chance that any Goblins still in the area will misperceive the action as a retreat. The losses they suffered in the attack on the bandits and this battle have left them so depleted that they are worthless as anything other than Ore food. So long as the boss remains alive. or simply because of the Elves' smell of cleanliness and superior mannerisms. Perception. Legs Weapons: Hand Weapon. the Orcs Bee into the woods. Speak Language (Goblin Tongue) Talents: Night Vision Special Rules: Elueses is Scary: Goblins find Elves extremely unnerving. If failed. Speak Language (Goblin Tongue). the Goblins will only press the battle if they think they have a good chance of winning. Night Vision. However. the Orcs come on the scene undetected. leaving such creatures alive will bring death to many others. Ride. the GM may want to time the arrival of the Ore boss and his entourage to occur as the PCs are mopping up. Torture Talents: Menacing. their tribe is doomed. Strike to Injure Special Rules: Animosity: See the Special Rules in the Ore Bodyguards entry. Given half a chance. given even the merest shadow of an excuse. Ride. Gnaskrac and the remaining Goblins may follow the PCs and attack them later. and the PCs continue to represent a serious threat to his own life. Outdoor Survival. Strike Mighty Blow Special Rules: Animosity: Orcs hate everything. However. This encounter is entirely at your option and should not be used if more than one PC is already heavily wounded.Pretty Things superior force. Legs Weapons: Choppa. Helmet) Armour Points: Head 2. even other Orcs and Goblins. either that night or in a surprise attack the next day. Outdoor Survival. If the PCs have had a tough fight with the Goblins. 10 . They have already lost too many members of their rribe today. Body 1. or battering other members of their own tribe in unseemly squabbles if that is all that is available. 4 in the woods) Skills: Intimidate. Silent Move. the PCs may opt to battle the Orcs. Perception. By this time. Night Vision. PCs raised in these settlements as opposed to towns would be keener to the threat posed by raiding Goblins and Orcs. Leather Jack. There is no point risking himself for no gain. If they have nothing to offer the Orc boss. they retreat to fight another day. If the PCs manage to kill the large Ore. An Ore offered any kind of excuse must make a Willpower Test or immediately attack the other Greenskins. Retreating Greenskins will take heart of this seeming turn of events and resume their attacks. the Goblins recognize their tenuous situation. Their war cries serve as ample warning for the PCs to prepare. Luckily for the PCs. Skills: Concealment. the Orcs know little of strategy and charge in if they feel that they can win. Street Fighting. the other Greenskins must make successful Challenging (-10%) Will Power Tests to stay and battle the PCs. There is a chance the PCs will decide to make good their escape with Bianka. Body 3. though these are even more uncoordinated than the earlier attempts at defence. Speak Language (Goblin Tongue). Outdoor Survival. you won't want to spring the Ore boss on them as well. Scale Sheer Surface. a Goblin must make a Fear Test if it and its allies do not outnumber the Elves present by at least two to one. Perception. Armour: Medium Armour (Chain Shirr. The Ore boss will retreat if two of his bodyguards are killed. Strike Mighty Blow. Unless they specifically post a watch. the Orcs will continue fighting. Arms 0. usually those living in small villages and isolated farmsteads. Ride. The Orcs are unlikely to pursue the retreating PCs very far given the "food" available at the Goblins' lair.

The crows and the ravens have had their fill. Body 3. Given her circumstances. Their next endeavour is to safely escort her to Herr Wilhelm Leibniz in the town of Hermsdorf. Arms I. forming a pasture for the pigs now being herded through the gate of the stockade. The southern part of town borders the River Stir. Swim Talents: Keen Senses. Armour: Medium Armour (Chain Shirt. She is not used to walking so far and needs to stop more often than the PCs are used to. If wielded by a creature other than an Ore. The trek to Ossino is without incident other than Bianka's constant whimpering. The PCs may wish to rest and gather their strength at the ruined tollhouse. Legs 0 Weapons: Choppa. The PCs need to realize the gates will close shortly. Bianka gravitates towards the least threateninglooking of the male PCs. Leather Jack. Natural Weapons T he battle over. Bianka comes to trust any female PC. They can either make their way back to the ruined tollhouse-the easier path-or go through the forest towards the village of Ossino. When wielded by an Ore. Bianka looks at it blankly. They are the only parents she has known. Belief holds that this burial practice prevents foul necromancers from raising the corpses of the departed from the ground. PCs can make a Common Knowledge (the Empire) Test to remember the custom. The PCs may have forgotten.Pretty Choppas: Whatever an Ore's other equipment. The PCs have to do whatever they can to assure the Baron's daughter she is safe. The test is Very Easy (+30%) for those from this region. If there are no female PCs. but they must travel the stretch of road across the meadow where the unburied bodies of Bianka's caretakers remain. a Choppa is treated as a Hand Weapon but with the Slow quality. some of whom may be heavily wounded. It is late afternoon when the PCs and Bianka stride across a small rise and see the walled village of Ossino as rain begins to fall. An Orc Choppa is a huge heavy blade. II . a Choppa inflicts SB+ 1 damage on the first round of melee and SB damage thereafter. one should place the dead face down in the grave while offering a prayer to Morr for the departed soul's safe passage to his realm of the dead. Upon entering this meadow. he will always have a Choppa. The last 24 hours have been too much for her. There's no way for them to know if they are out of danger. The girl is shaken by her experiences and given to periodic fits of uncontrollable crying. The forest is cleared about fifty yards from the ditch surrounding three-quarters of the village. far too ungainly for a typical human to wield in one hand but capable of inflicting horrendous wounds. The village is only a day's journey from the tollhouse on the road. One obvious observation is the absence of howling wolves in the dark. The latter is fraught with danger as that area is unknown to the PCs and the path uncertain. the PCs have Bianka von Radische with them. Bianka will not understand what they mean. If the PCs insist on imposing what they know on the traumatized girl. She begs the PCs to stop and bury her dead parents and the farmhands whose kindness she will never be able to repay. But the actions of the past two days may have also worn on the PCs. In accordance with the custom of the region. a four-day journey from the ruined tollhouse. Shield Wolf Skills: Follow Trail. Bianka begins to weep again. and they are returning her home. Perception + 10%. Leather Skullcap) Armour Points: Head 1. She does not know how to read and will not comprehend its contents. drawn as a young girl would be to an older sister. The time of day depends upon when the PCs launched their rescue mission. and a small wharf extends into the water. she breaks down sobbing again. Hals. If shown the letter that the PCs found. even if it is read to her. as she believes herself the daughter of the late Gretel Dunn and her husband. but much of the corpses remain as food for scavengers like rooks and foxes. The PCs should come to the conclusion (perhaps with the aid of an Intelligence Test) it would be best to slowly bring the girl to realize her destiny.

bringing Bianka into the establishment is not a problem. children. Sheaves of barley hang on either side of the skull. If one of the PCs is on watch. asking about their homes. Moritz has become a wanderer. They are polite enough to hold their curiosity until the PCs have settled comfortably into the lone inn in the village. He asserts that he has to get his boat on the move early in the morning and needs to rest. No body. When Moritz saw the face of young Bianka. the villagers will admit them as long as they aren't belligerent. One of them must pay for their young charge. spears. Hergard Brauer) arrives. The GM should decide the proper course of action depending upon the PCs' ability to roleplay. an ex-soldier from Wurtbad who's passing through Ossino. As inns are the centre of the village social life. During this time. business. axes. A shrine to Undine. They've been instructed not to say anything. Moritz's tale is a sad one indeed. pes that make a successful Perception Test realize that he's staring at Bianka. No evidence of her fate. An altar made of rough-hewn stone. is positioned on the side of the opposing interior wall across the large fire pit in the centre of the temple. approximately 3 yards across and 1 yard deep. He engages the PCs in small talk. the sentry closes the shudder unless convinced otherwise. He notes that Bianka doesn't seem to be the child of any of them. the Crowned Swan. Moritz directs some friendly questions towards Bianka. While most folks just assumed that she ran afoul of Beastmen or Goblins. screaming is viewed as attacking the village. While he was away serving in the army. judging by appearance. Since losing both of his loved ones. can be seen on the side towards the river. A BELOVED FACE REMEMBERED TOURING THE TOWN Ossino is a fairly uninteresting village other than the temple dedicated to Taal and Rhya. he's also convinced the PCs mean harm to him and his family. but he knows that no one will stand between him and his daughter. the local goddess and patroness of those who make their living on the river. He's also become paranoid. he became convinced that his Helga had returned from the forest. He doesn't know who the PCs are. The PCs can arrange for lodging in the common room for 2 s each (all the private rooms are taken already). His wife believed too. and destination. until the day she was run down by an out-of-control wagon and killed. Trying to show Bianka may produce mixed results. The PCs need only to knock on the gate after it is closed and the sentry will slide open a shudder to inquire after the visitor's name and nature of business. Search parties looked for the girl in vain. Moritz is very interested in the relationship of Bianka to the PCs. The villagers securely lock the gate and sound the alarm. TI1epes might feel a need to make an offering for good fortune on the remainder of their journey. which seems to watch those who enter the sacred ground. despite any appearances to the contrary. Once Moritz has gotten some information from the pes (particularly their destination). doing odd jobs to make ends meet. a man approaches the PCs and introduces himself as Moritz Hausier. despite their claims to not know him. The single. An hour before dawn he descends to the common room and attempts to grab up the sleeping Bianka. Women. Edgar Grosz and RalfKahl. Any individual approaching the village in this manner must make a successful Hard (-20%) Charm Test to convince the villagers they mean no harm. Once in a while. The entryway is a 4-foot wide portal with a skull of a forest bison mounted on the lintel. He calls her several pet names. and a centre peak of thatched roof rises 4 yards above the floor. answers politely but barely acknowledges the stranger. as if waiting for some kind of reaction. no one claims to have heard of the man before. He travels with Edgar Grosz and Ralf Kahl on the River Stir. Stories of her rescue from Goblins only serve to reinforce this feeling. he excuses himself and retires to his room. THE CROWNED SWAN "I MUST SAVE HELGA!" The pes find the Crowned Swan crowded with locals and tradesmen. Due to his mental state. still traumatized the recent events.Pretty Things cs that make a successful Easy (+20%) Common Knowledge (the Empire) Test know that racing toward a closing gate while shouting is a poor way to convince villagers to hold the gate and admit them. large opening to the temple faces the east. and even some shields. Moritz has never given up hope his "Bear Cub" is still alive. Moritz has come up with a simple plan. Nothing at all. are actually friends of Moritz. Should the PCs ask others in the common room about Moritz. Edgar Grosz and RalfKahl are amongst those sleeping in the common room and they are ready to aid Mortiz in his scheme. P Towards the end of the evening. The wooden structure is about 10 yards in diameter with walls about 3 yards higb. like "Honey Pot" and "Bear Cub". Anyone bursting through the woods. Two patrons. he engages in small talk and then tries to use his Strike to Stun talent in a surprise attack. Folks in Ossino eagerly await news and gossip from the outside and welcome strangers who intend no harm. Persons known to the villagers will be allowed admittance straight away while strangers will have to wait until the headman of the village (in this case. his daughter Helga disappeared in the forest while gathering berries. and the elderly hide in their cellars while the men take up defensive positions armed with bows. as bandits are unscrupulous and resort to any tricks to gain admittance. The inn sits on the riverside to serve boatman and traders travelling on the River Stir. Should the PCs take a more sensible approach or somehow talk their way out of the previously mentioned mess. Bianka. but she was never found. including the innkeeper. Their companion has told them all about his 12 . thinking that nearly everyone is out to get him.

