wfrp2 bi5 - a question of breeding

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    Fan Material for Warhammer Fantasy Roleplay : A Question of Breeding

    A QUESTION OFBREEDING

    Written by Adam Flynn

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    OVERVIEWThe Setup

    A Synopsis of the Current SituationThe Burgher Heinz Haushalter is a respectedmerchant whose daughter (Etelka) is engagedto wed a minor local noble, Karl Volte. Themarriage is favorable to both parties, as Volte isfairly impoverished and Haushalter is keenlyinterested in social climbing. HoweverHaushalter has a rival, Burgermeister GuntharSteinhoff, who would prefer the noble wed hisown daughter. Although Steinhoff can offer aricher dowry than Haushalter, Haushalter has adistant claim to noble heritage that is very

    important to Volte. To the bankrupt noble it isvital to maintain the appearance that he is notmarrying below his station. In public Steinhoffmaintains a friendly mien so that, as yet,Haushalter is unaware of the depth ofSteinhoff's animosity to him.

    Although Haushalter's noble heritage iscommonly accepted history by many townsfolk,recent rumors (spread by Steinhoff's agents)have sprang up that it is untrue and theHaushalter family has been lying for yearsabout this. Unfortunately Haushalter doesn't

    have any proof that his family history is true.With the rumors now reaching the ears of Volte,Haushalter is anxious to provide solid evidenceof his heritage.

    Heinz Haushalter was aware that his familymoved into the town four generations ago andlater grew into prominence. But he has recentlydetermined that prior to this his family heldlordship of the hamlet of Marlehof, some 3 daysjourney by foot from the town. Journal entriesmade by his great-grandfather (Vorster) indicatethat a family crypt of some size existed near this

    hamlet. With the wedding approaching he senttwo of his hired men on horseback to askquestions and see if there was anything in thefamily crypts to prove his great-great-grandfather's nobility. They were expectedback in a week. It's been two weeks and theyhaven't returned. The wedding is 8 days away,Volte is getting skittish, and Haushalter isgetting desperate. This is where the playercharacters come in.

    A Timeline of Past Events

    About 200 years ago (approx. 2320)Heinrich Haushalter, a knight and veteran of thechaos incursions, returns home. Much of hisother estates having been destroyed, along withfamily members, he builds a stone manor houseon property inherited from his mothers side - thehamlet now called Marlehof. To house thebodies of his dead kin he commissions a familycrypt. To see to their souls, he builds a smallTemple of Morr and installs a priest to maintainit.

    About 100 years ago (approx. 2420)Bechtram Haushalter, the middle-aged andnear-destitute Lord of Marlehof, sells the land toGerhard Von Kleist, a distant cousin. Bechtramthen moves his family, including his 16 year-oldson Vorster, to the nearest town and invests hismoney in a merchant enterprise. By the end ofhis life Bechtram leaves behind his destitutepast and re-invents himself as a rich burgher.

    70 years ago (2450)The Von Kleist family appropriates theHaushalter crypt for their own uses during atime when no priest is maintaining the Templeof Morr in Marlehof. Older bodies are removedand stacked in other parts of the crypt to makeroom from new ones. By the time a new priestis appointed, no one admits the crypt holdsanything other than the Von Kleist family dead.

    15 years ago (2505)The head of the Von Kleist family and Lord ofMarlehof, Felix, becomes afflicted with adisfiguring mutation. Working on his familyloyalty and fears of discovery, his youngerbrother Frederik convinces Felix to fake his owndeath and live in exile. Once Felix is dead,Frederik conveniently becomes the head of thefamily and the new Lord.

    8 years ago (2512)Hugo Faustmann, an ex-initiate of Morr, posesas a full priest in order to assume custody of theTemple of Morr in Marlehof. Over time hebefriends the recluse, Felix, and learns hissecret.

    Two months ago (2520)Lord Karl Volte agrees to marry Etelka, thedaughter of the Burgher Heinz Haushalter,because of her large dowry and her familysnoble blood. Gregor Steinoff, the

    Burgermeister, is incensed that his daughtershand is refused.

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    One month ago (2520)Vicious rumors surface, spread by Steinoffsagents, that the Haushalter family arecommoners and liars. Word of this reachesVoltes ears and he demands proof of the nobilityof his betrothed before the wedding date.

    Steinoff sets men to spy on Haushalter to seewhat he does in reaction.

