a short adventure for warhammer fantasy roleplay … · that way madness lies! 1 a short adventure...

27
That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short adventure designed for characters in their first or second careers. The starting location of the adventure is intentionally vague and the rudiments straightforward: One of the characters should be moderately wounded from battle and keen for treatment. – GM SUMMARY The story opens as the characters rush to the ramshackle town of Klimgart in search of medical attention. An austere physician warns the afflicted character that his wounds are grave. They’ve been fouled by a dreadful malady; one that will doom him before the week is out. There’s not much he can do, he whispers, but slow the effects. He directs the characters to Wolingwut House, an isolated and well reputed hospital just over a day’s ride to the East. On the short journey they have an odd encounter and arrive past dark at the eager hamlet of Wolingdorf. Under the guardsman’s arch, at the entrance to the village palisade, the characters receive a friendly welcome and are directed to a Dwarven inn not far up the street. Amid the revelry of a town betrothal, the owner of the tavern introduces the players to Mrs. Avery, wife to one of the ‘sanatorium’ staff. Spurred by nostalgia, she asks the players to courier a worthless keep-sake to her husband in the fortress, a memento of their once happy marriage. Enquiries for the medicine they seek lead them to Wolingwut House. It is a grim and oppressive place. During the hunt for the medicine, the players have the opportunity to uncover an eerie volte-face. The doctors at the sanatorium are no longer in charge. The patients, suffering years of terrible experimentation, revolted against their tormenters several weeks before. Although they imprisoned their masters after the bloody coup, the surviving patients pretend a medical guise to keep a watchful eye over their captives. And so they should. Long ago, Wolingwut House became devout to the dark god Tzeentch. Its cruel walls have housed the Order of the Worm for generations. Within the asylum the dreadful doctors lurk and wait and pray to their infernal master. The patients fear retribution and bite their fingernails in the shadows of doorways, waiting for the characters to act. Will the players misunderstand the patients’ revolution and

Upload: dinhkhanh

Post on 18-Aug-2018

248 views

Category:

Documents


3 download

TRANSCRIPT

Page 1: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

1

A Short Adventure for Warhammer Fantasy Roleplay

By Sebastian Hickey

That Way Madness Lies! is a short adventuredesigned for characters in their first or secondcareers. The starting location of the adventure isintentionally vague and the rudiments

straightforward: One of the characters should bemoderately wounded from battle and keen fortreatment.

– GM SUMMARY –The story opens as the characters rush to theramshackle town of Klimgart in search of medicalattention. An austere physician warns theafflicted character that his wounds are grave.They’ve been fouled by a dreadful malady; onethat will doom him before the week is out.There’s not much he can do, he whispers, butslow the effects.

He directs the characters to Wolingwut House, anisolated and well reputed hospital just over aday’s ride to the East. On the short journey theyhave an odd encounter and arrive past dark atthe eager hamlet of Wolingdorf.

Under the guardsman’s arch, at the entrance tothe village palisade, the characters receive afriendly welcome and are directed to a Dwarveninn not far up the street.

Amid the revelry of a town betrothal, the ownerof the tavern introduces the players to Mrs.Avery, wife to one of the ‘sanatorium’ staff.Spurred by nostalgia, she asks the players tocourier a worthless keep-sake to her husband inthe fortress, a memento of their once happymarriage.

Enquiries for the medicine they seek lead them toWolingwut House. It is a grim and oppressiveplace. During the hunt for the medicine, theplayers have the opportunity to uncover an eerievolte-face.

The doctors at the sanatorium are no longer incharge.

The patients, suffering years of terribleexperimentation, revolted against theirtormenters several weeks before. Although theyimprisoned their masters after the bloody coup,the surviving patients pretend a medical guise tokeep a watchful eye over their captives. And sothey should.

Long ago, Wolingwut House became devout tothe dark god Tzeentch. Its cruel walls havehoused the Order of the Worm for generations.Within the asylum the dreadful doctors lurk andwait and pray to their infernal master.

The patients fear retribution and bite theirfingernails in the shadows of doorways, waitingfor the characters to act. Will the playersmisunderstand the patients’ revolution and

Page 2: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

2

release the servants of Chaos? Or will theyuncover the deeper truth?

Which way madness lies?

BACKGROUNDWolingwut House is situated at the crest of a hilldeep within The Wolingwut – a dense canopythat takes its name from the unsettling howl ofthe local gale. People suppose it was intendedas a hospital for the Church of Shallya. However,it was later completed by a patron of thesciences some one hundred years after. Now itserves as a sanatorium for the dangerouslyinsane.

During war times the infirmary was packed and areputation soon spread for its mercy andefficiency. Its remote location, intimate privacyand defensible position exposed it to the desiresof a sinister cult, known among some as theOrder of the Worm. Terrible experiments wereexecuted under false pretence.

Things changed last year with the arrival of anew patient, the indomitable Antonius Reik, ex-witch hunter from the Order of the WhiteHammer. Witness to all the horrors of the DarkGods he interred himself voluntarily to treat hiswaning condition, a terrible rage he had beforethen reserved only for the minions of chaos. His

mysterious disappearance had provoked scandalamong the church and still now the clergywonder at his whereabouts.

Reik suffered intensely in Wolingwut House. Thedoctors invented new and crueller ways to satisfytheir depraved urges. However, it was to be Reikwho won the final victory. He had observedthese kinds of folk countless times before and heknew their motives well. Noticing the wiltingloyalty of Dr. Falkenheim, an incompetentconjurer fallen in the ranks of the order, hewhispered of regrets and promises broken.Slowly the worm turned and Falkenheim took hisside. Last month it came to a head.

The patients were freed and a bloody coupensued. The surviving members of the staffwere locked inside the tower while the dead werepiled in the kitchen stores. The patients toastedtheir freedom but the revelry was to be short.The Order of the Worm, locked deep inside thesanatorium, began an unholy ritual. Under theshade of The Wolingwut scattered herds ofBeastmen gathered, drawn to the fortress like abeacon, thirsting for the presence of theirimprisoned masters. Every evening since thevictory at Wolingwut House, the patients havesuffered siege from the Beastmen. Reik andFalkenheim believe they can break the link byexorcising their old doctor and razing thesanatorium.

– STARTING THE ADVENTURE –The action for this adventure begins in the townof Klimgart, a village of thatched cottages andstout mills tucked in the meander of a fastflowing river. To provide versatility, this villagecan be situated anywhere in the Empire, so thereis little in the way of provincial positioning.

One of the characters, still wounded from battle,has developed flu like symptoms along withtroubling purple marks on his palms and wrists.Characters with Heal, on a successful Very Hard(-30%) Intelligence Test can diagnose theailment as Bloodpox (See Diagnosis).

If this is the first adventure you are running withyour PCs you will need to get them into a fight.Perhaps the players are travelling to Middenheimfrom Altdorf, looking to find opportunity in theaftermath of the Storm of Chaos. You mighthave them ambushed on the road by a pair ofhungry Beastmen. Whatever way the woundsdevelop, make sure to concentrate on the bladethat does it. You could remark on the distinctsmell, its clotted, oily finish or the strands andpieces of fleshy things that dangle from it. Beexplicit with the filth.

– A DREADFUL MALADY –The PCs should arrive at Klimgart around middayto find the town bustling with activity. A riderbearing Middenlander livery pounds out of thegate in a terrific rush, leaving a mist of dust forseveral minutes. If the PCs dilly-dally at all, theywill be approached by ordinary citizens, some of

them carrying baskets of bread or knitted goods,all asking the same questions; ‘Any news fromthe City of the White Wolf?’, ‘Heard ‘out fromMiddenheim?’, ‘Is it true the siege has fallen?’.Everyone wants to know if and when things willget back to normal.

Page 3: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

3

DIAGNOSISIf the PCs ask for a medical attention they will bedirected to Dr. Hirtzel, the town physician. Thedoctor’s cottage sits in the centre of the town, upa shallow cobbled rise. The smooth white wallsand neatly arranged flower beds are fenced witha waist high black railing. You may read aloud orparaphrase the following:

As you lift your hand to knock on the door, agrey looking man with a grey looking smileswings it open briskly. “Don’t stand there all day,come in!” he orders, pointing inside. Somemoments later you are standing in a clutteredsurgery, the ground covered in fresh straw.

Dr. Hirtzel will demand 3 gc for his attentionalthough he will accept 2 gc with a successfulHard (-20%) Haggle Test. With repetitiousquestions, vapid conversation and a room full ofsighs, Dr. Hirtzel completes his examination.

“The doctor scratches behind his ear and looksup. I’m afraid your wounds are terribly grave.You have been fouled with a dreadful malady,one that will doom you before the week is out.There’s not much I can do but slow the effects.”He coughs, scratches his ear again and looks atthe floor. “Will there be anything else?”

The wounded PC may heal 1d10 wounds at thispoint. Also, the character will probably wantsome clarification from the doctor. An Easy(+20%) Intimidate Test or perhaps aRoutine (+10%) Charm Test should do thetrick. If successful, you may read aloud thefollowing:

“It is the Bloodpox, you see, a rare affliction anddevilish to cure. You should feel fine for a fewdays, though heavy strain is likely to acceleratethe onset. After that you will notice some itchingalong with the emergence of hard, red blistersthe size of eyeballs around the wrists and throat.After a day at most, these will spread over mostof the body followed by bloody expectoration.With respect, I shall not illuminate any further.It is an odious subject.”

Turning to you all with a concerned expression,“I recommend that you take your friend toWolingwut House, an isolated and well reputedhospital just under a day’s ride to the East. Theymay have stores of the Eastern ingredients.Take a Four Seasons coach this afternoon. Morethan this I cannot give. Good day.”

Dr. Hirtzel has a queue of patients at the frontdoor so he is anxious to return to his duties.

ON THE COACHThe wounded character should be anxious tosave his energy and take the coach. However,some PCs may not have the money or inclinationto pay for passage. If this is the case, allow thejourney to be taken mounted or on foot, butforce the sick character to make a Hard (-20%)Toughness Test (or Challenging (-10%) ifhe is carried) three times during the journey,losing 1W for each failure from aggravation tohis wounds. In this case, briefly describe thetiring, wet journey and skip to Wolingdorfbelow.

FOUR SEASONS COACHESA straggly old coachman, Lars Hipfler, does theWolingwut route. Appraising the PCs’ weaponsand armour, he will smile appreciatively. It’s rarehe gets such handy folks on a trip. His price is7gc for the whole carriage but he’ll reduce it to 5gc with a successful Haggle Test.