Secret Language (Ranger Tongue). 7 s Edgar Grosz and Ralf Kahl Career: Boatman Race: Human Skills: Common Knowledge (the Empire) +10%. Orientation. Navigation. Navigation. Sail. Strike to Stun. Fleet Footed. Row. as is their hope for a reward. Hergard Brauer (the village head man) asks the PCs to stay another day so the roadwardens can sort out the mess. Moritz Hausier Career: Boatman (ex-Soldier) Race: Human Skills: Animal Care. The PCs have to stop Moritz before he can get to his boat on the River Stir. Arms 0. Gossip. Resistance to Disease. Consume Alcohol. Legs 0 Weapons: Hand Weapon (Cudgel) Trappings: Purse with 9 s 13 . If all the assailants died in the light. Gossip. Dodge Blow. There are plenty of witnesses to support the PCs' story. Swim. Speak Language (Reikspiel) Talents: Excellent Vision. Bianka is lost to them. purse with 3 ge. In the event the PCs fail to stop Moritz from executing his plans. so as long as the PCs aren't in trouble with the roadwardens. Specialist Weapon Group (Two-handed). Strike Might Blow. Gamble. Speak Language (Reikspiel) Talents: Disarm. Outdoor Survival. Very Resilient Insanities: Venomous lhoughts Armour: Light Armour (Leather Jack) Armour Points: Head 0. Body 1. Gamble. Perception. Perception. Seasoned Traveller. Swim. they have no difficulty. Common Knowledge (the Empire). Intimidate. Arms 1. Strike to Injure. they could even lay claim to the boat. Body 1. Sail. so they are willing to put the hurt on the PCs if they get in the way. If they manage to stop Moritz. rope.Pretty Things missing daughter. Outdoor Survival. Legs 0 Weapons: Hand Weapon (Cudgel) Trappings: Boat. Ride. Row. Seasoned Traveller Armour: Light Armour (Leather Jerkin) Armour Points: Head 0.

The PCs are positioned so that they could easily roll into For Love or Money or Rough Night at the ThreeFeathers. much has changed in the last few days. The Grand Duke quickly elevated Baron Waldemar to replace the deceased Baron von Radische. If they weren't together before. lanky man with an air of authority. You could use either of those adventures to lead them towards Nuln and then run Sing For Your Supper. If asked for the address of Herr Wilhelm Leibniz. you could continue to explore the border disputes between Talabecland and Stirland. Should the PCs try to haggle for more money. Plundered Vaults is your best option. EXPERIENCE POINTS Each PC receives 100 xp for completing the adventure. The PCs should have either the letter or medallion to prove to the steward that the little girl is who they present her to be. Herr Leibniz tells the PCs that he will take custody of von Radische's daughter and raise her as his own. The boat can only go as far as the Leaping Frog riverside inn (one days travel) or Wurtbad (just over two). The home is one of the larger and better appointed in the neighbourhood. For their troubles. pointing out the risk of their knowledge. he could succeed in uniting several are and Goblin tribes and begin launching raids into nearby villages. Baron Waldemar von Ziirzen. you should now steer them towards Middenland. the servant asks them to enter and shows them to the drawing room. The way is easier if the PCs take Moritz's boat and one of them has the skill to sail it. you can run the adventure from the core rulebook. the shared experiences should also have served to bond them as a group. steward of Baron von Radische. The servant also instructs the PCs not to touch anything as he closes the door. the servant coolly asks their names and business. Should you prefer to stick with shorter adventures. Through the Drakwald. His only condition is that they do not reveal Biankas true identity. Herr Leibniz will curtly tell the PCs that if it comes to their word against his. Realizing the PCs are not able to raise Bianka in accordance to her station. The former steward states it is in the PCs' best interest to take the money and seek their fortunes in another town far away.. A servant answers the door a few moments after the PCs knock.Pretty Things he journey to Hermsdorf only takes two days from the village of Ossino. as Herr Leibniz will arrive presently. Hermsdorf is not on the river. Welcome to the Old World . Herr Leibniz is concerned that if word gets out that von Radische has a daughter. If Gnaskrac survived the adventure. When the PCs arrive at the walled town of Herrnsdorf they must pay a gate tax of 1 s each to enter. In time. He tells them to take a seat. 1hey may each receive addition xp for the following: • • • 20 xp for saving the life of Emmerich Handler 50 xp for successfully returning Bianka to Hermsdorf 15-35 xp for good roleplaying FURTHER ADVENTURES By the end of Pretty Things.. Unfortunately.is always the bounty hunter Lars. but on junction with the Old Forest Road and the Ossino Road. If they have neither. there. second son of the ruler of the Barony of Ziitzen. His revenge on the PCs could take many forms. When the PCs mention Bianka von Radische. as the latter had no recognized heir. One of the new Baron's first acts was to replace Herr Leibniz as steward. Herr Leibniz acknowledges Bianka as the Baron von Radische's daughter. That segues nicely into Paths of the Damned· Ashes of Middenheim. Once they get to Untergard. Herr Leibniz pays the PCs 10 gc each. If you plan to run your group through the Paths of the Damned campaign. the steward asks them to recount how they came to have the girl in their care while studying her closely. Or you could run the Haunting Horror in any convenient town. With that. Herr Leibniz enters the room warmly greeting the PCs and Bianka. . Bianka's life will be cut shorr by an "accident". Looking down his nose at them. including Hermsdorf itsel£ If you want to make up your own adventures. Herr Leibniz bids the PCs farewell. Last but not least. someone at the gate or in the Watch directs the PCs to the townhouse at 2 Waldstrasse on a hill at the northeast corner of town. Baron von Radische met with a hunting accident while T in the company of the Grand Duke and the Baron's rival. A tall. the PCs should have gained a bit of experience and learned some hard lessons about life in the Old World. they are the outsiders and of lesser status. This would lead neatly to a Seven Samurai-style adventure in which the PCs save a village from destruction.

Specialist Weapon Group (Throwing) Armour: Light Armour (Leather Jerkin) Armour Points: Head 0. and your family became destitute. Background You grew up on the streets ofNuln. Secret Signs (Thief). You've been on the road for several weeks now and you could use some new friends. began snatching people off the street and making his own. so Friedrich. Arms 0. Pick. Leather Skullcap) Armour Points: Head 1. A band of crazed zealots was burning the tents and killing anyone in sight. Perception. the leader of the gang. Purse with 2 gc. Hand Weapon (Sword). Wooden Tankard. Search. Wooden Cutlery Set. No tradesmen would take you as an apprentice.Pretty Things Career: Entertainer Race: Human Talents: Night Vision. Skills: Common Knowledge (the Empire). Quick Draw. Speak Language (Reikspiel) 15 . you knew it was all over. Skills: Charm. You've been working your way north ever since. Common Knowledge (the Empire) +10%. Swim Career: Grave Robber Race: Human Talents: Flee!. Perception. Sack. Resistance to Disease. Body 1. When you were young. Background You grew up in a small Averland village. but you ran away to join a troupe of entertainers when you were 10. Gossip. your burgher father's business failed. and you fled. yelling out that this was Sigmar's judgment. Resistance to Poison. and they paid good coin. You haven't performed since the night you watched your family die. Lamp Oil. When you saw Karl's head caved in by a giant flail. even your father's so-called friends. Karl. The troupe became your real family and you helped entertain crowds all over Averland. You didn't sign up for murder. Purse with 5 gc. Arms 0. Legs 0 Weapons: Hand Weapon (Cudgel). Juggler). Wooden Tankard. Blanket. A few months ago you were awoken in the night by the sound of screams. Haggle. You eventually fell in with a gang of grave robbers. Slingbag. Legs 0 Weapons: 5 Throwing Daggers. The academics in Nuln were always looking for fresh corpses. Drive. Dagger Trappings: Common Clothing. Blanket. Fleet Footed. Luck. Strongminded Armour: Light Armour (Leather Jerkin. Performer (Acrobat. Scale Sheer Surface. Costume. That wasn't producing enough corpses though. Silent Move. Spade. since you know all its secrets. Common Clothing. the leader of the band. Slingbag. Gossip. 2 Weeks Rations. acrobatics. Body 1. It used to be that you'd just raid the graveyards. Wooden Cutlery Set. 2 Weeks Rations. took pity on you and had you trained in knife throwing. so you left Nuln behind to seek your fortunes elsewhere. Dagger Trappings: Lantern. Sleight of Hand. and juggling. You knew Friedrich wouldn't just let you leave the gang. Evaluate. Speak Language (Reikspiel) +10%.