    Two weeks ago (2520)Haushalter uncovers where his family is from. Hesends two of his men (Udo Hockschwarzer andFritz Mansel) to Marlehof to find evidence of thefamilys noble line. Steinoff dispatches AdolfGrobschmeid to follow them. Grobschmeidmeets with the Lord of Marlehof, Frederik VonKleist, after Haushalters men do. Grobschmeidconvinces Frederik that the men are searching forevidence that will be used to dispossess the Von

    Kleist family of their land.

    Hockschwarzer and Mansel meet with the priest,Faustmann, and ask to see the crypt of theHaushalter family. Faustmann knows of no suchfamily and, in searching the temple archives,pieces together how the Von Kleist family stolethe crypt from them. Infuriated, Faustmannopens the crypt for the men to search but, whilewaiting for them to return, is discovered by Felix.When confronted by the priest about the VonKleist familys dishonorable action, Felix killsFaustmann rather than have it revealed. Then he

    locks the two men in the crypt to die.

    Hockschwarzer and Mansel recover a book ofHaushalter family records and the signet ring ofHeinrich Haushalter. But before they can leavethey are set upon by giant rats and both men arekilled.

    Two days ago (2520)Haushalter becomes resigned that his men willnot return. Determined to hire armedmercenaries, he seeks out a printer to print anoffering notice. Steinoffs spy notifies his

    employer of this. Steinoff send AdolfGrobschmeid back to Marlehof with anotherwarning for Frederik. Meanwhile, Steinoff setsabout hiring some mercenaries of his own to takecare of anyone lured by Haushalters offer.

    MODIFYING THEADVENTURELocationThe town in which the adventure starts (and the

    nearby hamlet of Marlehof) can be located almostanywhere in the Empire that the GM desires. Theonly constraints are the roles of the NPCs and thedistance between the town and Marlehof. Thedefault assumption is that the town in question isDelberz. Throughout the text the word town is

    used in favor of Delberz to minimize confusion ifthe GM moves the adventure to another location.Ignoring ScenesIf for purposes of playing time, pacing, or lack ofinterest the GM wishes to exclude certain scenesthis is easily done. The only crucial scenes are 1,4, 6, and 11. All others could be removed to havea very quick and straightforward story withminimal conflict. The optional scenes, if included,serve to add complications, opportunities forroleplaying, and interest to the adventure.

    Altering Scenes

    In order to provide the maximum flexibility to theGM, many of the scenes presented below includesuggestions on how to modify them to improvepacing or to address problematic situations.

    Sections titled Keeping it Short offer ways tobring the scene or encounter to a quick anddecisive end. These can be used to make theadventure play faster and to increase or maintainthe energy level of the players.

    Sections titled Drawing it Out offer ways toexpand a scene into something larger or more

    elaborate. These can be used if the players areenjoying a specific scene or to make theadventure play longer. Note that using the longerversion of more than a few scenes will likelycause the adventure to run longer than one ortwo sessions.

    Sections titled Solving Problems offer the GMways to get the game going again if the PCsmake choices or mistakes that derail the plot.This is not to say that the GM cant give the PCsa free hand to make any choice they want to andwander into uncharted territory. It only offers

    tools for GMs who want to run the adventure asdescribed without improvising additional scenesor content.

    Sections titled Victory Nigh apply to combatscenes where the PCs are close to winning.These discuss not only the exit strategy of theopponents but also additional complications theGMs can throw in to further challenge PCs andadd spice to a cakewalk combat

    Sections titled Looming Defeat apply to combatscenes where the PCs are close to losing. Thesediscuss ways the GM can believably offer rescueor relief to PCs confronting death who are unable

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    (or too stupid) to flee.

    SCENE ONE: THE OFFER

    Setting the Scene

    Getting the PCs InvolvedOn the day that the PCs arrive in town, noticesare being posted around the town in the mainplazas and near the gates. The cheaply printedpamphlets read as follows:

    To reliable persons of virtue and skill:Your assistance is required with a short task ofsingular importance and minimal danger. Asingle week of work will be sufficient to complete

    the task. Applicants who are accepted will behandsomely rewarded upon success. Interestedparties should present themselves at theHaushalter warehouse on Handelsstrasse duringdaylight hours.

    A few town criers, paid by Haushalter, alsowander through the market shouting a shortenedversion of the offer and brandishing more of thepamphlets.