On a successful Easy (+20%) PerceptionTest the PCs may notice that his black coach ismoderately marred from battle. “Some fiercehail in these parts,” Lars will reply to resulting

BLOODPOXDescription: As described by Dr. Hirtzel, theailment is contracted from a dirty wound,though it is exceptionally rare in the OldWorld. The victim suffers flu like symptomswhich pass quickly as purple lesions form onthe palms and wrists. Several days later, hardred blisters emerge over the bodyaccompanied with progressively more volatilecoughing. There will be some bleeding fromthe nose and throat followed by painfulconvulsions and death.

Duration: 1 Week

Effects: On the first day, the afflicted loses -10% to all characteristics from flu likesymptoms. These pass with a night’s rest.After a further 1+TB days the victim willnotice the pocks and must make aToughness Test every 2 hours to avoidcoughing. After four failed attempts, thecharacter will cough up blood and lose 10%from every statistic each hour for 1d10-TBhours. If Toughness reaches 0, the characterdies.

Page 4: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

4

enquiries and if he feels like he’s losing hiscustomers he’ll drop the passage to 5 gc (if hehasn’t already done so). Once on board thecoach:

Thunder rumbles, the winds change and it’s notlong before a rainstorm hits. Drawing the blinds,you shield out most of the downpour, thoughdriblets still seep through the roof. The coachbounces gently onward for some hours beforesilently coming to a halt.

DRIVER IN DISTRESSLars has spotted a friend of his in distress. Hejumps from the coach and splashes over toanother carriage which teeters on a ditch. PCsmay overhear the two greet each other and clasphands. Lars and his friend Hemel will try to turnthe coach back into the road. Any help from thePCs will be warmly appreciated, Hemel remarkingwith a wink “you’re lucky to have such a handycrew!” Three or four able bodied men will beable to complete the job in a couple of minutes.Any players involved in the work will overhearexclamations from inside. Once it’s done, the

door will pop open and a dishevelled man inwhite robes will lean out, fixing a PC with a stare:

“You there, you hear that? They say it’s theWolingwut. Pah! That’s the horns of the devil-folk! They come at night and eat your babies!Eat your babies! Eat you…” his wild screams arecut off as a figure in the coach puts a hand onhis shoulder. “Please excuse my cousin. He’shad some difficult times. Driver, move along!”

ENDING THE JOURNEYPCs making a successful Routine (+10%)Common Knowledge (Empire) Test will haveheard of The Wolingwut: an eerie wood thattakes its name from the screeching of the localgales.

The carriage continues to trundle along pastdark. Ahead, you begin to see a hamlet tuckedin at the foot of a wooded hill. At its crest athunderstorm rages. Lightning picks out a sheerfortress, looming over the cascading forest like amerciless sentinel. The coach rolls up to awooden palisade and Lars calls out “Wolingdorfvillage. All disembark for Wolingdorf village.”

– WOLINGDORF –Two guards are shooting the breeze under theguardsman’s arch at the entrance to thepalisade. One stooped, the other limping, thesetwo were of no use to the military so they werestationed here during the Storm of Chaos. Theyare doubled over in laughter.

As you walk up to the palisade the younger ofthe two guards hails you “Welcome to Wolingdorftravellers...” the older fellow interrupts “Excuseme strangers! I have a joke. Tee hee. Whydidn’t Archaon drink whiskey? …Because it madehim mean!” The old fellow wheezes withlaughter and the younger man sighs. “Sorryabout that, Geoff is trying to lighten the mood.We just had a Stirlander through here, mad as aspoon, dour as could be, asked old Grunlock theDwarf for his ale to be warmed! Poor oldGrunlock. Didn’t know what to make of it.”

Nat Steiner, the young guard, will direct the PCsto ‘Golgundson’s Inn’ telling them to steer clearof ‘The Empire’, “Dirty and overpriced.” If thePCs enquire about the hospital he will clear histhroat and tell them nervously that “they wouldsoon as burn their beds as open the fortress afterdark.”

GOLGUNDSON’S INNGolgundson’s Inn isn’t easy to find. It’s a onestorey building with no windows or identification,tucked down a side alley. However, PCs will hearthe noise of revelry after a short search.Furthermore, anyone looking lost in Wolingdorfwill attract a drunken watchman on his way tothe tavern.

Within, there is a sing-along underway. The dooropens to a whooping crowd and the smell ofhops. An old couple dance in the corner,surrounded by cheering merry makers. As thePCs enter and squeeze to the bar, the crowdahead seems to jostle and part, making way forthe very short and very wide GrunlockGolgundson, proprietor of the inn (See Cast fordescription). With a winning smile and acourteous bow, he leads the PCs to the corner bythe fire and tugs back a worn curtain to expose acomfy booth. Ales are set down by a plump butpretty serving girl and Grunlock, twisting hisbraid, asks “You don’t mind ‘em cool do ye?” Hesmiles cheerily if they do not.

Page 5: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

5

For each degree of success on a Gossip TestGrunlock will reveal one of the following:

• Archie the tailor announced his betrothal thenight before, so there’s a big hullabaloo.

• The spot on which Grunlock’s inn is sited isthe only stone spot in the village (He willannounce with immense pride)

• Wolingwut House hasn’t had any visitors forsome time.

Grunlock will offer a private room and board for10 s. It includes a meal of rabbit and apple pie,served with baked carrots and turnip mash. Asuccessful Challenging (-10%) Haggle Testwill reduce the price to 8 s but he’ll chargeanother 2 s in the morning for breakfast to makeup the difference (when it is otherwise normallyincluded).

Grunlock will ask where the PCs are bound.Mention of Wolingwut House attracts a fewstares and whispers but Grunlock is delighted.“Mrs. Avery will be thrilled. I’ll get your fodderand see if I can find her.”

MRS. AVERYMrs. Avery will then approach the players (SeeCast for description). She politely enquiresabout the PCs’ background but rapidly steers theconversation to love and romance. Pointing outthe cause for the night’s celebration she admitsto nostalgia for her severed marriage:

“I see Archie so happy now, though it did takehim some time to admit his weakness for thegirl… It reminds me, you see, of my own youth.Perhaps this is dull for you. Forgive me. Let meexplain why I wanted to speak with you. I usedto work at the Sanatorium with my husband. Inever really liked it there. I don’t know.Something creepy about the place. Anyhow,Adam became wedded to his work, I came backto the village and we haven’t spoken in years.Would you mind awfully bringing him a worthlesskeep-sake? I will bring it here in the morning.Perhaps he will think of me and join me here…Perhaps not. Is it rude of me to ask?”

If the PCs are looking for some kind ofremuneration, secretly have the most guilelesscharacter roll a Willpower Test. Mrs. Avery is avery charming woman and most people trust hereasily. A failure of the test indicates that thecharacter wishes to help her free of charge.Otherwise, Mrs. Avery mentions that she willhave a word with Grunlock and cover the night’sboard as payment for the favour. Mrs Avery is

happy to banter with the PCs until they becometoo boisterous with alcohol.

Food is brought from a stone cellar below andreally tastes rather good. The night goes on andthe players should be encouraged to interact withthe locals, whether in dance, song or in drinkinggames. Any wounded character who takes partin the action will regain 3W the next morning,dreaming of dice and wine (Ranald sends agentle blessing to those who support his rascallylegacy).

LAST ORDERSGrunlock will sound his bell and ask the patronsto leave just before midnight. If the players haveshowed respect and have offered to help Mrs.Avery, Grunlock will lead the players into the‘Hearth Suite’, a low, stone, private chamberunder the inn with a fire, two beds, a fewsleeping rolls and a washbasin. An enormouspainting of Grunlock looms over the place; TheDwarf sits in a high chair wearing the finestImperial frills with a hunting dog at his feet.Grunlock grins proudly and bids the PCs goodnight.

An Evaluate Test indicates the painting,although exquisitely rendered, to be worthless.Neither Dwarf nor Man could purchase such athing.

UNDER THE CANOPYIf the PCs have agreed to help her, Mrs. Averyarrives at 9am, just after breakfast. ‘Just ask forAdam Avery,” she suggests. She places a brassmemento on the table – a trinket enclosing acrude drawing of a young couple – and thanksthe PCs kindly for their help.

The trudge up the muddy hillside is clumsy anduncomfortable; last night’s rainstorm has turnedthe earth into slick chutes and watery trenches.Above, Wolingwut House leans out over theforest, charcoal grey and sheer.

Under the darkness of the thick canopy, the PCsbegin to hear a terrible screeching. The PCsshould make Willpower Tests. To each playerwho fails the test, read aloud the following:

The Wolingwut hisses with the wind, but beyondit you begin to make out the call of a horn. Soonother horns answer from the South and West.And is that the noise of hooves approaching?What if that madman was right? There must be

Page 6: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

6

devil-folk in these woods. And us stuck with nolight, like wounded bait? We must hurry!

These characters will want to run the remainderof the trek. Those who have not failed theirWillpower roll should be allowed a Challenging

(-10%) Perception Test to see whether theyspot strange arrowheads embedded in the trunksof trees. A Magic Sense Test reveals thesewere crafted by abnormal means.

– THE SANATORIUM –The main fortress of Wolingwut House sits talland heavy on a sheer plateau. To the fore of themain gate as though tacked on to the mainfortress later by inferior craftsmen, fragile andrundown walls surround a derelict courtyard,dishevelled and crumbling.

There is rusted bell hanging by a leaning browngate, battered and since mended with pieces offine rope. When the PCs arrive at the gateravens caw from the battlements and swoop intothe air. Ringing the bell has no effect. The gatecan be pushed aside easily.

The courtyard is flanked by a stable and acoaching house. The windows and doors are allboarded up, rusted tools are scattered andbroken, the roofs are patchy and sagging, andthe ground is covered with straw. Anyone with arural background will notice that the straw isfresh. Further inspection (a Easy (+20%)Search Test) identifies blood stains on most ofthe straw.

Opposite the gate, in the main wall, stone stepslead to a heavy looking portcullis blocking accessto an equally heavy looking wooden door. Thebattlements are topped with spiked dripstonesand leering grotesques, dripping with old rain.

AN AWKWARD

WELCOMEAt a knock, a small portal on the main doorrattles and opens slowly. A wiry and toothy oldman dressed in a dirty white gown grimacesthrough the opening, eyes rolling. “Can’t comein!” he sputters before slamming it shut. ThePCs will have to persuade the guard of theirurgency. Allow an Opposed Charm vs.Willpower Test (Use Guido Konig’s 32 WP) withappropriate bonuses for clever roleplaying.Assuming the players convince the guard, he willmutter “I’ll see the master,” before scamperingoff, leaving the portal ajar.

In the centre of the courtyard ahead there is abeautiful if under maintained water feature

topped with a magnificent statue of the mercifulShallya, weeping into the pools below. Cracksand dips in the old cobblestone floor havecollected last night’s rain into silvery, still pools,reflecting the stormy clouds above.