You had a longstanding deal with Artur Meyer. 2 Weeks Rations. Haggle. you decided a change of scenery was in order. Resistance to Magic. Wooden Cutlery Set. Dagger Trappings: Common Clothing. Savvy Armour: Light Armour (Leather Jack) Armour Points: Head 0. Sturdy Armour: Medium Armour (Leather Skullcap. Wooden Tankard. There's more action up there and the money must be better than the Imperial Army. Intimidate. Arms 1. Hardwig. Purse with 8 ge. You were robbed by bandits-renegades that Artur was supposed to have paid off-and lost both your shipment and your cart. 2 Weeks Rations. Slingbag. Wooden Tankard. You suspect that this was no accident. You left Reikland and headed into Stirland about a month ago. 2 Torches. Search. Rather than end up floating in a river on Artur's orders. Row. Gossip. Chain Shirt) Armour Points: Head 1. Gamble. Perception. Skills: Common Knowledge (the Empire). Strike to Stun. Legs Weapons: Great Weapon (Great Sword). Gossip. If that doesn't work out. you said goodbye to the Count's army and went on your own way. Excellent Vision. surely there's work for an experienced soldier somewhere in the Empire. You heard your old captain. Uniform. you kept the business going. Strike Mighty Blow. ° Background Smuggling has been your family's business for generations. Ride. but the soldierly life was a lot more boring than you suspected.Pretty Things Career: Smuggler Race: Human Language (Reikspiel). Purse with 11 ge. Swim Talents: Dealmaker. Strike to Injure. Secret Language (Thieves' Tongue). Speak Career: Soldier Race: Human Talents: Disarm. Secret Signs (Thief). Heal. started a mercenary band that's serving on the marches in Ostland. Blanket. Body 2. When your parents died of the plague. ° Background You always wanted to be a soldier. Perception. Skills: Common Knowledge (the Empire). Body 1. Wooden Cutlery Set. You've been making your way north for a few weeks now. Silent Move. Dodge Blow. so as soon as you were old enough you joined up and served under the Count ofWissenland. Speak Language (Reikspiel) 16 . Slingbag. Arms 0. When your term was up. a crime lord in Helmgart. You fought in a few battles against Orcs and rousted a bandit band or two. Dagger Trappings: Common Clothing. Blanket. Bretonnian brandy smuggled over Axe Bite Pass was your specialty. The last trip went bad though. Specialist Weapon Group (Two-handed). Hand Weapon (Hand Axe). Evaluate. Legs Weapons: Hand Weapon (Cudgel). so it didn't seem odd to you that you were distracting the Watch for mommy and daddy from the age of five. Drive.

Many variations of these buildings exist. In wilderness areas where rampaging monsters are common. I. The bar room is also where the landlord is most likely to be found. In winter or bad weather. barman and so on. OccUPANTS Coaching inns employ various rypes of staff. overseeing the service of the staff or waiting tables. Paved courtyards serve as areas for horse grooming and coach repairs. stables" and so on. and occasionally guards. a few bedrooms. while others consist of nothing more than a bar. 3. But in more peaceful times. The gateman meets a coach as it arrives and directs the driver to an available stable. When your players are travelling a road. particularly if it rains. or way temple they call at. Sometimes the owner's family staffs the inn. BREWHOUSE It is common practice for coaching inns to brew their own beer on the premises. coaching inns act as bastions for the local population who Hock behind the inn's stout walls to avoid rampaging bandits or Goblins.Buildings of the Old Wodd T here are many rypes of buildings found in the Old World. Instead. 6. OuTER W~ The majority of inns outside major cities have a defensive wall of some type. Depending on their location. including cooks. Generally. whereas the rooms on the other maps have simply been labelled "bedroom. It is common practice for passengers' luggage to be stored here as well. The owners of the inns make a living from fees paid by guests and Roadwardens and rent from various coaching companies that use their facilities. 4. many landlords refuse to take responsibility for thefts that occur during the night. Quite often. . CoURTYARD Coaching inns are usually independently owned. Entry is via one or two gates that lead to the road. the function of any room should be apparent. 7. barmaids. Travellers are advised to keep their valuables with them at all times. and a stable. coaches are placed under cover in the coach house. it is not necessary to have a map for each inn. at other times of the year. 5. In times of unrest. only doors passengers are likely to use are left unlocked. DooRS All doors can be locked and often are-one cannot be too careful considering the kind of folk who travel the roads these days. stable hands. they are left out in the yard. BARROOM This is the area that travellers most often frequent. toll house. barred. the following are a sample and meant as guides. In the bar room. 2. Coachman who wish to enter for the night blow their horn to alert the occupants to their presence. The map shows a medium-size inn. The description of the coaching inn provides details of individual rooms. But once you read the description of the inn. two grooms. They serve a number of important functions. not definitive descriptions. STORES Goods transported by the coaching companies can be left here for the night. bar. works here. C oaching inns are found throughout the Old World. and you should amend them as you see fit or use them as inspiration to design your own buildings. coaching inns are a welcome place for weary travellers to rest. Roadwardens also use coaching inns as temporary bases and holding cells for criminals captured on the road. A medium-size inn would be run by a landlord who oversees one or two bar staff. It is at least safer to store luggage here than to leave it with the coach. they are either made from stone or wood and are 8-12 feet high. The number of servants varies greatly. GATEMAN A gateman is on call at all times to see to arriving or departing coaches. but chains of inns owned by the same family can often be found on welltravelled routes. the gates are always closed and 8. a cook assisted by a scullion. Some inns have sunken pits in the courtyards that Roadwardens use as lock-ups. the owner employs hired hands from a local village. STABLES AND CoACH HOUSE Grooms stable and look after the horses. although. travellers are able to relax and sample the inn's food and beverages. you only need maps of this complexity when running detailed adventures inside buildings. two servants to clean rooms. who in smaller establishments doubles as a groom. the layout of a building is irrelevant. The gates are normally open unless the landlord has reason to expect trouble. and other times. An iron grate fastened over the top stops prisoners from escaping and ensures a very uncomfortable stay. some inns are much larger. SMITHY A blacksmith/cartwright. However. and a gateman who doubles as the blacksmith. refer to the maps here and describe the building in general terms. a custom favoured by travellers as each new inn brings a new type of beer to enjoy. acting as stopping places for weary travellers and allowing coaching companies to change horses during journeys and repair damaged coaches.

JI. although. The average cost of a bedroom is lOs per night.. Dormitories are usually serviceable and clean. visiting coachmen are put up here for the night.. ROADWARDENS Many inns have a couple of rooms used by Roadwardens. while the landlord gains the protection of the wardens' presence..&. OutrrWJO mn • • 9. 18 . mn IUD KEY lIIIl::tIa . BEDROOMS These rooms offer privacy and comfort. some inns make bedrooms or me dormitory available to coachmen-providing the inn is not too crowded.."'. 12. . ~ 1IUlIll . but often noisy. Each room sleeps two comfortably. Dormitories are frequently used by poorer travellers as their average cost per night is only 5 p per traveller (2 p without a bed).. being better furnished than the dormitories.MAPl: FRONT VIEW 1ST FLOOR - TYPICAL- COACHING -INN Scukr_J o GROUND FLOOR I.. 10. drunken travellers.J J' 10' /J' 10' 1J' Em' . CoMMON ROOM This is a large bedroom capable of sleeping up to 20 guests in beds and more on the floor. This is often a mutual arrangement. II... the Roadwardens gain beds for the night and a place to perform their administrative functions. Door Secret Door ~dow Ladder Stails Chimnf!Y Stockade tence trapdoor Pillar Column Lcck-up/Gnlle 1. but sharing beds will accommodate four. Often.lor 0 . SERVANTS' QUARTERS The inn's servants sleep here... especially when full of snoring.

which can be winched or towed out of the way. Swing bridges or locks are very popular places for collecting tolls. They are often maintained by a local lord or sometimes a town or merchant enterprise.. o o . Where the course or width of the river prevents swing bridges or locks. In dangerous areas. Toll keepers collect toll along narrow waterways and canals where vessels can be easily halted.. more toll keepers are present. or a defile are all good spots for toll gates).) 0 ftET o ~~I. . in areas of rocky ground. The cost of a toll is usually 1 s per leg. Some lords are greedier than others and try to milk as much cash from road users as possible. and an Imperial official usually enforces some form of common agreement. Roadwardens frequently use tollhouses as stopping laces and as temporary holding areas for prisoners .I J' III' IJ' 1IY lJ' m!T S<rlJr(. On well-travelled routes. water travel is very common. next to swamps or boggy ground. with coaching inns.::. Other areas employ booms across the river. 19 . MAP 2: TYPICAL TOLL HOUSE WITH BRIDGE! TOLLHOUSES Tollhouses are sturdy structures designed to protect inhabitants from outside attack. On average. prices are often reduced to encourage more road traffic. Tolls in these instances are fairly high as maintaining a castle is not cheap. . it is normal to build a wall or line the side of the road with boulders to impede the passage of coaches and wagons attempting to dodge the toll. toll gates occur every 20-40 miles and are usually positioned to be unavoidable by travellers (on river bridges. but varies from area to area. HOUSE a GATE CROUND FLOOR FIRST FLOOR . The cost of water tolls varies between 1-4 gc for a barge and 6-12 gc for a large ocean-going vessel. St#k1_J ~~I.z. All tolls vary tremendously in different parts of the Old World. tolls are often charged every few miles. Iv. Vast numbers of ships and boats ply the waterways of the Old World.I J' III' 15' 1IY 1J' r---------~--------~--------~~---- RIvERs AND CANALS In the Empire in particular. o CROUND FLOOR MAP J: TYPICAL TOU (. The frequency of toll points along stretches of rivers and locks varies. and they have armour and weapons at hand in case of attack by marauding bandits or irate road users. but toll points generally occur every 20-30 miles.". Often a tollhouse contains a couple toll keepers and sometimes a few servants.Buildings of the Old World T oll gates are found along all major roads. strategically placed castles (complete with catapults or cannons) are very effective in convincing ships to stop and pay tolls. The Imperial authorities ftown upon this behaviour. Where natural barriers do not exist. and-same as the roads-travellers must pay tolls for passage. When a section of river crosses the lands of a number of land-owners. FRONTVIEW .