    Learning the Lay of the LandThe PCs may make a Routine[+10%] Gossip

    Test upon entering the town or on learning ofHaushalters offer. The degree of successindicates which tidbits of information they are ableto gather regarding it. Note that even on a failurethey hear about the offer itself, since everyone intown knows about that.

    FailureThe PCs hear a town crier shout in their earsabout the Haushalter offer.

    0 degreesSame as Failure + the PCs hear that Haushalters

    daughter, Etelka, is getting married to Lord KarlVolte in 8 days time.

    1 degreeSame as 0 degrees + the Haushalter weddingmay not go forward. Lord Volte only agreed tomarry her because Etelka possessed a goodpedigree, but the talk amongst town is that theHaushalter family is actually as common as mudand the Haushalters have been lying all theseyears.

    2 degrees

    Same as 1 degree + the PCs hear thatBurgermeister Gunthar Steinhoff tried and failed

    to convince Lord Karl Volte to wed his owndaughter, Anna, instead.

    3+ degreesSame as 2 degrees + two men who were loyalfamily retainers of the Haushalter for many years

    have recently disappeared. The story is theywere seen riding out of town 2 weeks ago andhavent been seen since.

    Arriving for the InterviewWhen the PCs arrive at Haushalter's warehouseit is busy with men loading and unloading goods.However, mention of the offer will causeHaushalter to be quickly sent for. Althoughobviously distracted (he's followed by hisaccountant, with two lists - one of businessmatters and one of a menu for the wedding feast)he is eager to greet the PCs. The better dressed,

    and better armed, the PCs are the happier he willbe in meeting them (if the PCs don't carryweapons openly Haushalter may worriedlyremark on it).

    After dismissing the accountant (who appearsmiffed at this interruption) and inviting the PCsinto his office, Haushalter will spend but a fewminutes asking after the names, skills, and anycredentials they care to offer. He especially asksregarding their skill at arms, all the whiledownplaying any danger involved in the task hehas. As long as the PCs don't prove highly

    disreputable, he will be willing to offer them thework.

    Haushalter openly explains the wedding situation(as he knows it he is unaware of Steinoffssecret activities). He then asks them to travel asfast as possible to the hamlet of Marlehof, seekout his family crypt there, and locate anyevidence that indicates the family's noble origins(he is certain there is some to be found). If thePCs press him for specifics, he will state that heis unsure what may be found, but urge them tolook for the oldest family relics and any records of

    the Haushalter heritage.

    If one character is designated to represent thegroup to Haushalter and does most of thespeaking during the interview, have that charactermake an Average[+0%] Charm Test. Alternately,if all the characters are speaking for themselves,have the character with the lowest Charm skillmake an Average[+0%] Charm Test. Thisdetermines Haushalter feeling for how trustworthythe characters are as a group.

    Haushalter offers the group 1 gc each up front,plus 5 gc each if they are successful in returningwith the evidence in time. If the Charm Test was

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    a success, Haushalter adds an additional 1 gceach up front.

    If a PC makes a successful Opposed HaggleTest, Haushalter can be talked up to 3 gc each upfront and 7 gc each if they are successful in

    finding evidence in time. He is also willing to usehis business contacts to help the PCs secureinformation or materials of a legal nature if theyare successful. Note that if the players believethat the sum offered is insufficient, it may bevaluable to remind that for a weeks work they arebeing paid more than twice what an averagemercenary receives in a month.

    If the PCs accept Haushalters offer he will urgethem to leave town with all speed, since time isshort. He wishes them good luck and tells themto bring the evidence straight to him as soon as

    they return.

    Keeping it Short

    Just the FactsThe pace may slow down if the PCs are beingslow to accept the offer or have gotten all theinformation they need and are askingunproductive questions. To move things alonethe GM can have the accountant, EtelkaHaushalter, some of the warehouse workers, or acombination of these enter the office

    unannounced and demand Haushalters attentionon another urgent matter. Haushalter will delayany intruders for a moment and then, looking botheager and resolute, ask the PCs if they willaccept his offer. The PCs can make oneOpposed Haggle Test (if they have not alreadydone so) before accepting or refusing the offer. Ifthey accept, Haushalter is gratified and paysthem immediately. If they refuse he looksdisappointed but thanks them for their time andtells them that they should return if theyreconsider. In either case, he then shows themto the door.