If the PCs made a good impression, have Guidoreturn within 15 minutes. Otherwise it could takean hour before he arrives. In the meantime,another scrawny man beyond the portculliswanders past, smoking a delicate pipe. He singsa tuneless ditty loudly. It goes something like“blooh blah, upside down on the blooh-blah, teehee hee, blooh blah”. If you’re up to it, try tosing this out in the maddest way you can. You’llreally want to show the players the types ofcharacters they’re going to meet inside...

If the players try to hail him he will turn his backto them and sing a little louder. At this point, ifthe PCs speak at all, you might like to write notesas to what they say. See the sidebar SmokingMad for more information.

While waiting at the entrance, players shouldmake a Perception Test to see if they noticestrange chalk carvings at the base of theentrance. A Challenging (-10%) AcademicKnowledge (Magic) Test recognises that it issome kind of a ward.

FIRST IMPRESSIONGuido will return grinning pleasantly, ask the PCsto pass weapons through the portcullis anddemand that the PCs take off their helmets(Antonius Reik has asked Guido to make surethey’re not mutants). He’ll put the weapons in asack, run off and return in five minutes. “Mr.Reik will see you now.”

He leads you past the statue of Shallya, under atall arch and into the inner bailey. On the left,there is a ramshackle cottage half buried in hewntimber and you can hear musical whistling inside.The chimney is smoking but the scent of theburning wood is mingled with the odour ofanimals. Indeed, on the right is a fenced penwhere chickens squawk noisily. A goat standspatiently on the top of a thatched roofed cottage,

Page 7: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

7

staring at you and chewing on the straw.

The rounded plateau leads down to a kind ofaltar overlooking a great rolling vista of TheWolingwut. Further to the right, in a roundednook, there sits an impressive two tier shrine toSigmar. The guard points to the left to anenormous charcoal grey tower peppered withdark, narrow vents. He asks you to wait at theentrance, pops in and then calls for you to enter.

Guido stands in front of a long red curtain anddirects the PCs down the corridor. They are leadinto a bright study with huge windowsoverlooking the forest. It is choc-a-bloc withbooks and medical paraphernalia. Antonius Reikis waiting for the PCs (see Cast for a fulldescription). He is a big man dressed in layers ofwhite robes with a gold heart embroidered onthe left breast (Common Knowledge (Empire)Test to recognise the Shallya emblem). Hiswhite hair is closely shaved, he sports rough greystubble and his eyes pierce like blue ice. Scarsare etched over his neck and face. He introduceshimself as Antonius Reik.

Those with a military background will noticethe contrasting juxtaposition of scars and theShallya robes. Furthermore, those with Heal canmake a Perception Test to discover that someof these scars are less than a few weeks old. AChallenging (-10%) Common Knowledge(Empire) Test will reveal that his name soundsfamiliar. Antonius Reik was a feared witchhunter that went missing last year after a longcrusade in the Northern provinces.

Reik smiles “Guido tells me you have an injuredman. Our doctor will treat you. Take them tothe infirmary and show them to the guests’lodgings.” With that he waves his fingerimperiously and Guido follows orders. Any PCwho would like to stay to ask Antonius Reik somequestions must make an Opposed Willpowervs. Intimidate Test (See Cast for Reik’s stats)or bottle up. In any case, Reik professes to betoo busy with the patients’ care to help the PCsfor now.

Guido leads the players outside, hands them akey and indicates how to find the infirmary. He’llbe as helpful as he can but he will not leave hisspot by the door and any questions regarding Mr.Avery will provoke a rehearsed response (whichhe mouths in a much more eloquent mannerthan he’d normally use): “I’m afraid I don’t knowwho you are talking about. You must bemistaken.”

SMOKING MADThe character in the courtyard is Wolfram(See Cast), though he it will be tough workextracting his name. For the past decade ofhis life, aware that he’s possibly as mad as aspoon, he has tried his utmost not to sayanything at all, lest he give away the game.He has trusted and spoken only the words ofothers, convinced this is a clever loop aroundthe problem.

When he speaks with the PCs, you can helpportray his madness by having him speak instaccato cliché. Or by using phrases theyhave spoken in his presence. Here is anexample of Wolfram’s usual exclamations.You can use the space below to make notes ifthe PCs talk amongst themselves.

“By Sigmar’s Hammer! You’ve got to learnthem good, otherwise it’s off to the circus!”

“Hail there stranger! Have you seen my boy?”

“Duty is heavier than a mountain. Dwarvesknow that by blood.”

“If you don’t talk we’ll take your tongue.”

“We don’t want them hungry now, do we?”

If it wasn’t for me you’d be speared by aBeastman!”

Notes:

Page 8: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

8

– WOLINGWUT HOUSE –The following introduces the various locationswithin Wolingwut House. The objective here isto raise in the players’ minds a simple dichotomy:Something’s not right but there’s a genuineniceness about the people involved. To helpevoke that dichotomy, in each relevant locationor character you will see a sub heading entitled:“Something’s Not Right”. Here you will have theopportunity to demonstrate something odd forthe players to digest.

It will be very tempting to portray the lunaticstaff in a sinister manner. Try to resist and let

the location do that for you. If at all possible,demonstrate kind and sharing characteristics inall of the NPCs that the PCs encounter, with thefollowing specific exceptions: Antonius Reik, Dr.Falkenheim and Jander Reichert. Thesecharacters have specific motives that sometimesinvolve the PCs so their attitudes may excitesuspicion.

It may be useful to consult the Cast and Eventssections while reading this material.

Page 9: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

9

A. EAST WING

DescriptionThe claustrophobic courtyard is surrounded bythe walls of four connected buildings. Gothicrecesses house shuttered windows, pointedchimneys jut from the roofs, smoking lazily,toothy grotesques grin from the gutters, halfcovered in moss, and washing lines criss-crossthe courtyard like a mad spider web, forcing oneto at once both duck below and climb thestrands.

Something’s Not RightOnce the PCs become know to Irmine,subsequent visits to the East Wing will find herlugging clean laundry to the rest of the ‘staff’ tokeep up good appearances. She will seemflustered if she’s caught in the act.

A.1. LAUNDRY HOUSE &GARDEN

DescriptionA narrow and lightless affair, floor-to-ceiling withmixed up laundry. This is the dwelling of RanulfMuller and Irmine (See Cast).

Something’s Not RightA Routine (+10%) Perception Test will turnup blood on lots of the laundry. Furthermore,when speaking with Ranulf and his ‘wife’ a playermaking a successful Perception Test will noticethat she wears no wedding band. Lastly, due toa forlorn sickness in his mind, Ranulf is overlyflattering to his unresponsive, scowling missus,despite her grotesque visage. He keeps callingher the “pearl of Wolingwut” and so on, alwaysanswered by a dirty glance or a shove in the ribs.

A.2. STAFF QUARTERS

DescriptionIt is a dark and shuttered off place littered withbooks and piles of tobacco ash. A cloud ofsmoke hangs there, tranquil in the musty air.Wolfram can normally be found here, excitedabout something or other (See Cast).

Something’s Not RightIf any kind of light source is brought inside, PCswill notice that all of the wall mounted paintingshave been burnt or otherwise marred so thattheir original subject remains a mystery.

A.3. GUEST HOUSE

DescriptionFairly well kept if you were to compare it to therest of the sanatorium, there’s still enough dusthere to excite a sneeze. Also, there seem to betoo many spiders. Every time a PC picksanything up or uses the furnishings, he willdisturb a couple of spiders which flee nervouslyto another dark place.

Something’s Not RightThere is guestbook in the hallway downstairs.Anyone who reads it should be given Handout1. The guestbook was used by visiting cultists toleave cryptic and unsettling messages to oneanother in the lead up to a grand ritual whichnever came to fruition (thanks to the interventionof Antonius Reik and Dr. Falkenheim).

A.4. INFIRMARY

DescriptionOne of the more well used areas in the complex,Dr. Falkenheim has maintained his quarters asthey were before the coup. The office is orderlyenough, though cascading with old books. It isthe normal whereabouts of Dr. Falkenheim andJander Reichert, though they will both vacate thebuilding during the preparation of the Bloodpoxremedy and during the preparation for thesurgery (See Cast and Events).

The first time the PCs arrive, Dr. Falkenheim willcall them in after a knock on the waiting roomdoor (which is clearly identified on a woodenplate), thinking them to be one of the staff. Youmay want to read the following aloud:

He is a wiry man with lank black hair, spectaclesand dirty grey robes covered with ink at thesleeves. A blond boy near manhood sits at asmall desk behind him, dressed in equally filthyrobes. “I can’t locate the solution here but Ihave…” the doctor cuts his sentence short whenhe notices it is you and snaps his book closed.“Can I help you?”

Page 10: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

10

Dr. Falkenheim is a busy man but he isdetermined to do right. As soon as he hears ofthe Bloodpox he stands and begins to usher thesick PC into the infirmary, making sure that therest of the PCs leave his office... During thisbustle, the boy pipes up “Dr. Falkenheim, haveyou forgot a…” to which he violently responds“SIT DOWN AND SHUT UP BOY!!”, spittle flyingfrom his lips. He will cough, noticing thereactions of the PCs and mutter “They have nodiscipline at that age. A man must havediscipline!

If you are up to it, it is useful to represent thesheer violence of the doctor in that moment.Depending on your surroundings of course,shouting may not be appropriate!

The infirmary is warm – a fire blazes in anenormous hearth – and lit cosily with a dozenlanterns. Two of the beds are occupied by wideeyed men, shivering and twitching in their owninternal nightmares. The doctor examines hisnew patient quickly, diagnoses the ailment andasks the PC to leave, promising a cure within afew hours. He believes he has all that he needsin the laboratory.

Something’s Not RightIf the PCs return when Dr. Falkenheim is busyelsewhere they will find damning evidence in theoffice. Jander has laid out the most appropriatefiles and books to inspire suspicion. In fact,those with a clerical background (Scribe etc.)or those with Sixth Sense can attempt a secretHard (-20%) Intelligence Test to recognisethe unusual arrangement of these documents…The two pieces of evidence are the LiberAdvoc ndi the patient records (Handout 2). Asyou may notice, some of the staff members thatthe PCs have met are listed in the patientrecords.

The infirmary is home to two warriors, both ofwhom have become catatonic with fear. Asearch of their belongings turns up militaryuniforms from the Reikland army.

B. WEST WING

DescriptionNeglected weeds rule the garden, spilling outfrom an archway at the back of the yard,tumbling over proud statues and clambering upthe face of the laboratory to lace across theboarded windows. On the left, a curved bay of

windows overhangs a dark arcade. Steambillows and blusters from the shadows there andthe air is crowded with the smells of cookingfennel and sodden earth. In the centre of thegrounds there is an ornate well, carved in reliefwith delicate ivy. Among the tall grass andbrush, it seems to have grown from the stone.