A period of service at a Way Temple is a common penance for followers of certain deities. The temples do not charge for their services. they are fully-Hedged temples where travellers can pray and seek religious guidance. Way Temples usually take the form of twostory buildings surrounded by a strong wall. The sluices of the locks can only be opened by the lock-keeper's key. Once unlocked. some would say.". but in dangerous or high-toll areas. extort) more out of their customers. and stabling is provided within the compound. MAP 4: TYPICAL RIVER LOCK « LOCK-KEEPER's HOUSE A 0 KEY IIIII:::tiII Door --_. 20 . The temple and kitchens take up the ground floor. up to six armed guards man Way Temples. armed guards often reside there to protect their lord's interests. As well as providing food and shelter for travellers. Q. he uses a winch ro open the sluices in the gates and alter the level of the water.lI IIznl Secrrt Door mndow ladder SMiTs Chtmn~ IIillTIl ~ 0 o Stockade Rmce trapdoo: Pillar Column LtXk-upfGn7le Sazwr_) o 5' III' 15' lIY 15' FtiET ~~I. and accommodations for priests and travellers are on the upper floor. and locks are essential to enabling that travel. The roll is usually 1 or 2 gc.j • mn • he Way Temples of the Old World supplement the service provided by the coaching inns. TEMPLE PERSONNEL In addition to two or three priests responsible for running the temple. Way Temples are situated along roads and rivers and combine the role of inn and temple.. bur greedy lock-keepers ny to wheedle (or. bur travellers are expected to make an offering according to their means in exchange for the hospitality they receive. Locks often have attendant lock-keepers who operate the locks and collect a roll from passing vessels. A lock-keeper shares his house with his family. The T gates are wide enough to admit a cart or coach.Buildings of the Old World C anals are arteries of trade and travel in many parts of the Empire. Servant accommodations are usually above the stables..

JI.u. The offering pits are usually only reached through concealed or trapped panels somewhere in the shrine.JI.JIoJ -j"I' fY 1t' lY mr 21 . MAPs: Chapter 8 of the core rule book provides some details on shrine construction.JI. the holes lead to pits where those responsible for the shrine's • I. trapdoor I'lllar Column Lock-uplGrille 0 • mn W ayside shrines are a common sight on the roads and riversides of the Old World. in wild places. In some shrines..Buildings of the Old World MAP 6: TYPICAL WAY TEMPLE CROUND FLOOR FRONTVlEW o s. ~ 1ST FLOOR STABLES _""_ mmn Door Secret Door Wfndow Ladder Stairs Chimnzy Stockade Rmce ~ o o 0 . but they vary considerably..each corner of the plinth stands a column or a statue... visitors make offerings by dropping coins through small holes in the altar or floor. and make offerings. pray.kr__ ) FaT o I. You may use the plan given here for any wayside shrine. The inhabitants of a nearby settlement usually build and maintain a wayside shrine. shrines to Taal and Rhya are most common. The shrine stands on a stone plinth about three feet high to one side of the road or river... and at . but elsewhere some are dedicated to one or more local deities or a national god like Sigmar. but may also rely on the donations of travellers for the upkeep. The shrine is built of stone and covered by a roof of slate or thatch. The space inside is small and unfurnished except for pillars supporting the roof and an altar or statue. The shrine serves as a place where travellers can shelter from bad weather... maintenance collect the offerings from time to time. characters robbing a shrine may well incur the wrath of the deiry concerned.J 5' flY 15' 10' 15 KEY ~ . Shrines may be dedicated to various deities.

and wooden outhouses and lean-ros. jolly figure much respected by the locals. a local herbalist. and picket fences-hardly enough to deter an organised assault. either in the village temple (dedicated to Sigmar Heldenhammer in this case) or the Haywain Inn. there are 74 villagers. most of the time. three large farmhouses. two daughters. Prices are below average. although. The older and wealthier villagers chair the meetings. Ale is brewed on the premises. A small beacon is maintained on top of the only significant high ground in Kleindorf and if rumours warrant it. it serves as a guide for you to design your own villages. comprising 31 adult females. Herr Braun is the local miller and oversees the grinding of corn grown born by Kleindorf farmers and local farrnsreaders. villages are usually protected by some sort of defensive wall and/or ditch. THE BEACON BUILDINGS In addition to the rambling inn and somewhat decrepit temple. THE HAYWAIN INN VILLAGE SITES All settlements of this kind require some source of fresh water. thatched roofs. the village miller. he takes a keen interest in the affairs of the whole neighbourhood. small holders. you may relocate it for your convenience. each family cultivates several fields of crops located on both sides of the village walls. In addition. Its priestess is me aging Frau Weisskopf. his wife. The Haywain Inn forms one side of the village green and stands just by the narrow stone bridge over the Frisch. and 16 children. INHABITANTS The population of a village may be set by the GM. FORTIFICATIONS Since most of the Empire is covered by vast areas of untamed forest inhabited by all manner of wild and unfriendly creatures (huge bears. and the example described here was built around the river Frisch. and two young village lads-who regard me education she provides as a potential ticket to more exciting things in the great city-assist her. THE WATCH This village has no organised militia. A plump. log palisades. Each family owns an assortment of livestock. No formal administration or government exists. THE ARTISAN'S CoTTAGES Standing around me village green and its charming carp pond are Kleindorf's artisans' cottages mat house a blacksmith/metalworker. 27 adult males. sited across the only real road. and the like. the Hildebrands. me village posts a watch here to warn of approaching troublemakers. The village of Kleindorf is fortunate enough to have both. but sufficient to delay bandit raids and keep out marauding wild animals. the priestess of me temple. Other villages build on the banks of small lakes or draw their water from an underground source via wells. it is unoccupied. various artisans. and a furrier. whom me village relies on for protection and produce markets. Grunburg's militia sometimes requires the villagers to provide manpower in lieu of financial obligations. and a fisherman. a carpenter/cartwright. Goblins. THE FARMHOUSES The three large farmhouses of me village house me community's largest and most respected families: the Bruckners. In any case. However. OrHER REsIDENTS The other occupants of me village are a combination of fisherfolk. but not as well maintained or furnished. but so is the service. The staff comprises Herr Obers. The Hildebrands also have four horses. and Beasrmen). but is commonly less than 100. In this description. including a few cattle. T Most of the buildings are built in typical Reikland style-halftimbered. as needed. levies taxes and rent. the Council of the nearby town of GrLinburg. local produce. or Frau Weisskopf. The village holds meetings. a half-dozen sheep. There are stables for a half-dozen horses and assorted accommodations for the few travellers that pass this way. In the case of Kleindorf. THE TEMPLE The only other building of distinction in Kleindorf is the stone temple dedicated to Sigmar Heldenhammer. and ranger types-woodsmen. and an old retainer. and the food is home-cooked. two or three goats. and a dozen or so chickens. 22 . It is similar in layout to the coaching inn described previously. a leatherworker. it is located on a tributary of the river Reik near the town of GrLinburg about 70 miles from Altdor£ Since its position is not shown on the map of The Empire. a minor tributary of the Reik.Buildings of the Old World he map presented here shows the layout of a typical village found just about anywhere within the Reikland province of The Empire. hunters. To defend Kleindorf each family takes a turn providing a watchman for the two gates to the village. usually Herr Braun. me village boasts a grain mill powered by a rickety water wheel. The protection is made from a combination of drystone walls. and the Dubers.