    Drawing it Out

    A Few Things Left Unsaid

    The Loss of Two MenIf asked about any danger, Haushalter will admithe sent two of his own men (Udo Hockschwarzerand Fritz Mansel), both loyal and reliable, toperform the same task 2 weeks ago and theyhave not returned. He has no reason to suspectthe area is particularly dangerous (though as a

    townsman he hears tales of the dangers that canfall upon travelers on lonely forest roads), butthinks some evil has befallen these men.

    Haushalter will mention that he would very muchlike to know what happened to his men, but this isof secondary importance because of the wedding.

    An Enemy at WorkBecause of the loss of his two men, coupled with

    the recent rumors spread about his family,Haushalter has begun to suspect that someone isworking against him. He won't reveal this finalconclusion unless pressed by the PCs regardingany enemies he has. Haushalter doesnt knowwho would wish him ill. If the PCs have heard ofSteinoff and suggest that he could be the culprit,Haushalter will dismiss this concern. He will statethat Steinoff and he do business, and both havemade overtures to insure that there is no badblood. Steinoff even sent two silver goblets as awedding present.

    The Invocation to MorrBefore the PCs leave, Haushalter will press uponthem a sealed piece of paper that contains a briefinvocation to Morr (see handout 1). Haushalterwill state that he is eager for the PCs not tooffend any lingering spirits of his ancestors andconsulted with a priest of Morr. So when theyenter the crypt or remove any evidence they find,he would be appreciative if they would read theprayer to placate any listening ears. If asked hewill tell the PCs that he did not supply his hiredmen with the prayer as neither of them couldread. Note that this invocation is just a standard

    prayer, is not magical and, unless the GM intendsotherwise, has no effect when read. Its justsomething to make the PCs worry.

    Solving Problems

    What if the PCs arent interested?If, after meeting with Haushalter the PCs areundecided or uninterested, the GM can try tocoax interest with the arrival of Haushaltersdaughter, Etelka. She can arrive at thewarehouse as the PCs are leaving, or later at the

    inn in which the PCs have taken lodging. Ineither case, she will attempt to persuade them tohelp her family. She will confess that althoughshe doesnt love her betrothed, she wishesgreatly to please her father and that being LadyVolte would be no bad thing. At the GMsdiscretion she can simply cajole the PCs withpraise, offer additional money (up to 10 gc total),a prized piece of jewelry (worth 25 gc), or anglowing introduction to her new husband at thewedding feast.

    What if the PCs are on foot?

    If the PCs dont have horses, the deadline stillallows them enough time to walk there (3 days),

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    spend a day in investigation, and return (3 days).If the GM or the PCs doesnt believe this isenough time, they have two options. The can tryto convince Haushalter to get them horses, or payfor transport on a coach or wagon.

    Haushalter, either at the GMs discretion or if thePCs play on his concern about the deadline, mayoffer them the use of a wagon and two horses tospeed their journey. He of course expects themto return it on completion. The only issue iswhether Haushalter (or the GM) trusts the PCsenough to not steal the horses and wagon which,combined, are worth many times the amount oftheir reward.

    If the PCs want to pay for transportation, they willfind that the best they can do is get dropped offon the main road where the track to Marlehof

    diverges (about 70 miles away from town). Theavailable means of travel are merchant wagonsand coaches heading in the direction they want.Prices for these options are as listed on page 121of the rulebook.

    What if the PCs want to shop?If the PCs have accepted the offer but want tohang around the town and do some shoppingfirst, this can seriously slow down the game. Ifthe GM has the time to permit this activity, this isnot a problem. But if the game is to run in onenight, here are some suggestions on how to

    encourage the PCs to keep it short:

    Remind them of the deadline. On foot, 3 days tothe hamlet and three days back only leaves oneday to look around. Every hour wasted in townreduces the time they have to look for evidenceand return. If the PCs all have horses, this isobviously less compelling.

    If the PCs are borrowing a wagon fromHaushalter, he will inform them take the one thatis just been unloaded in front of the warehouse.He will state that he cant have it blocking his

    warehouse door more than an hour as he isexpecting other deliveries, so they will need tomove it by then.

    If the PCs are paying for transport, have itscheduled to leave in an hour. Unless they areready to leave when it does, theyll be left behind.

    NPCSHeinz Haushalter

    A balding, heavyset man in his early forties with abroad, good-natured face. Although a wealthy

    merchant, of late the stress of weddingpreparations and evil rumors have caused him tolose both sleep and appetite. His face has grownslightly sallow and his hair increasingly sparseunder these effects. Even so he maintains hiskeen business sense and his affection for his

    daughter.