Something’s Not RightA character with Magical Sense will notice astrong Amethyst glow, the magical wind ofdeath, emanating from the kitchen at the end ofthe arcade.

B.1. KITCHEN

DescriptionThe door to the kitchen is sealed with freshtimber and fresh nails. Immediately in front andunder the dark arcade, a strong smelling stewbubbles in a large iron cooking pot. Until thepreparation of the surgery, the resident cookOrtolf Fleischer stands here, leaning glumly onhis quarterstaff (See Events and Cast).

To enter the kitchen, the players will need tobreak down the planks barring entrance.Characters with a background in the carpentrytrade and the appropriate tools can gain entrancenoiselessly in a matter of minutes. Alternativelythe PCs are going to have to make a lot of noisein bashing it down. Unless the preparations for

THE LIBER ADVOCANDIThis forbidden text documents the summoningand control of Dæmonic creatures. It is writtenin Classical though it will require a successfulChallenging (-10%) Intelligence Test by acharacter with the Read/Write and SpeakLanguage (Classical) skills, along with 48 studyhours before the full knowledge it holds can begleaned and used. At the end of this period,the character must make a secondIntelligence Test. A failure indicates that theconcepts are too difficult to grasp and the bookmust be studied for another 48 study hoursbefore the test can be repeated. A success forthe character results in a disturbingunderstanding of the realities of magic. Make aWillpower Test or gain 1 insanity point.However, the character may thereafter obtainthe Academic Knowledge (Magic) skill for100xp, regardless of his current career.

Page 11: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

11

the surgery are in their final stages, Dr.Falkenheim will hear the racket from his lab andcome to investigate. He will do his utmost toprevent entry, announcing a terrible plaguewithin and calling to his peers for aid if things getphysical.

If the PCs do get inside they will be buckled by aterrible stench. It is dark and cluttered. A heavycurtain separates the atrium from a larger innerarea. Beyond the curtain lie the bodies of thefallen from the coup, doctors and patientsincluded. Witnesses to the terrible scene mustmake a successful Willpower Test or gain 1Insanity Point.

They will have sufficient time to gag before theyhear a low rumbling growl of something dreadfulwithin. The kitchen has become the feedingground for the once pleasant Scrappy, a mutatedterrier 5 feet long, bearing 7 eyes and a longrat’s tail. Scrappy will not attack unless the PCstry to get beyond the curtain and will back downas soon as the PCs leave the kitchen.

Scrappy, Mutant DogWS BS S T Ag Int WP Fel

41 0 42 48 50 25 58 0

A W SB TB M Mag IP FP

1 18 4 4 6 0 0 0

Skills: Follow Trail, Perception +20%, SwimTalents: Keen Senses, Natural Weapons, Strike

Mighty BlowSpecial Rules: Filthy Poison: If Scrappy

wounds his target, the character must make aToughness Test or lose an additional 2Wfrom poison the following round.

Armour: NoneArmour Points: Head 0, Arms 0, Body 0, Legs

0Weapons: Bite

Something’s Not RightA successful Perception Test reveals an emptydog collar connected to one of the stone pillars ofthe arcade by a long chain. Mention of this toOrtolf will induce silent tears and a littletrembling. Furthermore, if any character tries toenter the kitchen while Ortolf is around, he willstand in their way and tell them “there’s aterrible rat infestation. Nobody’s allowed inside.”

B.2. MESS HALL

DescriptionIt is a grand hall. Great columns reach up to avaulted ceiling decorated with rich religiousfrescoes. A winding stone staircase leads to thebalcony level at both ends of the hall. A grandpiano poses on the far stage and two polishedmahogany dinner tables stretch down the room’slength, skirted with high-backed, cushionedchairs. White drapes hang above the tables,suspended with invisible string, and stir gently inthe draught.

Something’s Not RightSee Chicken Soup for suspicious events later inthe day.

B.3. HERB GARDEN & SHED

DescriptionOnce a pretty, placid and gentle place it has notenjoyed the tending of a groundskeeper fordecades. To enter, PCs must hack away thebrush and even then it would take hours to clearpassage.

Something’s Not RightIf the PCs use the lab to enter the garden theywill alert the attentions of an imprisoned mutantfar below the surface. Using long tentacles thatwriggle through ancient venting, he has fed onbirds and other nesting animals for years. Arandom PC must make an Agility Test or begrabbed by a pair of slimy limbs. Each round thecharacter must make a Toughness Test orsuffer 1W as he is pulled through the thornyundergrowth. An Opposed Strength Test vs.35% will free the character. Alternatively ablow causing 3 or more Wounds (against TB 3)will spur release.

B.4. LABORATORY

DescriptionA hot, clinical smell drifts from the rusty door.Shelves and tabletops are filled with vials ofbubbling liquids, curly tubes and distillation rigs.Richly coloured plants threaten to burst out ofdelicate glass cases, supported by large cagesfilled with squealing rats. The air is damp andhot, the ceiling drips with condensation.

Page 12: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

12

Something’s Not RightIf Dr. Falkenheim has not started to prepare forthe surgery, he will be here trying to work on thecure for the Bloodpox. He is anxious becausethere is an ingredient he must retrieve from thesanatorium tower, a place he cares not to enter.PCs can notice blood on his sleeve with asuccessful Perception Test, something he willblame on “his carelessness” if asked. Truthfullyhe suffered the wound in the garden wrestlingwith the tentacle mutant (See Herb Garden &Shed above).

C. BAILEY

DescriptionSee First Impression for a detailed description.

Something’s Not RightSee specific locations below.

C.1. ANIMAL PEN

DescriptionThe goat still stands on the roof of the lowcottage, chewing the thatch and staring at thePCs the way goats do. Meanwhile the chickensare excessively feisty, jumping and flapping theirwings. Within the animal pen cottage, saltedmeat dangles in the darkness.

Something’s Not RightAny PC approaching the pen will attract theattention of the feral chickens within. Thesechickens have suffered some malignance fromthe experiments of their old masters and nowsquawk for blood. The chickens rush over in agreat pack, throwing themselves at the fence,shrill and excited. If the PCs enter the pen theywill be attacked and must make an Agility Testeach round or suffer D-3 hit (Minimum 1W). Ifthe players want to kill the chickens, use thefollowing stats:

Feral Chickens (12)WS BS S T Ag Int WP Fel

- - 10 10 35 - - -

A W SB TB M Mag IP FP

- 4 1 1 - - - -

Special Rules: While the chickens outnumbertheir target 4:1, the character must make anAgility Test each round or suffer a D-3 hit(Minimum 1W). Below this ratio, the chickensdo not have enough numbers to hurt theirtarget.

C.2. GROUNDS STORES

DescriptionIt is filled to bursting with an assortment of junk,equal reverence given to the useless and theantique: One shelf contains a rusted spade, alacquered urn, a bronze bird cage and a selectionof tattered socks. Odd tapestries and curtainspoke up in rolls at the back, buried under barrelsof lamp oil.

The value of the goods here, if sold to the rightbuyers, could (at your discretion) fetch between50-500 gc. If you intend to run Ashes ofMiddenheim from the Paths of the Damnedcampaign and you are looking for a way to getthe players on the hook, you could place the relicof Sigmar that features in the beginning of thefirst adventure within these stores.

Something’s Not RightThere is nothing out of the ordinary.

C.3. SHRINE

DescriptionThe two tiered shrine to Sigmar is built in theclassical design with domed roofs and a shallowarcade supported by fat columns. The exteriorand interior are both embossed with scenes ofbattle depicting Dwarf and Man in coalitionagainst the Greenskin horde under the shade ofBlackfire Pass. There is a cool interior, twinklingwith candlelight.

Something’s Not RightWhen the PCs approach the shrine, AlbrechtDrakwolf (See Cast) will emerge, grinning wildlyshouting “Praise to Sigmar! We have visitors!”He wears egg yolk coloured robes (An AcademicKnowledge (Theology) Test will reveal thatthese date back more than 50 years), his hair isbadly hewn and a small sheaf of papers is boundto his forehead by a leather thong. He comesrunning out bearing a parasol over his head anddirty white gloves on his hands so that none ofhis skin is exposed to the sun. As soon as he

Page 13: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

13

leaves the steps of the shrine he trips to thefloor, scattering the parasol across the yard.

Albrecht is terrified of sunlight and this tripprovokes a fit of panic. He will crawl over to hisparasol, sobbing. Enter Jander Reichert. Theboy set a trip wire at the steps hoping to achievethis result. He will run across the yard to fetchthe parasol for the ‘priest’, consoling him gently.This is a good opportunity to sow the seeds ofdoubt in the PCs’ minds. Having performed this‘kindness’ he will throw a scared look toward theinfirmary, make staggered excuses and runaway.

A PC entering the shrine who is experienced withtraps and trap making should be allowed a secretPerception Test to see if he notices the brokentripwire.

C.4. BALCONY

DescriptionShallow steps rise to a semi-circular dais uponwhich slim rods support a canvas roof. Below, inthe shade, a rough stone chair faces the openend of a horseshoe shaped altar.

The second time the PCs enter the bailey, GizmarThorvald (See Cast) will be binding canvas windbuffers to the back and sides of the altar rods.

Something’s Not RightGizmar, a battle worn and practical fellow, knowsfrom the cut of the PCs’ jibs that they’re not athreat and hasn’t much time for politicking. Any

questions the PCs ask of the place, he’ll answerwith the weakest attempt at guile, often mincinghis words. From Gizmar, the PCs can learn thatMr. Adam Avery was killed and “good riddance”,but he will not say how or why. He will alsoreveal, gesturing to the whole sanatorium, “allthese doctors. Weak men with puny hearts.”

After the preparation for the surgery has begun,an investigation of the altar will reveal driedblood and strange chalk markings. A successfulAcademic Knowledge (Magic) Test willrecognise the mark as a kind of rare symbol forinvocation.

C.5. PHYSICIAN’S OFFICE

DescriptionGuido and Antonius Reik will not allow entry intothe sanatorium tower, even to visit thephysician’s office, for any reason. This is whereReik stores both the staff’s and the PCsweapons.

Something’s Not RightIf somehow the PCs gain entrance, the will findnothing of great importance within except for thePCs weapons. Antonius Reik has been carefulto destroy any damning evidence within hischambers.

– EVENTS –The following lists the activities of the day and will serve as a useful guide as to where the staff will bewhile the PCs are investigating. If the PCs ever encounter Jander on his own as a result of his spying,see Jander s Betrayal to resolve the encounter. Note also that The Pocks event will be a usefulspur to get the players focused if they start to drift.