'. ...~~~ .. .) o 20 40 60 80 100 FlEl' L.'L. .Buildings of the Old Wodd Scale (approx. . . \ .'~ CUltivated Land ~ -~:: .-t . \ 'culrivated Land 23 . \ .

including ditches. The wall surrounds the buildings. which provides a vantage point for bowmen and a means to sight approaching enemies so that stock and members of the communities can be brought inside. 24 . Farmstead housing is simple.. However. master Matthias. two courtyards.w:. and some high-fenced stock pens. a stout-walled gatehouse overlooks the main entrance.Buildings of the Old World MAP J: TYPICAL FARMSTEAD FRONT VIEW KEY _. Nearly all farmsteads supplement this layout with some kind of watchtower. They are owned and worked by one family and its retainers. his two children. raising sheep and cattle. One family and its retainers own and work the farmstead. barns.unily's sons and retainers sleep in the highceilinged Main Hall and Kitchen. containing rooms for senior members of the family and space in the stables and barns for retainers. The family lives in moderate comfort. although a few communities of individuals exist in border districts. Farmsteads are partially fortified by a wall made from wooden posts or a palisade atop an earthwork.ock-uplGrUle M OSt Empire farmsteads occupy lonely spots away from the main thoroughfares of the land. lady Erika. It is the home of the Meier family. In addition to Matthias.. offering accessible roofs for archers. The farmstead shown here is fairly sophisticated. Most Empire farmsteads occupy lonely spots away from the main thoroughfares of the land. he does not deny shelter to passing travellers. which adjoins the stables. and their four children. containing rooms for senior members of the family and space in the stables and barns for retainers. The living quarters. A 12-foot high wooden fence links the walls of the buildings.1ST FLOOR FORCE ~ $alk Door secret Door Wlildow Ladder mnm o ... but he recognises the danger lurking in the hills and is always on guard.!I '--l 2ND FLOOR TOWER 1ST flOOR MAIN HOUSE ® Illll • o • Tropdoor Pillar COlumn I. Matthias has had no trouble in the 13 years he has been in this place. the farmstead is occupied by Gand the smith. Erika..) IS' 20' 2.5' 10 ____ Stairs Chimnfi}' Stockade Fence . All the doors and windows of the various buildings open into these courtyards. The most sophisticated will have stone buildings and possibly a drystone wall up to 12 feet high. A signal beacon is located on the watchtower to warn other farmsteads in sight.3' m:r I.'p.J L. which are periodically driven ten miles to Weisbruck for slaughter. thirty-three people live here. The lodgings are Spartan.. The blacksmith lives with his family and assistants in the smithy. The f. In addition to the tower. and their daughters have bedrooms. appear in different locations. and four household staff and their dependents.. and other outbuildings open into one or more courtyards within the fortified walls.. The buildings have walkways along the walls and missile platforms on the roofs. Various other defences. built 13 years ago in the hills above the mining village ofWeisbruck. In all. although a few communities of individuals exist in border districts. 12 hired field hands (all capable of wielding weapons).w. and all the entrances give into the two courtyards.

NPC Record Name/Type: Career: Race: Main Profile WS BS S T Name/Type: Career: Race: Main Profile NPC Record Ag Int WP Fel WS BS S T Ag Int WP Fel Secondary Profile A W SB TB M Mag IP FP Secondary Profile A W SB TB M Mag IP FP Skills: Talents: Skills: Talents: Special Rules: Special Rules: Armour: Head Arms Body Legs Armour: Head Arms Body Legs Weapons: Trappings: Weapons: Trappings: NPC Record NPC Record Name/Type: Career: Race: Main Profile S T Name/Type: Career: Race: Main Profile WS BS Ag Int WP Fel WS BS S T Ag Int WP Fel Secondary Profile A W SB TB M Mag IP FP Secondary Profile A W SB TB M Mag IP FP Skills: Talents: Skills: Talents: Special Rules: Special Rules: Armour: Head Arms Body Legs Armour: Head Arms Body Legs Weapons: Trappings: Weapons: Trappings: .

Combatants Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: INITIATIVE ORDER Initiative Combatant Combatant: Current Wounds: Notes: Combatant: Current Wounds: Notes: .

Mutation Your body is wracked by Chaos energy. For each instance of this side effect. DieRoU (Necromancy) 01-10 11-20 21-35 36-45 46-50 51-60 61-70 71-80 81-90 91-00 Disturbing Presence Your aura becomes so malignant that children and animals refuse to go near you. you suffer a -10% penalty to your Weapon Skill. you must make a Will Power Test or suffer a fit that lasts IdiO rounds.). When you roll for Tzeenrch's Curse.Dark Lores of Magic TABLE SpeUName GM"'I: THE LORE OF CHAOS Casting Number 7 9 12 Casting Time Half action Full action 2 full actions Half action Full action Full action Half action Full action 2 full actions Half action TABLE GM"'2: THE SpeUName Face of Death Re-Animate Invigorating Vitae Hand of Dust Call ofVanhel Control Undead Corpse Flesh Raise the Dead Spell of Awakening Banish Undead Losz OF NECROMANCY Casting Time Full action 1 half action per corpse 1 full action and 1 half action Half action Full action Half action Full action 2 full actions 2 full actions Full action 6 8 11 13 15 17 19 22 24 26 Casting Number Vision ofTormem Boon of Chaos Summon Lesser Daemon Burning Blood Lure of Chaos Dark Hand of Destruction Touch of Chaos Veil of Corruption Summon Daemon Pack Word of Pain 13 16 17 20 24 25 27 TABLE GM"'3: SIDE EFFECfS Debilitation You permanently lose 1d l 0% from your Toughness Characteristic. SIDE DieRoU (Chaos) 01-05 06-15 16-25 26-40 41-50 51-65 66-70 71-80 81-90 91-00 EFFECfS Result Allergy Aversion Cadaverous Appearance Debilitation Disfigurement Disturbing Presence Madness Mutation Palsy Stench Weakness Disfigurement You gain a repulsive disfigurement to a random part of your body. you suffer a -10% penalty to your Agility. Intelligence. it takes one application of perfume to mask the stench for a day. If you had gorten stench three times. Allergy You have an extreme allergy to a common material. etc. You must roll on Table 11-1: Chaos Mutations on page 229. you suffer a -10% penalty to your Fellowship in all social situations. Will Power. When the smell is noticeable. like leather or fur. you either get a new allergy or your existing allergy becomes more severe. When forced to be around it. Madness You gain l d l O Insanity Points. At first you simply grow pale and develop rings around your eyes. you either get a new aversion or your existing aversion becomes more severe. like light. Unless you can disguise the disfigurement. but gain a +10% bonus on Intimidate Tests. if you roll doubles on the percentile dice you suffer a side effect in addition to the normal result. it'd take three applications of perfume a day to hide the smell. At the start of any stressful situation (combat. Palsy You become prone to periodic fits of shaking. This can be nearly anything. you suffer a -10% penalty to your Fellowship in all social situations. Weakness You permanently lose IdlO% from your Strength Characteristic. as determined by the hit location chart. You suffer a -10% penalty to your Fellowship in all social siruations. but eventually you become indistinguishable from a real cadaver. you suffer a-I 0% penalty to your Will Power and Fellowship. During the fit. Stench You develop a most unpleasant odour. and Fellowship. Ballistic Skill. and Agility. and you suffer a-I 0% penalty to your Fellowship in all social situations. or the crying of infants. Cadaverous Appearance You begin to look like a corpse. . and you develop a mutation. If you roll this side effect more than once. from unsightly sores to scaly skin to the growth of fur. water. for example. If you roll this side effect more than once. and you can only take a half action each round. a verbal confrontation. When in contact with it. Aversion You develop an aversion to a common element of daily life.

Bottle Wine. simple Hat. wide-brimmed Hood or Mask Cost Enc 5 10 15 15 20 25 10 15 30 50 10 15 1 5 2 Availability Abundant Abundant Plentiful Common Average Average Average Scarce Rare Very Rare Plentiful TABLE GM"9: Food & Drink Ale Beer Keg of Ale or Beer Fodder per Day Food per Day (Poor) Food per day (Average) Food per Day (Good) Rations (per Week) Cheap Pie Loaf of Bread Side of Meat Delicacy Spirits. TABLEGM"7: Av AlLABlUTY BY POPULATION -------Difficulty Availability Very Rare Rare Scarce Average Common Plentiful Abundant Below 100 GM's discretion Very Hard Hard Challenging Average Routine Easy by Population-------Below 1.=~~~= TABLE GM"4: ExCHANGE RATES The rate of exchange is as follows. Quality FOOD Cost & DRINK Availability Plentiful Abundant Abundant Plentiful Plentiful Common Average Common Common Abundant Average scarce Average Common Average Enc 2 2 30 50 10 10 10 50 2 2 10 varies 5 5 5 Ip 10 s 1 gc 3 gc 10 gc 15 gc 5 gc 15 gc 50 gc 100 gc 5 gc 10 gc 10 s 1 gc 10+ s 2p Ip 18 p/3 s 5p 5+p 10+p 18+p 6+ s 1-3 p 2p 1s Plentiful Plentiful Plentiful Common 3+ s 1s 1s 10 s 28 .000 or more Challenging Average Routine Easy Very Easy Automatic Automatic TABLE GM"S:CLOTHING Attire Rags Poor Common Good Best Robes Costume/Entertainer Uniform Noble's Garb Royal Garb Cloak Overcoat Hat.000 Very Hard Hard Challenging Average Routine Easy Very Easy Below 10. 1 gold crown (ge) = 20 silver shillings (s) = 240 brass pennies (p) 1 silver shilling = 12 brass pennies Job Peasant TABLEGM"6: 9-15 15-25 20-30 20-40 20-50 25-80 30-100 40-150 150-500 250-500 300-800 1000+ INCOME 15-25 25-45 35-50 35-65 35-80 40-135 50-165 65-250 250-835 415-835 500-1350 1700+ 45-75 75-135 105-150 105-195 105-240 120-400 150-495 195-750 750-2505 1245-2505 1500-4050 5100 + Yearly Pay (ge) Monthly Pay (s) Weekly Pay (p) Rich Farmer Innkeeper City Shopkeeper Mercenary Skilled Craftsman Typical Fence Physician Artisan Lesser Noble Wizard Lord Greater Noble TABLEGM"j: CoNSEQUENCES OF A VAlLABlUTY Availability Very Rare Rare Scarce Average Common Plentiful Abundant Difficulty Very Hard Hard Challenging Average Routine Easy Very Easy Gossip Skill Test Modifier -30% -20% -10% +0% +10% +20% +30% All yearly wages given are before regional taxes have been applied. Common Wine.000 Hard Challenging Average Routine Easy Very Easy Automatic 10.