    Skills: Charm, Common Knowledge (Empire,Tilea), Drive, Evaluate, Gossip, Haggle, Read/Write, Ride, Secret Language (Guild Tongue),

    Speak Language (Reikspiel, Breton), Trade(Mechant)Talents: Dealmaker, Super Numerate

    Etelka HaushalterA young, pleasant looking girl of 17 with an overlylong nose. She is very loyal to her father and,since her mothers death 3 years ago, feels that itfalls to her to look after her father. Although sheis not eager to be wed to Lord Volte, she ispractical enough to see the advantages it willbring. And she is eager to make her fatherhappy.

    Skills: Charm, Common Knowledge (Empire,Tilea), Gossip +10%, Perception, Read/Write,Ride, Speak Language (Reikspiel, Breton)Talents: Etiquette

    SCENE TWO: STOLENHORSESSetting the Scene

    Once the PCs complete any preparations andleave the town, travel is uneventful. The hamlet

    Marlehof is about 80 miles away, by road, fromthe town. The route to it follows a moderate sized

    Main Profile

    WS BS S T Ag Int WP Fel

    29 31 34 40 28 32 35 41

    Secondary Profile

    A W SB TB M Mag IP FP

    1 13 3 4 4 0 0 0

    Main Profile

    WS BS S T Ag Int WP Fel

    22 28 25 31 36 32 31 38

    Secondary Profile

    A W SB TB M Mag IP FP

    1 11 2 3 4 0 0 0

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    road for most of the distance before diverting intoa narrow track the last 12 miles. There are twocoaching inns (every 25 - 28 miles) between thetown and where the path for Marlehof turns offfrom the road. Once beyond the settlementssurrounding the town, deep forests edge the road

    on both sides and finding a place to camp isdifficult. This, combined with unfavorably dampweather, should encourage the PCs to stop atone or both coaching inns. These coaching innshave identical layout to the ones described in theGamemasters Pack (or WFRP 1st Edition book).

    The first time the PCs stop at a coaching inn,there is a small crowd of merchants, travelers,and pilgrims inside. About an hour after theyarrive a group of rough looking men (one morethan the number of PCs) ride in, stable theirhorses, and enter the inn. Upon entering they

    look around the taproom with cold interest beforeseating themselves some distance away from thePCs. These men are mercenaries - hired musclesent by Steinhoff to slow the PCs down or killthem if necessary. The mercenaries say littlebeyond ordering dinner and keep to themselves.But they can be seen to occasionally glance inthe PCs direction over their ale and food. Theywill stay up, drinking steadily, until the PCs retirefor the evening.

    When the PCs head to bed the mercenaries get aprivate room and wait until the occupants of the

    inn are all asleep. They then leave their roomand sneak out to the courtyard. Once there theywill attempt to silently overpower the 2 groomsand the gateman. Finally they will try to steal thePCs horses plus as many as they can lead - eachman rides his own horse and leads one of thestolen ones. They leave any carts, coaches, orwagons and ride off with the horses in tow.

    Keeping it Short

    A Discovery in the Morning

    In the morning the 2 grooms and the gateman willbe found beaten and tied up (or dead at the GMsdiscretion) and the horses missing. No othertraveler will be willing to sell horses to the PCs,but coachmen or merchants with wagons may bewilling to sell passage along the road up to theturnoff for Marlehof. Otherwise the PCs have towalk.

    Drawing it Out

    Taproom Confrontations

    If the PCs are sufficiently suspicious they maydemand to know why the mercenaries keepwatching them in the taproom. The mercenaries

    arent there to start a fight or reveal themselves,so theyll be cold and uncommunicative,responding in monosyllables if at all. They willpointedly ignore any jibes or questions unless thePCs get physically in their faces. Then theirleader, Klaus Wetzell, will finger his dagger and

    tell any loud mouthed PCs to, Piss Off! Or Illserve yer steamin guts up on the innkeeps finestplate! At this point the innkeep, eager to preventa fight, will try to break things up and offer a freeround. If the PCs persist the innkeep will threatento turn them out if they dont settle down. It mayalso be helpful to remind the PCs that theyre (a)outnumbered by these dangerous looking menand (b) in a tavern full of witnesses.