Page 14: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

14

ApproxTime Activity Movement Notes

9am PCs leave Wolingdorf

11am PCs arrive at WolingwutHouse

12pm Jander begins to follow PCs Jander is no longer at theinfirmary

Perception Testduring passagethrough the innercourtyard to noticesomeone followingthe party.

12.30pm Prepare for the surgery Antonius, Ortolf and Gizmar enterthe sanatorium tower to retrievetheir old doctor for use in thebanishment ritual

1pm The Pocks The afflicted PCbegins to notice thered pox on his wristsand throat

1.30pm Dr. Falkenheim’spreparation

Dr. Falkenheim leaves thelaboratory to prepare the altar forthe surgery

Gizmar and Ortolfemerge from thesanatorium tower andevict and PCs fromthe Bailey until the‘surgery area isprepared’.

2pm Surgery introduction All staff move to the balcony tohear Reik’s speech

PCs are visited byJander

2.15pm Surgery

2.30pm Chicken Soup All staff move to the Mess Hallexcept for Dr. Falkenheim whocontinues his work on remedyinside his lab.

3.pm The Black Portal

Dusk Siege

– JANDER’S BETRAYAL –Jander Albrecht (See Cast) is trying to persuadethe PCs that to release the staff from thesanatorium tower would be a boon for the world.He has already tried to encourage to thatconclusion by exposing the patient records andthe Liber Advoc ndi. Furthermore, he may havealready tried to demonstrate his innocence byprovoking the rage of Dr. Falkenheim and byrescuing Albrecht Drauwolf’s parasol.

Now Jander hopes to use the PCs’ suspicion tohis own advantage. If he meets the PCs on hisown, he will whisper hurriedly the dreadful plotabout him:

The boy looks anxious, his eyes darting. Heseems to tremble, beckoning you over. “Sirs,” hewhispers, “p-p-please help us…” He points to thetower “They came from in there. At night. Theykilled most of us. They put the bod.. They putthem in the kitchen. The r-rest of the staff are

Page 15: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

15

locked in th-the tower still… They doexperiments on them... P-please... You must...”his eyes dart over your shoulder, “I must go...”he gasps and runs into the shadows.

Even if he cannot speak directly with the PCs hewill send them a note during the surgery (seeSurgery below).

SURGERYIf the PCs are not in the Bailey when the surgeryspeech begins, Jander will be sent to requesttheir presence. He will use this opportunity to tryto beguile the adventures (See Jander sBetrayal above) and to give them Handout 3,saying “I was going to give this to you later,”before scampering off.

The bailey has wooden stools set in rows beforethe balcony. If Jander has not already given thePCs the note, he will use this moment to pass itto them as they sit. You might like to read aloudthe following:

All of the staff whisper to each other, thoughthere is little excitement in the air. Occasionallythe pipe-smoking fellow cries out “We salute you!Apples and grapes! Four a shilling!”, hopping in acircle and drawing deep on his tobacco embers.The door to the tower opens quietly. A largeman with thick silver hair is carried down to thebalcony chair. Guido straps him down by thearms and head with leather binding. Oncecomplete he stands aside. The man in the chairshudders occasionally and mouths a silent wordover and over, lost inside his mind.

PCs with Lip Reading understand the word tobe “Forwards”.

Antonius Reik marches down the steps in hiswhite robes and stands squarely in front of hisaudience, hands behind his back. You notice hisclothes, in fact the robes of all in attendance, arefresh since this morning. He draws a deepbreath, “Here, at Wolingwut, we pride ourselveson fairness, courage and piety. Is that not so?Under the authority of the Imperial Court wehave been charged to heal the un-healable, toremedy the doomed. I, Antonius Reik,” he grinswarmly, “will demonstrate the healing power ofscience and once and for all end this… patient’storment.” He unrolls a leather cloth on the altar.Steel gleams eagerly from within.

At this point the PCs may interject. It is likelythat they will not ant anyone ‘healed’ until theyare sure of the situation. If the PCs do mount a

case for the patient’s preservation, read orparaphrase the following:

At your interjection, some of the others murmurthey’re agreement. There is a pause. “What’s ifit don’t work?” someone calls out. “No need forit, I say!” shouts another. Soon the whole lot ofthem are standing up, fists raised. “We’re neveras bad as them, never!” Antonius raises hishands for quiet. “Very well. No need to raisesuch alarm,” he sighs, eyes cast down, “but Ihope that you can bear the consequence.” Witha pause he strides away, meeting Dr. Falkenheimat the steps. Guido begins to un-strap the manin the chair, shouting “Lunch in the Mess Hallfolks! Lunch is in the Mess Hall!”.

Should the PCs allow the surgery to take place, itis up to you to evoke the horror of theproceedings as appropriate to your style ofGMing. In any case, Reik administers thesurgery in the style of the Church, using, amongother things, a chisel and a hammer. Anyonewatching the operation should roll a WillpowerTest or gain 1 Insanity Point. Afterwards, Reikand Dr. Falkenheim talk to one another. Anyonewithin earshot (making a successful PerceptionTest or those with Lip Reading) will uncoverthe following conversation before things get toobusy:

“It didn’t work,” Dr. Falkenheim hisses.

Reik looks dumfounded. “It didn’t work? Ofcourse it didn’t work. I smashed his skull open!”

Dr. Falkenheim stares at him patiently. “No,Antonius… It didn’t work.” Reik pales andmarches to the sanatorium tower.

CHICKEN SOUPSoon after the operation, whether or not it wentahead, everyone except for Dr. Falkenheimarrives at the mess hall. Ortolf is serving up hischicken and fennel soup, grinning happily.Unless any of the PCs announce their intentionsnot to drink the soup, tell them that it tastesbetter than it smells. If the PCs object to eatingthe stew at this juncture, make a note which PCis eating and which is not.

One random PC will have the misfortune ofsitting beside Wolfram. He will talk totalnonsense, to the amusement of the rest of themand you should use the Smoking Mad sidebar(See An Awkward Welcome) for the types ofthings he’s likely to say.

Page 16: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

16

The atmosphere should be jovial. Eithereveryone is delighted on the moral objection theytook to the surgery or, if went ahead, they arerelieved thinking the Beastmen attacks will stop.

Ranulf Muller will sit at the piano and start toplay a raunchy Reiklander ditty called ‘An inchabove her knee’. A Routine (+10%)Common Knowledge (Empire) Test tellswhether the characters know the song. Feetstart tapping; people smile at one another and ahalf hearted sing-along begins. If any of theplayers join the sing-along, the lunatics ofWolingwut House will whoop and dance on thetables.

Moments later, Antonius Reik drops unconscious.One by one, they fall to the floor until Ranulffinally collapses, his head bouncing off the pianowith a clang. There is silence.

Any of the PCs who drank the soup must make aChallenging (-10%) Toughness Test orcollapse asleep. They can be roused but all testsshould be made as though Very Hard (-30%).

THE BLACK PORTALJander is waiting by the portal, which sits behindthe red curtain just inside the sanatorium tower.When the PCs arrive he will be smiling eagerly.His plan is near fruition.

“Many weeks ago the patients escaped and therewas a lot of fighting. Dr. Falkenheim was behindit all. I think he is a worshipper of the DarkGods. They will all wake up in a little while sowe don’t have very much time!”

The door is locked (Hard (-20%) Pick LockTest) and heavy (Very Hard (-30%) StrengthTest). Resourceful players will either check thePhysician’s Office or Antonius Reik’s sleepingbody to find a key. As the PCs engagethemselves in opening this terrible door, describethe following, if appropriate.

• The door is covered with strange andunsettling runes

• If the opening of the door creates any kind ofruckus, Dr. Falkenheim will emerge from hislaboratory to see what’s going on. SightingJander at the portal, he will become filled withrage:

Dr. Falkenheim staggers into the bailey and criesout, lashing every word with hatred. “Stop!Traitor! How could you, filth?” He sways,groggily, “Whatever he said, it is a lie! I am Dr.Falkenheim!” The boy steps behind you, “P-p-

please, they will be waking soon. They willthrow me in there with the others.”

Dr. Falkenheim will lose his balance and topple tothe ground. Every minute or so he will beg thePCs to stop, calling the boy a liar and a traitor.

From here, the PCs have several options. If theyopen the black door, see Can of Worms below.If not, Jander will get ever more anxious. Thefarther they lean away from his request, themore erratic and pronounced his behaviour, untilhe begins to hiss and snarl with rage. Sooner orlater the PCs will know something’s amiss. Inthis case, see Call to Arms in the followingsection.

The PCs might like to take their time with thisdecision, or involve the other staff in somemanner. Nearly any delay will aggravate theboy. However, there is also the harrowingpossibility that the PCs will want to cut thethroats of the staff while they sleep, so duped byJander’s guile. In fact, this is the only conditionapart from the opening of the portal that willprevent Jander from revealing his nature. ThePCs will have an easy time of the executions.However, when the plot is finally revealed, thePCs will probably have to flee Wolingwut Housebefore the Siege. Furthermore, each PC involvedin the slaughter should make a Willpower Testor gain 1d10/2 Insanity Points.

CAN OF WORMSThe doorway clicks open. There is a magnificentBOOM as though the sky was struck like a bell.From The Wolingwut there is an answering call.A dreadful din, metallic and carnal. At once, theforest shudders as thousands of birds takehurried flight, darkening the sky. You staggernoiselessly, numb. The boy grins at you, lickinghis teeth and with a screech he rushes up theside of the sanatorium tower, like some devilishcrab.

A figure, grey and bruised, shambles from thedarkness within. Coils of tentacles sprout andwrithe from his back. You recognise him fromthe altar chair, only now he wears a wide andterrible grin.

PCs witnessing these events should make aRoutine (+10%) Willpower Test or gain 1Insanity Point. The players have 10 rounds toclose the portal again or the rest of the ‘staff’ willbe released.

Following this encounter, see Rouse TheTroops below.

Page 17: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

17

Dr. Breitenbach, Chaos CultistWS BS S T Ag Int WP Fel

50 40 45 50 35 50 50 15

A W SB TB M Mag IP FP

1 15 4 4 4 0 15 0

Skills: Dodge BlowTalents: Natural Weapons, Strike Mighty Blow,

Frightening

Special Rules: Flurry: The tentacles sproutingfrom Dr. Breitenbach’s spine are tipped withsharp talons. These strike out to a 2 yardradius. Anyone coming within that rangemust make a successful Agility Test eachround or take a S0 hit.