20 yards Tankard. map or scroll Chest Flask. tallow Candle. UIPMENT Ene 20 2 40 5 15 10 1 Availability Plentiful Scarce Average Average Scarce Plentiful Plentiful Plentiful Plentiful Average Average Plentiful Item TABLE Abacus Gin Trap Snare Book. War Goat Hawk Horse. nag. Base Pick Pole.n: LIGHTING Cost Enc 5 5 5 5 20 20 30 5 Availability Plentiful Average Plentiful Plentiful Plentiful Average Scarce Average Plentiful 3s 6s 2s 5s 5s 5 ge 12ge 1p 5p lOge 2ge 1s 350 ge 100ge 30 s 10 s 5 ge 3s 4ge 10 gc 5 ge 25 s 25 s 1s 20 s 25 s 5s 50ge 8p 10 ge TABLE Item Boat. Illuminated Book. lamp Lamp Lantern Lantern. metal Jug Pouch Purse Sack Saddlebag Slingbag Water Skin Cost GM"IO: EQ. pack Ox Pig Pigeons.Equipment Emporium TABLE CARRYING Container Backpack Case. per yard Crowbar Disguise Kit Fish Hook and Line Grappling Hook Lock Picks Manacles Metal Ingot. quality Mirror Paper Parchment Perfume or Cologne Religious Symbol Rope..000 ge 90ge TABLE Mount Destrier Light Warhorse Pony Riding Horse Saddle Harness GM"Ij: MOUNTS Cost Enc Availability Scarce Common Common Common Common Common 500 ge 300 ge 50ge 80 ge 5 ge 1 ge 50 20 5 10 50 5 5 5 TABLE Livestock GM"I6: Cost 1s LIVESTOCK Ene Availability Plentiful Plentiful Plentiful Plentiful Rare Plentiful Rare Plentiful Plentiful Plentiful Plentiful Average Plentiful 10 s 100ge 15 s 30 s 5 50 5 5 5 20 5 Cat Chicken Cow Dog (pedigree) Dog. Yard Sledge Hammer Spade Spike Trade Tools Wooden Wedge Writing Kit GM"I3: Cost TOOLS Ene 5 20 2 50 35 5 10 10 2 20 20 20 20 20 10 40 20 5 50+ 2 5 Availability Rare Common Common Very Rare Very Rare Rare Common Scarce Common Average Average Average Average Average Plentiful Common Common Common Average Plentiful Average 30 s 1 ge 5 ge 15 s 2ge 4s 5s 2s 5s 2ge 2ge 8s 7 5 5 1/100 TABLE Light source Candle. Printed Chain. pewter Tankard. wax Firewood Oil. silver Deck of cards Dice (bone) Instrument Kettle Ladder Lock. wooden Cutlery. wooden Telescope Tent Tinderbox Cost MISCEllANEA 25 s 1 ge 5s 3 ge 15 ge 1 ge 6s 5 ge 30 s 10 s 1 ge lOge lOge 5s 1s 1 ge 1 ge 1 ge 1 ge GM"I2: Ene 10 20 2 4 3 Availability Plentiful Plentiful Plentiful Common Scarce Plentiful Plentiful Common Plentiful Common Common Scarce Rare Very Rare Rare Common Common Common Plentiful Plentiful Rare Common Plentiful 600 ge 90 ge 50 ge 500+ ge 12. draft or Mule Horse. Homing Sheep 5p 10 ge 3ge 30 ge 2ge 80ge 25+ ge 40 ge 30ge 3ge 1 ge 2ge 29 . metal Cutlery. average Lock. River Boat. Rowing Cart Coach Ship Wagon GM"I4: Cost VEHICLES Ene 900 Availability Rare Average Common Rare Scarce Common TABLE Item Blanket Cooking Pot Cutlery. Storm Match Torch GM . leather Flask.

TABLE Name GM"17: MELEE Cost 2ge 1 ge 20ge 15 ge 18 ge 1 ge 20ge 15 ge 10 ge 15 ge 4ge 15 ge 3s 18ge 10 ge 10 ge 5 ge WEAPONS Ene 10 10 75 95 40 200 175 50 35 100 15 60 50 40 50 50 40 Availability Average Common Scarce Scarce Rare Common Average Common Common Rare Scarce Scarce Plentiful Scarce Common Common Scarce Armour Type Leather TABLE GM"20: Ene Availability ADVANCED ARMOUR Cost Buckler Dagger Demilance (Cavalry Spear) FJail* Foil Ga un tlec/Kn uckle-d uster Great Weapon* Halberd" Hand Weapon (sword etc) Improvised Lance Main Gauche Morning Star Quarter Staff* Rapier Shield Spear Sword-breaker Unarmed Leather Skullcap Leather Jerkin Leather Jack Leather Leggings Full Leather Armour Chain Mail Coif Mail Shirt Sleeved Mail Shirt Mail Coat Sleeved Mail Coat Mail Leggings Full Mail Armour Plate Helmet Breastplate Plate Bracers Plate Leggings Full Plate Armour 3ge 6ge 12ge 10 ge 25 ge 10 40 50 20 80 Common Common Common Common Average 20ge 60 ge 95 ge 75 ge 130ge 20ge 170ge 30 60 80 80 100 40 210 Average Average Average Average Average Scarce Scarce TABLE GM"18: MISSILE WEAPONS Name Blunderbuss Bola Bow* Crossbow" Crossbow Pistol Elfbow* Firearm" Hochland Long Rifle Improvised Javelin Lasso" Longbow* Net Pistol Repeater Crossbow* Repeater Firearm" Repeater Pistol Shortbow* Sling Spear Staff Sling* Throwing Axe/Hammer Throwing Dagger/Star Whip Cost 70ge 7s 10 ge 25 ge 35 ge 70ge 300 ge 450ge 25 s 1 ge 15 ge 3 ge 200ge 100 ge 600ge 400ge 7 ge 4ge 10 ge 6ge 5 ge 3 ge 2ge Enc 50 20 80 120 25 75 30 70 10 30 10 90 60 25 150 30 25 75 10 50 50 40 10 40 Availability Very Rare Scarce Common Average Rare Very Rare Very Rare Very Rare Average Plentiful Average Plentiful Very Rare Very Rare Very Rare Very Rare Common Common Common Rare Average Common Average 30ge 70ge 60ge 70ge 400ge 40 75 30 40 395 Scarce Scarce Scarce Scarce Rare TABLE Mode of Travel Cart or Wagon Cart with 2 horses Coach River Boat Ship's Passage Wagon..19: AMMUNITION Cost 1s 2s 1s 3s Ene 10 10 10 Availability Common Average Rare Very Rare CoMMON SERVICES Arrows (5) Bolts (5) Firearm Shot (I 0) Gunpowder (per shot) 30 . 3 horses GM"21: Cost 1 p/15 P 1 sl3 ge 1 gel7 ge 1 sl5 s 1 gel5 ge 10 sl4 ge Availability Plentiful Plentiful Average Plentiful Common Common TRAVEL SERVICES TABLE GM"22: LoOOING Cost 1s 5p 10 s 10 p Lodgings/Amenities Bam Inn Common Room per night Private Room Stabling per horse per night TABLE Serviee Artisan Entertainer Labourer Physician Servant Cost per Day 34p 28p 10 l' 60p 12p GM"23: Cost per Week 17 s 14 s 55 30 s 6s Availability Common Common Common Common Common TABLE Name GM .

and are used with permission. 31 .Jr. The BL Publishing logo and all associated races and race insignia. illustrations. Geoff Taylor WFRP Development Manager: Kate Flack Project Manager: Ewan Lamont Head of Black Industries: Simon Butler A Black Industries Publication First published in 2005 by Black Industries. TABLE GM"28: Ene 0 0 0 0 0 0 0 0 0 0 Availability Common Common Average Average Scarce Average Average Average Rare Average TABLE Draught Bugman's Ale Greta's Boon Helling Draught GM"2j: Cost DRAUGHTS Ene 5 Availability Very Rare Very Rare Average REPLACEMENTS AND ApPENDAGES Name Earring Eye Patch False Eye False Leg Gilded Nose Hook Skull Plate Tattoo Veteran's Hand Wooden Teeth Cost 1+5 50 ge 30 gc 5 ge 6+p 1+5 6+ 5 6+ 5 6+ 5 TABLE Poison Black Lotus Chimera Spittle Crimson Shade Dark Venom Heartkill Mad Cap Mushrooms Mandrake Root Manticore Spoor GM"26: Cost POISONS Ene Availability Very Rare Very Very Very Very Very Very Very Rare Rare Rare Rare Rare Rare Rare 20 ge 150ge 35 gc 30 ge 800ge 30 gc 25 ge 65 gc 1+s 3+ s 60+ gc 3+ s Design and Writing: Alfred Nufiez. the Warhammer Fantasy Roleplay logo. stored in a retrieval system. photocopying. the Black Industries logo. and image5ftom the "Warhammer universe are either @.. characters. Scott Purdy autography: Dave Andrews. or transmitted in any form by any means. recording or otherwise without the prior permission of the publishers. Permission is given to copy pages 25 and 26 for personal use only. Torstein Nordstrand. the Games Workshop logo... BL Publishing. Ali Rights Reserved Games Workshop. mechanical... BL Publishing Games Workshop. 1M. electronic. Warhammer.com UK No part of this publication may be reproduced. an imprint ofBL Publishing .com Games Workshop: www.ED SERVICES Share* 1/2 % 1 1 Availability Average Average Scarce Scarce Rare Very Rare Item TABLE GM"27: Cost ODDITIES Ene Availability Scarce Scarce Common Very Rare Average Scarce Antitoxin Kit Blessed Water Healing poultice Grimoire Lucky Charm Religious Relic 3gc 10 gc 5p 500gc 15 gc 5 gc *A Skilled Servant receives a share of the spoils jf he participates in an adventure. and/or © Games Workshop Ltd 2000-2005.blackindustries. Karl Kopinski. marks.com Green Ronin Publishing: www. LLe. variably registered in the UK and other countries around the world. Tony Parker.TABLE XPTotal 100 400 800 1200 1600 2000 GM"24: Cost per Day 65 105 155 255 355 505 SKIU. Shaum Brown Screen Art: David Griffith. Black Industries. Product Code: 60040283004 ISBN: 1-84416-222-2 Black Industries: www. Ltd Willow Road Nottingham NG72WS © Copyright Games Workshop Limited 2005.games-workshop. Dave Gallagher. names.greenronin.. Warhammer Fantasy Roleplay. and Chris Pramas Editing: Kara Hamilton Graphic Design and Art Direction: Hal Mangold Cover Art: Geoff Taylor Interior Art: Dave Andrews. Ali rights reserved Green Ronin and the Green Ronin logo are Trademarks of Green Ranin Publishing..