    I Think I Heard Something Outside!Its unlikely that both grooms and the gatemancan be subdued without the alarm being raised.

    Have the PCs make Routine [+10%] PerceptionTests to be roused by noise of a struggle orshouts of panic from the stableyard. A PC whofails can make one Perception Test per round totry to awaken, or be instantly roused by someonewho takes a half action to wake them.

    If the alarm is raised, the hired mercenaries willattempt to try to scatter the horses into the night.They will try to accomplish this by opening thestable gates, the main gates, and as many stalldoors as possible before setting fire to the coachhouse hayloft. The mercenaries will then ride

    away on their own mounts. Although lesseffective then stealing the PCs horses outright,this action still almost guarantees that the PCslose a horse either to flight or injury.

    Opening either of the double gates (stable or innyard) will take a full action. Opening a stall doortakes a half action. Starting a fire by throwing atorch, rushlight, or lantern into the coach househayloft takes a half action. The mercenaries maybe delayed during this time by contending withthe remaining gateman or grooms not alreadysubdued by them.

    On awakening, it will take the PCs a minimum of3 rounds (combination of Stand Action, HalfActions to open doors, and Move actions), to getfrom the common room (or a private room) to thestable yard or inn yard. This doesnt include timefor dressing or even grabbing a weapon (unlessanother PC has already opened the interveningdoors). Servants and other guests will start toarrive after 5 or more rounds, having taken timeto pull on robes or grab weapons.

    Once a number of people (including anyconscious grooms and gateman) arrive in thecourtyard equal to the number of mercenaries,

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    they will attempt to flee. If the hayloft is notalready on fire one of the mercenaries willimmediately attempt this as a delaying tactic,before mounting and riding off. The mercenariesknow that none of the NPCs will pursue them if itmeans leaving the inn to burn.

    One Last ChanceIf the PCs dont arrive in time to stop themercenaries from fleeing, they can still attempt torescue their horses from the fire (if they are in thestalls) or catch them (if the stall doors and gatesare open). This will be made difficult because thesmell of blood and fire has driven the horses madwith fear.

    Calming and controlling a panicked horserequires a Very Hard [-30%] Animal Care Test ora Hard [-20%] Animal Training Test. This Test

    takes a full action to perform and the charactermust be in physical contact with the animal(restraining and stroking it). Every full round incontact with the animal lowers the penalty by10%, until it becomes an Average [+10%] Test.

    If trapped in a stall, horses will kick at the doorand walls, thrashing about. Anyone in the stallwith the horse (to calm the animal, for instance)will be subject to an WS 35% / SB 1 attack eachround (the horse receives a bonus to its WS buta penalty to its SB because of the close quarters;dodging is impossible in the narrow stall). If there

    is no one in the stall, the attack is still made witha 50% of any damage going to the stall door (TB4 W 8) or the horse itself (its injuring itself in anattempt to escape). If the stall door is open ordestroyed for more than one round, the horse willflee on its action unless calmed.

    If free, horses will flee out the gates as fast aspossible, trampling anyone who is in the way. Tocatch hold of a fleeing horse requires anUnarmed grapple (and likely involves a Chargeaction). Because the horse is running, theattacker gets a +20% WS bonus to the attack.

    However, if the grappling attack fails, the attackeris dragged and then trampled, receiving anautomatically successful SB 3 hit (roll for randomlocation and damage) from the horses hooves(note that this is not an SB -4 unarmed attack bythe horse, because the hooves are viableweapons).

    Offering PursuitUnless the PCs are able to calm and mount ahorse within a few rounds of the mercenariesfleeing, pursuit is impossible. Even in this case,galloping after them in the dark, and withoutequal numbers, is a recipe for a bad end. Finally,if the inn is on fire, PCs are going to be shouted

    at to help quench the flames before seekingvengeance, giving the mercenaries plenty of timeto flee.

    Solving Problems

    Whats the purpose of the scene?It may seem like this scene, especially the shortversion, is just gratuitous abuse of the PCs.However the short scene serves two purposes.One is to slow the players down, forcing them toeat up time traveling on foot and cause them tofeel the pressure of the deadline. The other is toset up the following scene so that they playersare forced to fight and cant just attempt to outridetheir foes. Both scenes also serve to addemotional weight to the ambush, so the PCs canenjoy getting some revenge on the thieves.