Armour: NoneArmour Points: Head 0, Arms 0, Body 0, Legs

0Weapons: Claws

– THE SIEGE –

CALL TO ARMSJander, unable to release his masters, becomesfurious. He was close enough to smell the glory,but finally it has been torn from him. His bloodboils with rage. After the PCs start to sensesomething wrong with Jander, read orparaphrase the following:

The boy backs into a crouch and shrugs low tothe ground, eyes locked to yours. There issomething unnerving about his scuttlingmovement. So quietly that you can barely hearhim above the wind he hisses, “Gutless…Hesitant donkeys that must be lead!” he scurriesback further, his legs moving impossibly, “Youknow no glory and you never shall! And youstare upon me, disgusted? Judging? Withoutany shame? Pah!” His body seems to bendvulgarly and there is grind and a crack, like therough breaking of bones, “Now, The Wolingwutwill rise up against the oppressor! Tonight youwill face the might of my God! Tonight we willmarch upon you, braying our piety to theheavens! And Wolingwut will be Changed. Andyou… you will kneel before the Changer of theWays!” With a screech he rushes up the side ofthe sanatorium tower, like some devilish craband the air is filled with noise. From TheWolingwut there is an answering call. A dreadfuldin, metallic and carnal. At once, the forestshudders as thousands of birds take hurriedflight, darkening the sky.

At your discretion, you may ask witnessing PCs tomake a Routine (+10%) Willpower Test orgain 1 Insanity Point.

ROUSE THE TROOPSWolingwut House is to be besieged at dusk. Theplayers have the opportunity to mount defencesand they’ll probably look to Antonius Reik forsupport. Unfortunately, Reik and his crew will bedoped for another hour before they canunderstand the scenario. The PCs can use thistime to plan a defence or flee the fortress.

Denizens of the TowerIf the PCs opened the portal and did not manageto shut it again, the denizens of WolingwutHouse will creep out of the darkness. Althoughthe staff and cultists within amount to but adozen, there are older and more powerfulmonstrosities there in enough numbers that anyconfrontation would lead to the PCs’ quickdemise. To encourage their survival, you shoulddescribe to the PCs the great torrent of creaturesthat emerge and allow Intelligence Tests toevaluate the sheer futility of battle. The PCsshould escape from the fortress with creaturessnapping at their heels. Once in The Wolingwut,however, the creatures give up the chase andreturn to the sanatorium.

Wakey WakeyAssuming that Antonius Reik and his staff are stillalive, they can be roused an hour after the PCsresolve the confrontation at the black portal.Allow the PCs to explain the situation and askquestions. Reik will respond as follows:

Antonius Reik blinks slowly, eyes reddened, “Ican’t tell if it was years or months you know,since I was outside Wolingwut. Sad, eh? Whenthey locked me in their dungeons I knew that Ihad been put here to test my faith. He is a hardGod, so He taught me a harsh lesson. Time

Page 18: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

18

passed. As I say, I can’t tell you how long. Butthen I saw in Dr. Falkenheim a glimmer of doubt.With Sigmar as my guide, I lead him back to thelight and so it was possible for us to escape.Each night since, we have been under siege.Today, using some hocus pocus, we hoped tobreak the sieges. That was the motive for thesurgery this afternoon. Of course, it was nevergoing to work. Pah!” he wobbles slightly, “Haveyou a drink? Some water?”

“We could not flee the fortress, not until weknew the forest was safe. And we could notadvise the village either, for who would believe atroupe of madmen? We had to make pretence.And we were afraid the others would return. Theother witches. In fact,” he smiles, “I thought youwere those witches at first! Believe that! In anycase, Sigmar was with you and we have surviveda terrible betrayal. Dr. Falkenheim was so keento redeem that boy.” He stands and breathesdeeply. “The Warherd will come in strong andaggressive. There’ll be at least two points ofentry and they’ve got Flayerkin with them.Myself, Gizmar, Ortolf, Guido… an excellentarcher by the way, and Gernig… sorry you’dknow him as Irmine,” he grins, “have all seenbattle. I’m not much of a tactician so I’ll leavethat to you. Do with us what you will and bySigmar’s Hammer let us take the fight to them!”

Irmine will throw off her robes to reveal a tough,hunch backed warrior. This is Gernig, whosuffered Ranulf’s casting as his long dead wife.As soon as Gernig reveals himself he will marchover to Ranulf and point at his chest, “you callme the pearl of ‘ought one more time and I’llbash in your head... Got it?”

SIEGE MECHANICSIt is not advisable to run the siege on a round byround basis because of the numbers involved.The best thing to do is either ask the players fortheir intentions and describe the resulting eventsas you think appropriate, or to create a methodfor resolving the conflict, concentrating mainly ofthe activities of the PCS. I’ve included a systembelow.

RulesThe siege consists of rounds, each round madeup of 3 phases:

Phase 1 – Determine attacking and defensivestrength

Phase 2 – Resolve NPC wounds/Death

Phase 3 – Allow the PCs to interact in theenvironment for 3 combat rounds

Phase 1Determine Attack strength: The Enemy has

set routes, according to the Siege Map, ofhow they will try to make entry. If there areAllies defending this point of entry, the AttackStrength for the encounter is equal to theAttack Strength on this route. E.g. The AttackStrength of the Enemy on the East Wing is 8.

Determine Defence Strength: Total theDefence Strength of the non-wounded NPCsdefending a particular zone on an attackroute. See the Troops Chart for DefenceStrengths. You may only count a troop’sDefence Strength once per round (SeeReinforcements below). E.g. If AntoniusReik and Gizmar were defending the LaundryGarden, their Defence Strength would equal 6(3 for Reik and 3 for Gizmar).

Zones: See the Siege Map for a division ofzones. Each zone has a defence score. If anencounter is resolved in this zone, the alliesreceive a bonus to their defence to thisamount. E.g. If Reik and Gizmar weredefending the Laundry Garden (a +3 zone),their Defence Strength would be increased by3.

Traps: If the PCs lay a trap for the enemy alongtheir attack route, increase the DefenceStrength of the allies by 1-3 depending on thelethality. E.g. 1 for a spear trap, 2 for aspiked pit trap or 3 for a gunpowder trap.

Flanking: If the Enemy manage to proceedthrough their route of attack withoutconfrontation and end up flanking a group ofdefenders, add +3 to the Attack Strength.E.g. If there were no defenders in the EastWing, the Enemy would be able to flank anydefenders in the inner courtyard zone, thusincreasing their Attack Strength +3 for thatconfrontation.

TroopsChartName Defence

StrengthName Defence

StrengthGuido Konig 2 Gernig

Schaffer2

Wolfram 0 OrtolfFleischer

2

AntoniusReik

3 GizmarThorvald

3

Dr.Falkenheim

1 AlbrechtDrauwold

1

Ranulf Muller 2

Page 19: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

19

Phase 2There will be a maximum of 3 confrontations toresolve in this phase, as the Enemy will beassaulting from only 3 directions. Compare theAttack Strength to the Defence Strength.

Defence > Attack: If the Defence is higher, thedefenders suffer no casualties and rout theenemy on that attack route. That attack route isnow considered closed.

Attack > 2x Defence: If the Attack is greaterthan double the Defence score, the defendersare killed. The full Attack Strength of the Enemycontinues their route.

Attack > Defence: If the Attack is higher, thedefenders are forced to retreat unless they arereinforced. As soon as this situation occurs,flag it to the PCs.

Reinforcements: The PCs, in an Attack >Defence situation, can send any number oftroops to help as long as they have not yet beenincluded in the Defence Strength for any zonethis round. They are no longer considered to bein the zone they were taken from. If thereinforced strength is still not enough to beat theEnemy, the defenders Retreat. Otherwise theyhold their ground: The Attack Strength of theEnemy on this route is equal to the differencebetween the Attack Strength and DefenceStrength.

Retreat: The weakest defender (or a randomdefender if there is a tie) is wounded and can nolonger be considered in the Defence Strength ofany zone. The defenders are forced backwardsone zone. The Attack Strength of the Enemy onthis route is equal to the difference between theAttack Strength and Defence Strength.

Phase 3The players have three combat rounds to act. Ifthey are in a zone that is victorious, you maydescribe the glory as you desire. If they are in azone that is defeated, the PCs should be allowedto make 1 WS/BS Test per round. Eachsuccess reduces the Attack Strength of the

Enemy there by 1 (and kills a Beastman in agruesome manner). If the defenders are stilldefeated, they retreat as normal. However, eachof the PCs should also suffer 1d10-3 Woundsmodified by armour only. At the end of the 3phases, the PCs can regroup their troops for thenext round.

Once the combined Attack Strength of the Enemyfalls below the unmodified combined DefenceStrength of the defenders (ignore the PCs), theBeastmen will flee.

If the PCs are forced to retreat into the Bailey,have the party face one Beastman (for statisticssee p.228 of the Core Rulebook) for each PC andresolve the conflict as normal, describing thefrenzy of battle all around them.

FLEE!If the PCs look like they’re doomed, AntoniusReik will call a retreat to the West Wing if it ispossible. In the kitchen there is a vent that leadsdown a chute to the plateau. Here the survivorscan flee Wolingwut House and escape throughthe forest.

Page 20: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

20

– AFTERMATH –There are various outcomes to this adventure.Wolingwut House may or may not be overrunwith Chaos. Antonius Reik and his staff may ornot have survived. The most likely solution isthat the PCs will have been able to rout thesiege. In this case, you may read aloud orparaphrase the following:

You rest, panting and dizzy for some time beforeyour minds settle. The Beastmen have retreatedto lick their wounds. It is a day of victory. Butthe sense of loss and futility still shrouds thisplace and it is not long before Antonius Reikapproaches. “You must leave this place tonight.We do not want your names marred alongsideours. It is our intention to raze Wolingwut Houseto the ground.” [To the character with Bloodpox]He throws a phial of yellow liquid into your lap,“About time, eh?” Helping you up, he sets aboutarranging for your departure.

He will clasp hands and wish the PCs well. If thePCs want anything from the Grounds Stores, hewill give it (PCs can carry as much gc ofmiscellaneous junk as you think appropriate toyour campaign). The survivors wave them down

the hill. When the PCs get back on the road toKlimgart or wherever else:

On the horizon, a thick cloud of smoke roilsskywards. A wind picks up, gusting through thetrees with shrieks and howls. Your cloaks flapnosily and your knuckles numb. Suddenly, with agreat puff of fire in the sky, the winds die andthere is a silence in The Wolingwut.