you can spend 200 xp and gain the Dark Lore (Chaos) talent. Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked. Removal of the branded skin will make no difference to the contract. Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Rupture: Your nose begins to bleed and continues Breath of Chaos: A cold and unnatural Horripilation: Wyrdlight: - CATASTROPHIC CHAOS MANIFESTATION -~ Die Roll 01-10 Result Wtld Magic: You lose control of the magic as you cast your spell. Lash: Magic power overwhelms you. Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect. comparable Aethyric Assault: The Winds of Magic lash out at you. Unless you have a Fate Point to s end. This stuns you for 1 round. Silenced: You lose your voice for 1d10 rounds. Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour. Mental Block: You channel too much magical energy. Roll l d l O to determine the Critical Value. Mindeaten: Your abiliry to use magic is burned out of you. Your hair stands on end for 11-20 21-30 31-40 41-50 iaio rounds. it increases by 1 until it returns to full strength. you can spend 100 xp and gain the Dark Lore (Chaos) talent. Stinging Rebuke: Not only does your spell fail. Whimsy: Unlucky!: The GM can choose any result from this charr or make up a minor effect. they will spell out a contract that signs your soul away to a Ruinous Power (GM's discretion). table instead. wine goes until you make a sour. 71-80 Daemonic Contract: You suffer Idl0 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. GAINING INSANITY POINTS A character gains A character gains You may also call events. You can test once per round. You Have Sinned Against Me: You have somehow angered your God. They appear from the Aerhyr within 12 yards (6 squares) of you. milk curdles. For each full 24 hours mat passes. 31-45 You Try My Patience: You cannot cast another spell for 1d10 rounds. Characters ~¥ 76-90 91-99 - regardless of Toughness Bonus or armour. wind blows through the area. including you. What Will You Sacrifice for this Boon?: You lose 1d 10 Wounds -~ 51-60 61-70 - - - Your spell fails. knocking you out for IdlO successful Toughness Test. and food spoils. flee the scene. Your Toughness Characretistic is reduced by 20% fur 1d 10 hours. You must kneel and repenr for Id l O rounds. You gain l d lO Insaniry Points. Should you ever collect 13 of these. you'll have no memoty of what you JUSt did. You must take this extra time even if you failed the Casting Roll. loses 1 Wound regardless of Toughness Bonus or armour. Your Magic Characteristic is reduced by 1 for Id10 minutes. This renders you helpless. During that time. 1 Insanity Point each time he takes a Critical Hit. 71-80 81-90 Mindnumb: You channel tOOmuch magical energy. Your Cause is Unworthy: Casting Roll. Tzeentch's minutes. and unless controlled with an Animal Training Test. Overload: You are overwhelmed by magical ene!ID' and are stunned for 1 round. Daemonic Possession: You are possessed by a Daemonic entity fur one minute. but you also suffer a -10% penalty to your Will Power for 1 minute. They revert to their original colour at dawn the following day. even if you made the @1 · · · . THE WRATH OF THE GODS Die Roll OJ-15 16-30 Result Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. Your Toughness Characreristic is reduced by 10% for IdlO minutes. The Withering Eye: Chaos energy wracks your body. Craven Familiar: A Daemon Imp (see Chapter 11: Common Creatures and NPCs) appears from the Aethyr and attacks you next round. You glow with an eerie light for l d l D rounds. 1 Insanity Point each time he fails a Terror Test. Your Magic Characteristic is reduced to O. the GM controls all your actions and when you take control of your body again. This spell still works as long as you made your Casting 46-60 61-75 Roll. Any time after this event. Any time after this event. You suffer a Critical Hit to a random location. debilitating your constitution. Roll on the Major Chaos Manifestation table instead. MAJOR CHAOS MANIFEsTATION Die Roll 01-10 11-20 21-30 31-40 41-50 Result Witch Eyes: Your pupils turn bright red. Haunted: Ghostly voices fill the air for the duration of your spell. Everyone within 30 yards (15 squares). 00 . 91-95 96-00 Perverse Delight: The GM can choose any result from this chart or make up a comparable major effecr.MINOR CHAOS MANIFEsTATION Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-95 96-00 Result Witchery: Within 10 yards (5 squares) of you. This result adds 1 half action to me Casting Time of rhe spell. Your Magic Characteristic is reduced by 1 for 24 hours. Heretical Vision: A Daemon Prince shows you a vision of Chaos. debilitating your constitution. Trick of Fate: Roll on the Catastrophic Chaos Manifestation table instead. it's time to roll up a new characrer. Aethyric Attack: Magical energy burns through you. Enfeeblement: Chaos energy wracks your body. for Will Power Tests in the face of unspeakable sights or that fail such tests gain 1 or more Insanity Points. 81-90 91-00 Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Daemonic Interference: Your prayer is answered but not by your God. Prove Your Devotion: A few more prayers are required to finish casting the spell. causing you to lose 1dl 0 Wounds regarrlless of Toughness Bonus or armour. Uninvited Company: You are attacked by a number oflesser Daemons equal to your Magic Characteristic (see Chapter 11: Common Creatures and 51-60 61-70 Roll on the Major Chaos Manifestation NPCs).


Special Special Group Parrying Ordinary Cavalry Flail Fencing Ordinary Two-handed Two-handed Ordinary Ordinary Cavalry Parrying Flail Ordinary Fencing Ordinary Ordinary Parrying Ordinary 32/8116 24/48 30/60 8/16 36/72 24/48 48/96 6/8116 8/- 30/60 4/8 8/16 16/32 ~ --~ 24/48 8/16 16/32 16/32 - 8124/48 8/- • Requires rwo hands to wield. Pummelling None Fast. Tiring Balanced. Slow Special None None Fast. Defensive Impact. Unreliable Special Experimental. Impact. Special None None None None None None Fast. Legs Body. Precise Pummelling impact. Arms. Tiring Impact. Legs Legs All Head Body Arms Legs All Skill Name Academic Knowledge (Various) Animal Training Blather Channelling Common Knowledge (Various) Dodge Blow Follow Trail Heal Characteristic Inrell igence Fellowship Fellowship Will Power Intelligence Agility Intelligence Intelligence 10 40 50 20 80 Head Body Body. Snare Name Buckler Dagger Demilance (Cavalry Spear) Flail' Foil Gauntlet/Knuckle-duster Grear Weapon' Halberd' Hand Weapon (sword ere) Improvised Lance Main Gauche Morning Star Quarrer Sraff' Rapier Shield Spear Sword-breaker Unarmed Ene 10 10 75 95 40 I 200 175 50 35 100 15 60 50 40 50 50 40 MELEE WEAPONS Damage SB-4 SB-3 SB SB+I SB-2 SB-3 SB SB SB SB-4 SB+l SB-3 SB SB-2 SB-I SB-2 SB SB-3 SB-4 Qualities Balanced. Pummelling Fast Defensive. Arms Body. Tiring Fast. if you are using squares. Tiring Defensive. Arms Legs All Ene Location(s) Covered Skill Name Animal Care Charm Charm Animal Command Concealment Consume Alcohol Disguise Characteristic Intelligence Fellowship Fellowship Fellowship Agility Toughness Fellowship BASICSKIllS Skill Name Drive Evaluate Gamble Gossip Haggle Intimidate Outdoor Survival Characteristic Strength Intelligence Intelligence Fellowship Fellowship Srrengrh Intelligence Skill Name Perception Ride Row Scale Sheer Surface Search Silent Move Swim Characteristic Intelligence Agility Strength Strength Intelligence Agility Strength Anv ANCED Skill Name Hypnotism Lip Reading Magical Sense Navigarion Performer (Various) Pick Lock Prepare Poison ReadlWrite Sail SKIllS Characteristic Will Power Intelligence WillPower Intelligence Fellowship Agility Intelligence Intelligence Agility Skill Name Characteristic Secret Language (Various) Intelligence Intelligence Secret Signs (Various) Agility SerTrap Agility Shadowing Agility Sleight of Hand In relligence Speak Language (Various) Fellowship Torture Varies Trade (Various) Fellowship Ventriloquism Plate Helmet Breastplate Plate Bracers Plate Leggings Full Plate Armour . simply halve to find the range. Special Fast Balanced. Special Experimental. Unreliable Impact. Unreliable None None Snare Armour Piercing Snare Impact. Defensive. t Range is expressed in yards. Impact. 6/12 6/- ADVANCED ARMOUR Armour Type Leather Leather Skullcap Leather Jerkin Learher Jack Leather Leggings Full Leather Armour Chain Mail Coif Mail Shirt Sleeved Mail Shirr Mail Coat Sleeved Mail Coat Mail Leggings Full Mail Armour 30 60 100 80 00 40 210 40 75 30 40 395 Head Body Body.MISSILE WEAPONS Name Blunderbuss Bola Bow' Crossbow' Crossbow Pistol Elfbow' Firearm" Hochland Long Rifle improvised Javelin Lasso' Longbow' Ner Pistol Repeater Crossbow' Repeater Firearm" Repeater Pistol Shortbow" Sling Spear Staff Sling" Throwing Axe/Hammer Throwing Dagger/Star Whip Ene 50 20 80 120 25 75 30 70 10 30 10 90 60 25 150 30 25 75 10 50 50 40 10 40 Group Gunpowder Entangling Ordinary Ordinary Crossbow Longbow Gunpowder Engineer Ordinary Ordinary Entangling Longbow Entangling Gunpowder Crossbow Engineer Engineer Ordinary Sling Ordinary Sling Throwing Throwing Entangling Damage 3 1 3 4 2 3 4 4 SB-4 SB-I nla 3 nla 4 2 4 4 3 3 SB 4 SB-2 SB-3 SB-4 Ranget Reload 3Full Half Half Full Full Half 2 Full 2Full Half Half Half Half Full 2 Full Free Free Free Half Half Half Full Half Half Half Qualities Shrapnel Snare None None None Armour Piercing Irnpact. so this weapon cannot be used in conjunction with a shield or buckler.