    What if the players are upset?A serious issue to consider when using the shortversion is that the players are likely to be upsetabout losing their horses without any chance toprevent it. Its likely that this action will beperceived as GM fiat. One possible way tomollify them is to point out that (a) other NPCsalso lost horses and (b) if the PCs had beenpresent they might have been beaten or killed likethe grooms. However, the best way to preventhard feeling is to give the PCs some ability toaffect the outcome by running the longer version.

    What if the PCs dont have horses?If the PCs dont possess mounts (either for ridingor for pulling a wagon), then the mercenarieswont try to steal them. However, the taproomconfrontation can still be played out. And at theGMs discretion, during the night, the mercenariessubdue the gateman, block the exits of the inn,and try to set it on fire. In this case fleeing PCswill have to contend with other panicking guests,smoke inhalation, and trying to break down doorsor jump out windows. And after all this, themercenaries may still be waiting outside to attack

    any PCs who emerge without their weapons.

    What if the PCs spy on the mercenaries?If the PCs are suspicious of the mercenaries, theycan sneak out of their room and try to spy orlisten in on them. Shortly after the PCs go to bed,the mercenaries will be lead to their private roomby the innkeeper. They will remain in the roomfor about two hours, until they think the inn isasleep. Listening at the doors of private roomsrequires a Average [+0%] Perception Test to hearany voices on the other side, and at least 1degree of success to understand what is being

    said. If overheard in their room, the mercenarieswill be heard to make incriminating comments

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    regarding their plans it is left up to the GM howspecific their statements are. If the PCs drawattention to themselves, the mercenaries willattempt to quickly and quietly subdue them. Ifthis fails, they will try to put their original plan intoimmediate action. If the alarm is raised by the

    PCs, the mercenaries will fight their way to thestables and try to ride away (starting a fire ifpossible to delay pursuit).

    What if the PCs are injured?If the PCs dont have the Heal skill, one of thepilgrims (Klara Hausier) is an initiate of Shallyawith the Heal [46%] skill and several HealingPoultices. If the PCs were visibly heroic, she willoffer to bind their wounds (using HealingPoultices if necessary). Otherwise, the PCs canconvince her to do so with a Average[+0%]Charm Test (vs her WP of 32%) or the offer of a

    donation of at least 1 shilling. Note that any PCwho has a Healing Poultice applied to them,whether successfully or not, will suffer a -10%Fellowship penalty from the smell for 12 hours oruntil they take a bath.

    SCENE THREE: AMBUSHSetting the Scene

    If at least half of the mercenaries survived Scene3, they will attempt to ambush the PCs on theroad. The ambush will occur on the narrow trackthat leads to Marlehof, about a mile from themain road where the forest crowds close oneither side. If the mercenaries were unable tosteal the PCs horses, they will have rigged asmall tree to fall across the road when theylaunch the attack (cutting the rope to do thisrequires one of the mercenaries to take a halfaction).

    The mercenaries will have men hidden on both

    sides of the road. The GM should make a secretWillpower Test for any PC with the Sixth SenseTalent and warn them of a feeling of beingwatched if successful. The GM should also makea Hard [-20%] Perception Test for each PCs. Ifany PC succeeds they hear the crack of branchesand the whinny of horses from their left, off somedistance in the forest.

    As soon as the last PC draw abreast of one of themercenaries, or if the PCs show signs of beingaware of the ambush, the attack is launched.The first round those with missile weapons will

    use them while those with melee weapons willrush the weakest looking PCs. After the first

    round, missile fire will be used on any PCs thatare not engaged, otherwise all the mercenarieswill close to melee combat. Note that as soon asthe mercenaries enter melee combat, they areimmediately recognizable to the PCs as the menwho burned the coaching inn.

    Victory Nigh

    Bad FootingIf the PCs are winning, the mercenaries may tryto using the Maneuver action to force the PCs offthe roadway and into the undergrowth. PCsfighting while in this position suffer a -10% WSpenalty because the roots and shrubs causefooting to be uncertain. If both opponents are offthe road, they both suffer this penalty.

    The Foes Take FlightThe mercenaries will not fight to the death, butturn and run if at any time the PCs outnumberthem by two to one or more. If forced to flee, thewill run to where the horses are tied back in thetrees. Each mercenary capable of doing so willattempt to mount one of the horses and rideaway, leaving the other horses behind.