EXPERIENCE POINT AWARDSAccepting Mrs. Avery’s request 5xp

Persuading entry to Wolingwut House 10xp

Defeating Scrappy 10xp

Each NPC questioned in Wolingwut House 5xp

Finding the Guestbook 5xp

Finding the Liber Advocandi and PatientRecords

10xp

Stopping the surgery 10xp

Sealing the black portal 20xp

Defeating Beastmen at the siege 30xp

– CAST –Grunlock GolgundsonCareers: Pit Fighter, BurgherRace: Dwarf

WS BS S T Ag Int WP Fel

52 37 32 47 29 38 39 33

A W SB TB M Mag IP FP

1 15 3 4 3 0 4 0

Skills: Common Knowledge (Dwarfs), CommonKnowledge (the Empire), Dodge Blow, Drive,Evaluate, Gossip, Haggle, Intimidate,Perception, Search, Speak Language (Breton),Speak Language (Khazalid), Speak Language(Reikspiel) +20%, Trade (Stoneworker)

Talents: Dealmaker, Dwarfcraft, Grudge-bornFury, Night Vision, Quick Draw, Resistance toMagic, Specialist Weapon Group (Flail),Specialist Weapon Group (Parrying), SpecialistWeapon Group (Gunpowder), SpecialistWeapon Group (Two-handed), Stout-hearted,

Strike Mighty Blow, Strong-minded, Sturdy,Suave, Wrestling

Description: His greying beard is always plaitedin ceremonial knots, from the delicate ‘Wisdom’braids on his moustache to the substantial ‘Duty’braids that swing over his belly to the floor. Hedresses in the finest navy frills from Reikland andhis wide lace collars and long, tapered cuffs looksomewhat out of place. He welcomes his guestswith a courtly bow and a hearty carnival trill,both of which he decorates with a thoroughlygood natured smile.

Character: Rescued from a goblin den by aband of explorers many years before, Grunlockowes his life and pride to the ‘Men of theEmpire’. He became fascinated by the hastyindustry of Humans, rooted himself in theirculture and has since devoted himself to theprocurement of their oddities and mannerisms.In sincerity, he’s not completely fond ofeverything he finds but believes it his duty tocelebrate the good and the bad in honour of hisdebt to the Empire.

Page 21: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

21

His hands-on, brazen ways, his tough stories andhis gentle heart have earned him a heavy purseof respect from the people of Wolingdorf.Although there’s no legal mayor in the town,whenever there’s a problem it’s normallyGrunlock who sorts it out.

Grunlock will try to help the players but he willnot venture to Wolingwut House. He’s knownthere’s been something amiss up there for sometime and has promised himself not to meddle intheir affairs. Furthermore, he’s got a wedding tomanage and puts that before almost any othertask.

Mrs. Elise AveryCareers: BurgherRace: Human

WS BS S T Ag Int WP Fel

28 25 28 31 32 45 30 44

A W SB TB M Mag IP FP

1 11 2 3 4 0 0 0

Skills: Academic Knowledge (History), Charm+20%, Common Knowledge (the Empire),Evaluate, Gossip +10%, Haggle, Heal,Perception, Read/Write, Search, Language(Kislevian, Reikspiel +10%)

Talents: Acute Hearing, Dealmaker, Savvy,Suave

Description: A well presented, clean andelegant lady, Mrs. Avery sports a complexnetwork of buns and plaits, dressing them withbeads and intricacies from Reiklander fashion.

Character: Though past her prime, she isroguishly flirtatious in a well-to-do fashion andloves to talk history with those of goodeducation. She sets about every task knowingalready the outcome, adept at hinting promisesto bargain for her desires.

Guido KonigCareers: MercenaryRace: Human

WS BS S T Ag Int WP Fel

35 45 33 33 30 25 35 25

A W SB TB M Mag IP FP

1 11 3 3 4 0 7 0

Skills: Common Knowledge (the Empire, Tilea),Dodge Blow, Drive, Gossip, Perception, SecretLanguage (Battle Tongue), Speak Language(Reikspiel, Tilean)

Talents: Coolheaded, Disarm, Marksman, RapidReload, Sharpshooter

Weapons: Bow, SwordDescription: A wiry and toothy old man withdirty grey robes. He mutters frequently, wipeshis nose on the back of his hand and speaks witha thick peasant accent.

Character: An ex-mercenary fighting for theborder princes in Tilea, his mind was rattled fromwar. He lost the capacity to speak for manyyears until the cultists at Wolingwut House usedtheir tools on him.

PCs: He likes the PCs, even though he rarelyshows it. If the PCs talk to him or make any kindof friendly banter though, he will often findhimself laughing along, though he nevercontributes.

Where is Mr. Avery? He will respond “I’mafraid I don’t know who you are talking about.You must be mistaken.”

Antonius ReikCareers: Initiate, Witch HunterRace: Human

WS BS S T Ag Int WP Fel

65 63 46 45 42 40 65 49

A W SB TB M Mag IP FP

2 16 4 4 4 0 8 0

Skills: Academic Knowledge (History), AcademicKnowledge (Magic), Academic Knowledge(Necromancy), Academic Knowledge(Theology) +10%, Charm +10%, Command,Common Knowledge (the Empire) +10%,Heal, Gossip, Intimidate +10%, Perception+10%, Read/Write, Ride, Search, Silent Move,Speak Language (Classical, Reikspiel +10%)

Talents: Lightning Parry, Lightning Reflexes,Menacing, Public Speaking, Sixth Sense,Specialist Weapon Group (Crossbow,Entangling, Throwing), Stout Hearted, StrikeMighty Blow

Weapons: Crossbow, WarhammerDescription: He is a big man dressed in layersof white robes with a gold heart embroidered onthe left breast (Common Knowledge (Empire)Test to recognise the Shallya emblem). Hiswhite hair is closely shaved, he sports rough greystubble and his eyes pierce like blue ice. Scarsare etched over his neck and face.

Character: He was once a witch hunter fromthe Order of the White Hammer. Witness to allthe horrors of the Dark Gods he interred himself

Page 22: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

22

voluntarily to treat his waning condition, aterrible rage he had before then reserved only forthe minions of chaos. His mysteriousdisappearance had provoked scandal among thechurch and still now the clergy wonder at hiswhereabouts.

Reik suffered intensely in Wolingwut House. Thedoctors invented new and crueller ways to satisfytheir depraved urges. However, it was to be Reikwho won the final victory. He had observedthese kinds of folk countless times before and heknew their motives well. Noticing the wiltingloyalty of Dr. Falkenheim, an incompetentconjurer fallen in the ranks of the order, hewhispered of regrets and promises broken.Slowly the worm turned and Falkenheim took hisside.

PCs: Reik does not trust the PCs to keep theirmeddling hands out of his business. He is usedto being obeyed and will be quick to anger if hesuffers insolence. Anyone trying to stand up tohim must make an Opposed Willpower vs.Intimidate Test.

Where is Mr. Avery? He will respond “I’mafraid I don’t know who you are talking about.You must be mistaken.”

Dr. Edmund FalkenheimCareers: PhysicianRace: Human

WS BS S T Ag Int WP Fel

23 35 36 33 46 65 51 35

A W SB TB M Mag IP FP

1 15 3 3 4 1 4 0

Skills: Academic Knowledge (Magic, Science),Command, Dodge Blow, Gossip, Heal +20%,Intimidate +10%, Magic Sense, Perception+20%, Prepare Poison, Read/Write, Search,Speak Language (Classical, Dark Tongue,Reikspiel), Torture, Trade (Apothecary)

Talents: Resistant to Disease, Resistance toPoison, Menacing, Surgery

Weapons: DaggerDescription: He is a wiry man with lank blackhair, spectacles and dirty grey robes coveredwith ink at the sleeves. He speaks throughclamped teeth, spitting his words past apermanent grin.

Character: The Order of the Worm recruited Dr.Falkenheim in his childhood, the third son amongthree, disillusioned and bitter. Climbing theranks, he earned a reputation for cruelty. Finally

granted a position of leadership he fumbled hisopportunity, exposing the cult in the North of theEmpire. Immediately his power was strippedfrom him and he was sent to Wolingwut House,shamefaced and forgotten.

For years he served under Dr. Breitenbach atWolingwut House and though he performed well,he was forever the fool of the sanatorium,neglected, despised and mocked. WhenAntonius Reik arrived, illuminating his pastmistakes and teasing his impotence, Dr.Falkenheim was roused to oppose the cult. Reikintroduced Dr. Falkenheim to Jander Reichert,hoping he would see himself in the boy. Thenext week there was a revolution.

PCs: Dr. Falkenheim understands that his soul isdoomed. Though his history is steeped in blood,he desires redemption. In that vein, although hiscruelty and rage claw at him like an addiction, hefights the urge. He will do his best to create thecure for the Bloodpox. And his best is obsessive.He will even risk his flesh to help. It is his onlychance for salvation.

Where is Mr. Avery? Dr. Falkenheim knowsthat Avery was killed in the coup. It was Gizmarwho struck the lethal blow. Dr. Falkenheimdespised Avery as he did the rest of the old staff,but feels some remorse for his living wife. Hewill tell the PCs: “I do not remember that name.Hmm. Are you sure it was Avery? Sorry, I can’tplace the name.”

Jander ReichertCareers: NobleRace: Human

WS BS S T Ag Int WP Fel

16 27 21 20 37 32 30 35

A W SB TB M Mag IP FP

1 8 2 2 4(8) 0 4 0

Skills: Common Knowledge (the Empire), Charm+10%, Gossip, Read/Write, Ride, SpeakLanguage (Dark Tongue, Reikspiel +10%)

Talents: Etiquette, Public Speaking, SuaveSpecial: Jander is a mutant, though it does not

show. All of his joints can pivot like theshoulder joint so that he can hunker downand move like a crab. While transformed so,he is capable of moving incredibly quickly,even up vertical surfaces (The secondmovement rate given above).

Description: He is a tawny haired adolescent ofungainly proportions dressed in dirty grey robes.

Page 23: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

23

Like a lot of men his age, he is cursed with acne,an awkward beard and a child’s tone. He speakswith the utmost clarity, plucking at each wordlike a harp string. His heritage is obvious.

Character: Jander Albrecht, once just thebastard child of lecherous nobility, has beenturned to Chaos by the promise of power. Hehas been anxious to release his old masters sincetheir incarceration but Dr’ Falkenheim’s wardagainst Chaos at the entrance to the sanatoriumtower has prevented this so far. In the PCs hesees an opportunity. If he can dupe them intobelieving that the staff were taken captive by amutinous and evil gang of lunatics, then maybethey will open the portal for him.

PCs: He feigns anxiety and charity in theirpresence.

Where is Mr. Avery? If his master is with him,he will look frightened and will not reply.However, if he is alone he will tell the PCs, afterexplaining his version of events: “Mr. Avery waskilled at the hands of the dark cult, after theyescaped the sanatorium. I cannot bear to thinkof his wife in Wolingdorf.”