character collapses with blood pouring out of the ruins of his shoulder. Killed in whatever spectacular and goredrenched fashion the player or GM cares to describe. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Stunned for iaio rounds. Test at the start of victim's turn each round. he must make a successful Toughness Test or become permanently paralyzed from the waist down. 2 3 2 2 2 3 3 4 3 4 4 4 5 5 6 5 5 6 6 7 6 7 7 8 8 7 9 10 8 9 8 10 ~ HIT CoMBAT RECAP Step 1: Roll Initiative (Ag + IdlO) Step 2: Determine Initiative Order Step Step Step Step 3: 4: 5: 6: Surprise Characters Take Turns Round Ends Repeat Steps 4 and 5 as Needed. Killed in whatever spectacular and goredrenched fashion the player or GM cares to describe. he must make a successful Toughness Test or lose the arm from the elbow down permanently. % roll 01-15 16-35 36-55 56-80 81-90 91-00 LOCATION Location Head Right Arm Left Arm Body Right Leg Left Leg 9 9 10 10 . use the #2 result instead. Character may do nothing until medical attention is received and is considered helpless. Test at the start of victim's turn each round. Blood runs into eyes. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test ar the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat. All character's tests and attacks suffer a -30% penalty for one round and he must use the stand action to regain his feet. Character is now considered helpless. Hand incapacitated until medical attention is received. After a fraction of a second. Character takes a -I 0% WS penal ty until medical attention is received. The blow inflicts a nasty scalp wound. Armour Points on this location are reduced by 1 until the armour is repaired with a successful Trade (Arrnourer) Skill Test. Character cannot take any actions for 1 round. Use the Sudden Death rules for any further Critical Hits on this character. Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds. he must make a successful Toughness Test or lose the foot permanentl . use the #2 result instead. Armour Points on this location are reduced by 1 until the armour is repaired with a successful Trade (Armourer) Skill Test. Character's Movement Characterisric is reduced to 1 for one round and during that time he cannot dodge and suffers a -20% penalty on related Agility Tests. Leg is turned into a bloody ruin and character is considered helpless. Arm demolished by attack. CRITICAL EFFECTS-BoDY diO Effect The wind is knocked our of the character. Hand turned into a bloody ruin. If character isn't wearing any armour or players are using the Basic Armour system. Use the Sudden Death rules for any further Critical Hits on this character. Use the Sudden Death rules for any further Critical Hits on this character. Anything held in tills hand is dropped (excepting a shield). Death from shock and blood loss is almost instantaneous. Armour Points on tills location are reduced by 1 until the armour is repaired with a successful Trade (Armourer) Skill Test. If he survives tills combat. Stunned for l d l O rounds. causing character to suffer a -10% WS penalty until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. Anything held in tills hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Armour damaged. Spine pulverized and character is knocked to the ground. AnytlUng held in this hand is dropped (again. Test at the start of victim's turn each round. Ifhe survives tills combat. Skull pierced by a mighty blow. character collapses with blood pouting out of the ruins of his leg. Anything held in tills hand is dropped (excepting a shield). Use the Sudden Death rules for any further Critical Hits on this opponent. Killed in whatever spectacular and goredrenched fashion the player or GM cares to describe. Use the Sudden Death rules for any further Critical Hits on tills oEf>2_nent. If he survives this combat. Cbaracter can only take a half action on his next rum. Knocked to the ground and dazed. Use the Sudden Death rules for any further Critical Hits on tills opponent. since it's strapped on. Armour damaged. he must make a successful Toughness Test or lose an eye permanently. he must make a successful Toughness Test or lose the leg from the knee down ermanendy. Ribs busted by ferocity of attack. Armour Points on this location are reduced by 1 until the armour is repaired with a successfulTrade (Arrnourer) Skill Test. Struck in the groin. Leg srruck numb by rhe arrack. he must make a successful Toughness Test or losethe hand permanently. Use the Sudden Death rules for any further Critical Hits on this opponent. Ifhe survives tills combat. Related Agility Tests also suffer a -20% penalty. Test at the start of his turn each round. Leg demolished and character is considered helpless. Armour damaged. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. The pain is such that the character cannot take any actions for one round. If character isn't wearing any armour or players are using the Basic Armour system. A shield. Arm is now a dangling mass of bloody meat. Anything held in tills hand is dropped (excepting a shield). Character's Movement Characteristic is reduced to 1 and he cannot dodge. Major artery severed. Arm struck numb and cannot be used for 1 round. All his tests and attacks suffer a -30% penalty for one round and he must use the stand action to regain lHt feet. Ears bashed causing ears to ring and head to spin. The blow results in serious internal bleeding and the character is helpless. Blood loss is such that character has a 20% chance of dying each round unril medical attention is received. Killed in whatever spectacular and goredrenched fashion the player or GM cares to describe.CRITICAL EFFECTS-ARM diO Effect Drops anything held in that hand. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is teceived. Death from shock and blood loss is almost instantaneous. All his tests and attacks suffer a -30% penalty for one round and he must use the stand action to regain his feet. use the #2 result instead. All tests and attacks suffer a -20% penalty for one round. If he survives this combat. Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Knocked out for l d l O minutes. Leg incapacitated until medical attention is received. After a fraction of a second. CRITICAL EFFECTS-LEG diO Effect Stumbles. Major artery severed. Face shattered and knocked to the ground. Death is instantaneous. Knocked to the ground and dazed. Leg turned into a dangling mass of bloody meat and character is considered helpless. CRITICAL EFFECTS-HEAD diO Effect Disoriented by the blow. Armour damaged. Test at the starr of his turn each round. Character can only take a half action on ills next turn. If character isn't wearing any armour or players are using the Basic Armour system. Test at the start of his turn each round. if worn. Arm incapacitated until medical attention is received. If character isn't wearing any armour or players are using the Basic Armour system. use the #2 result instead. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Knocked to the ground and badly winded. Use the Sudden Death rules for any further Critical Hits on this opponent. excepting a shield). is not affected.


75 2.25 1. Dodging whilst knocked down.25 2. Attacking/dodging in the deep snow. Attacking a foe who is oumumbered 3 [0 1.5 1 1. Making a standard attack. Attacking a foe who is outnumbered 2 [0 1. Parrying a giant's club. Attacking a foe who is knocked down. Attacking whilst knocked down. Source Match Candle Lamp Torch Lantern Normal Vision 2(1) 6(3) 6(3) 10(5) 16(8) 16(8) 30(15) ILLUMINATION Maximum Vision 6(3) 16(8) 16(8) 30(15) 40 (20) 40(20) 30(15) Spotting Distance 6(3) 10(5) 10(5) 20(10) 30(15) 30(15) Duration 1 round Routine +10% Average Challenging No modifier -10% - Camp Fire Night Vision MOVEMENT LocAL MOVEMENT Movement Characteristic 1 2 3 4 5 6 IN YARDS PER MINuTE Standard Movement 24 48 Movement Characteristic Hampered Movement Hampered Movement 12 24 36 48 60 .CoMBAT DIFFICULTY Difficulty Very Easy Easy Skill Modifier +30% +20% Example Artackin an unaware opponent. Arracking/dodging when in the mud or heavy rain.5 96 108 120 4 10 4.5 All Out Arrack Defensive Stance Delay Feint Guarded Attack Jump/Leap Manoeuvre Parrying Stance Run 2 3 4 5 6 7 8 IN YARDS Charge Attack 4 8 12 16 20 24 28 32 36 40 30 36 42 48 54 60 9 10 ACTIONS BY TYPE Full Actions Charge Attack Disengage Swift Attack All Our Attack Defensive Stance Guarded Attack Jump/Leap Run Half Actions Aim Move Ready Stand/Mount Standard Attack Delay Feint TEST DIFFICULTY Difficulty Very Easy Easy Routine Average Challenging Hard Very Hard Skill Modifier +30% +20% +10% No modifier -10% -20% -30% Cast Reload Use a Skill FALLING DAMAGE Distance Fallen Damage 3 5 7 Variable Actions 3 yards 6 yards 9 yards 12 yards 15 yards 18 yards 21 yards 24 yards 25+ yards 9 11 13 15 17 20 Manoeuvre Parrying Stance . Anacking a stunned opponent.75 n 96 n 84 BASIC AND Basic Actions Aim Cast Charge Attack Disengage Move Ready Reload Stand/Mount Standard Attack Swift Attack Use a Skill Anv ANCED ACTIONS Advanced Actions 7 8 9 10 120 144 168 192 216 240 CoMBAT MOVEMENT Move/ Disengage 2 4 6 8 10 12 14 16 18 20 3 3. Hard Very Hard -20% -30% Arracking a specific hit location.

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