Ranulf MullerCareers: EntertainerRace: Human

WS BS S T Ag Int WP Fel

33 38 32 31 42 27 32 38

A W SB TB M Mag IP FP

1 13 3 3 4 0 5 0

Skills: Animal Care, Charm, Consume Alcohol+10%, Common Knowledge (the Empire)+10%, Gossip, Perception, Performer(Musician, Singer), Speak Language(Reikspiel), Sleight of Hand

Talents: Mimic, WrestlingWeapons: Knuckleduster, ClubDescription: A feisty man with a thick peasantaccent, Ranulf is always shifting or bouncing,even when he stands still. His nose is wellbroken, a scar runs over his right ear and there’sonly a scattering of teeth left in his mouth. Hesports a long pony tail which he’s bound withreddened leather.

Character: Once a travelling entertainer, helost his wife to a Greenskin raid and at the sametime lost his mind. Believing every girl his darlingIrmine, he escaped a lot of trouble, eventuallyhappening upon Wolingdorf. The Order of the

Worm thought him perfect for their experimentsand had him captured.

After the rebellion, Ranulf cast Grenig as his lostwife, calling him the ‘Pearl of Wolingdorf’ and soon. He realises that this cannot be, but yet hecan’t help himself. Ranulf is partial to a drink,finding that it helps him to put everything inperspective. Players can make a PerceptionTest to notice a permanent ‘merriness’ in hismanner.

PCs: To the PCs Ranulf will seem a happy sort.He will secretly offer them a share of his brandywhen Irmine isn’t looking. There’s nothing heenjoys more than a naughty tipple.

What happened to Mr. Avery? To thisquestion he will look blank for a moment,remembering the horror of the coup. Then hewill respond with a flat expression “I’m afraid Idon’t know who you are talking about. You mustbe mistaken.”

‘Irmine’, aka Gernig SchafferCareers: SeamanRace: Human

WS BS S T Ag Int WP Fel

33 32 40 35 29 25 30 28

A W SB TB M Mag IP FP

1 11 4 3 4 0 2 0

Skills: Common Knowledge(the Empire, theWasteland), Consume Alcohol, Dodge Blow,Gossip, Perception, Row, Sail, Scale SheerSurface, Speak Language (Breton, Reikspiel),Swim

Talents: Street Fighting, Seasoned Traveller,Strike Mighty Blow, Warrior Born, VeryResilient

Weapons: Cutlass, BowDescription: As Irmine, she is hunchbacked andhooded with a large build and a hairy lip. Sheseems to be mute, responding only with gesturesand rarely more than a scowl.

Underneath the robe, however, Gernig is a bearof a man with a sailor’s swagger. His long hair isloose and knotted. Scars run down his chest andback.

Character: Gernig was born on a grand Triremeoff the coast of Marienburg to a Captain’s wife.He knew little of land until he was captured byBrettonian pirates. He escaped after a monthbut his lonely passage through the GreyMountains turned his mind. He developed an

Page 24: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

24

obsession with cleanliness and was found nearBogenhafen scrubbing his fingernails from hisfingers. The Order of the Worm snapped him upand shifted him to Wolingwut House. He abhorsfilth and will often pick dirt off the clothes ofothers, if his permitted.

PCs: He will not speak to the PCs at all in hisguise as Irmine. However, the PCs, on asuccessful Perception Test will notice that he isnot wearing a wedding ring. Furthermore, if theyare dirty, they may be subject to his grooming ashe picks the dirt from the hems of their clothes.

What happened to Mr. Avery? Irmine will notanswer the question.

WolframCareers: PeasantRace: Human

WS BS S T Ag Int WP Fel

25 25 28 37 31 29 37 33

A W SB TB M Mag IP FP

1 11 2 3 4 0 11 0

Skills: Charm, Common Knowledge (theEmpire), Concealment, Drive, Gossip, OutdoorSurvival, Row, Speak Language (Reikspiel),Swim

Talents: Acute Hearing, Flee!, Hardy, Resistanceto Disease

Weapons: NoneDescription: A scrawny man with enormoustufts of hair jetting out to the sides, he is alwayssmoking on a delicate pipe and pottering arounddistractedly in oversized robes.

Character: Born ‘touched’, Wolfram has norecollection of his family or childhood. He wasthrown into Wolingwut after he caused someruckus in Klimgart trying to burn down an appletree.

PCs: For more information about how to playWolfram, see the sidebar Smoking Mad earlier inthe adventure. Furthermore, if the PCs decide tovisit him in his smoky quarters, he will bedelighted. He will fetch tea and maintain thesemblance of normality for many minutes.Eventually, of course, he will call out “Notenough cheese for tea, though! Never enoughcheese! What’s that? Hmm?”

What happened to Mr. Avery? Withouthesitation he will respond “died for the cause..bwahaha.. for the cause, get it? Bwahaaaha!”After this moment of clarity he reverts to his

normal routine. The PCs will not be able to gleananything else on the matter.

Ortolf FleischerCareers: OutlawRace: Human

WS BS S T Ag Int WP Fel

39 32 45 46 35 30 28 25

A W SB TB M Mag IP FP

2 14 4 3 4 0 1 0

Skills: Animal Care, Common Knowledge (theEmpire), Concealment, Drive, Dodge Blow,Gossip, Perception, Scale Sheer Surface, SetTrap, Silent Move, Speak Language(Reikspiel), Trade (Cook)

Talents: Hardy, Lightning Reflexes, Rover,Sharpshooter, Strike Mighty Blow

Weapons: QuarterstaffDescription: Hunching over his quarterstaff, heseems a giant of a man. He has a leering baldstripe across the top of his head flanked by frizzybrown hair. Variegated stains of blood and sauceslop down the front of his sackcloth robes.

Character: After killing two bailiffs in his youthhis life was tough. He fled to the woods andsurvived there for years, slowly losing hope forthe world. He became glum, depressed,maudlin. His leader sold him to the Order of theWorm to get him out of the camp. He hasstayed within Wolingwut House ever since.

PCs: He is a glum fellow, full of simple problems.You have the opportunity with Ortolf todemonstrate the normal, everyday character ofthe staff at the sanatorium. He will moan thatthe thyme doesn’t grow well with the otherplants bullying away the light, that he hasn’tseen an entertainer in years as no one happyever comes there, that he gets a crick in his neckfrom having to lean underneath the arcade andthat his mother was right saying he’d be too tallif he kept eating all the Drubroot. The PCsshould trust Ortulf.

What happened to Mr. Avery? Ortolf willwhisper that he’s sorry “but I’m not supposed totalk about that. It’d be a bad omen.” Asuccessful Opposed Charm vs. Willpower rollwill force Ortolf to reveal “Well, okay.. tell youwhat, ask Gizmar. He doesn’t believe in badomens.”

Page 25: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

25

Gizmar ThorvaldCareers: Kislevite KossarRace: Human

WS BS S T Ag Int WP Fel

42 43 40 46 31 26 41 28

A W SB TB M Mag IP FP

1 14 4 4 4 0 3 0

Skills: Common Knowledge (Kislev), ConsumeAlcohol, Dodge Blow, Gamble, OutdoorSurvival, Perception, Search, Speak Language(Kislevian, the Empire)

Talents: Specialist Weapon Group (Two-handed), Strike to Injure, Very Strong

Weapons: Great AxeDescription: Built like a gorilla he is long facedwith wild hair and has a giant axe strapped to hisback. He speaks with a heavy Kislevian slant,regularly blundering through his grammar.

Character: Tired of ceaseless combat, Gizmarleft Kislev to find peace in the Empire. Ironicallyhe ended up serving with a Dwarven legion inthe Black Mountains. Surviving a massacre byhiding under the corpses of his allies, heemerged drenched with dishonour. Lost in hismind he was found near Klimgart and brought toWolingwut House. He woke up from histhoughts inside the dungeons of the sanatoriumand believed he had arrived in hell. Gizmar,believing that he is now in the afterlife, is notafraid of death and has no time for politicking.

PCs: He regards the PCs as messengers fromthe mortal world. When speaking to them, hewill refer to them as ‘blessed mortals.’ He willalso ask how things fare ‘in the land of men’.

What happened to Mr. Avery? Any questionsthe PCs ask of the place, he’ll answer with theweakest attempt at guile, often mincing hiswords. He believes that Reik is his redeemer andso tries miserably to follow his orders. FromGizmar, the PCs can learn that Mr. Adam Averywas killed and “good riddance”, but he will notsay how or why. He will also reveal, gesturing tothe whole sanatorium, “all these doctors. Weakdevils with puny hearts.”

Albrecht DrauwolfCareers: Bone PickerRace: Human

WS BS S T Ag Int WP Fel

31 29 36 40 33 27 36 35

A W SB TB M Mag IP FP

1 12 3 4 4 0 7 0

Skills: Animal Care, Charm, Drive, CommonKnowledge (the Empire) +10%, Evaluate,Haggle, Perception, Search

Talents: Resistant to DiseaseDescription: He wears egg yolk coloured robes(An Academic Knowledge (Theology) Testwill reveal that these date back more than 50years), his hair is badly hewn and a small sheafof papers is bound to his forehead by a leatherthong. He always bears a parasol over his headand dirty white gloves on his hands so that noneof his skin is exposed to the sun.

Character: Albrecht was born mad. Hismadness has evolved and matured, of course,but there was always something there. AWolingdorf man, his destiny was clear. After theescape from the sanatorium tower, he feelstouched by Sigmar. A more devout follower youwill not find in the Empire.

Albrecht is terrified of sunlight. If exposed todirect sunlight he can only crawl slowly – fulfillinghis own anxieties – and he will panic and sobuntil he is returned to the shade.

PCs: He regards the arrival of the PCs as ablessing and will praise Sigmar after nearly everysentence, eyes full of passion.

What happened to Mr. Avery? He willrespond “I’m afraid I don’t know who you aretalking about. You must be mistaken.”

Page 26: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

26

– HANDOUTS –

HANDOUT 1 – GUESTBOOKentry date

Rudolf, we must get together. B 8 months ago

Beatrice, can you get your fellow to leave that frame with Heinz? R 6 ½ months ago

Consider it done. You missed a fabulous party. B 6 months ago

Heinz has made some changes. I shall be back next week. Stay if you can. R 4 months ago

It is nearly complete. We will see one another at the time of exaltation. B 3 ½ months ago

Heinz provided fabulous entertainment. Hail to the Changer! K. S. 3 months ago

There is a gathering at the full moon. Look for Morrslieb in the sky. L. R. 2 months ago

THE MOOT BEGINS. TOMORROW THERE WILL BE A NEW DAWN FOR ALL OF THE DEVOUT. H. B. 9 WEEKS AGO

HANDOUT 2 – PATIENT RECORDS

Page 27: A Short Adventure for Warhammer Fantasy Roleplay … · That Way Madness Lies! 1 A Short Adventure for Warhammer Fantasy Roleplay By Sebastian Hickey That Way Madness Lies! is a short

That Way Madness Lies!

27

HANDOUT 3 - JANDER’S NOTE