    Looming Defeat

    A Roadwarden to the RescueIf the PCs are in serious danger of losing (andtherefore dying), at the GMs discretion aroadwarden, patrolling the main road, is drawn bythe sounds of combat. He will charge in onhorseback, firing his pistol at the mercenaries andthen drawing his sword to engage them in melee.The mercenaries are demoralized by thisunexpected resistance and will give up the fight inshort order and flee.

    AftermathIf captured, the mercenaries can be Intimidated orbribed to tell some details about who hired them

    (Adolf Grobschmeid - they don't know the man'sname or position, only physical details of hisappearance) and the deal they made (20 gc todelay or kill the PCs). Additionally, the PCs willfind that horses (the attackers plus any they stolefrom the inn) are tied up nearby in the woods. Ifthe mercenaries have fled battle, any of them thatcan make it back to the horses will have riddenaway on one, leaving the remainder for the PCsto recover.

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    NPCSKlaus Wetzell, Mercenary LeaderA thick, grizzled man in his mid thirties with

    overlapping scars running through his patchybeard. He wears stained leathers, and severalweapons on his person, under a thick wooltraveling cloak. Morose and untalkative, he isprone to explode with violence when pushed. Hetries to keep him and his men focused on theirwork as distractions only cause trouble.

    Skills: Academic Knowledge (Strategy/Tactics),Command, Common Knowledge (Empire, Tilea),Dodge Blow +10%, Drive, Gamble, Gossip +10%,Intimidate, Perception, Secret Language (BattleTongue), Speak Language (Reikspiel, Tilean)Talents: Coolheaded, Disarm, Marksman,Menacing, Rapid Reload, SharpshooterArmour: Light Armor (Full Leather Armour, MailCoif)Armour Points: Head 2, Arms 1, Body 1, Legs 1

    Weapons: Crossbow, Hand Weapon (Sword),Dagger, ShieldTrappings: 20 Bolts, Riding Horse, Lantern, 5gc,26 s

    The MercenariesThere are an number of mercenaries equal to thenumber of PCs. Each is an ugly, grim malehuman between 20 and 30 years old. All aresmart enough to do what Klaus tells thembecause he pays the bills, but none of them likehim very much.

    Skills: Common Knowledge (Empire, Tilea),Dodge Blow, Drive, Gamble, Gossip +10%,Perception, Secret Language (Battle Tongue),Speak Language (Reikspiel, Tilean)Talents: Coolheaded, Disarm, Marksman, Rapid

    Reload, SharpshooterArmour: Light Armour (Full Leather Armour, Mail

    Coif)Armour Points: Head 2, Arms 1, Body 1, Legs 1Weapons: Crossbow (only two of the mercenarieshave these), Hand Weapon (Sword), DaggerTrappings: 20 Bolts (if they have the crossbow),Riding Horse, Lantern, 20+1d10 shillings

    SCENE FOUR: ARRIVAL ATMARLEHOFSetting the Scene

    The hamlet of Marlehof lies in a small valley andis home to 14 families of farmers and herders.

    Besides fields and cottages, structures of notethat are visible from the lip of the valley are a mill,smithy, a shrine (of Taal and Rhya), a manorhouse, and a strange dolmen at the far end of thevalley (the Leiche Gatter or Corpse Gate).

    Anyone entering the valley will be seen whenthey reach the low stone wall that encloses thetofts and crofts of the peasants. Shortlythereafter Rudolf Fenske, the Reeve, leading aparty of men armed with farm implements willarrive to greet the PCs and find out theirintentions. Simultaneously, a man is sent running

    to the manor house to inform the Lord.

    Keeping it Short

    Its Only Gossip, ButAs long as the PCs dont seem too threatening,they are allowed to enter the village after aminimum of explanation. The rest of the mendisperse to their work and the Rudolf leads thePCs to the manor house, explaining that the Lordhad left word that any visitors should be broughtbefore him.

    If the PCs are civil to Rudolf, hes a talkativefellow and interested in whats going on in thewider world. Any PC may make a Routine[+10%] Gossip Test with Rudolf to find out therecent news of the village.

    Drawing it Out

    A Measure of SuspicionAt the GMs discretion, Rudolf and the villagersare more suspicious than normal because of therecent disappearances (and likely to blame

    strangers for any troubles). This means that theywill brandish weapons in PCs faces, will demand

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    to know where the PCs are traveling from and on

    what business, and will try to extort a blatantbribe (1s per PC) from the PCs by telling themthat there is a toll for crossing the village road.This should be played deadly serious as the PCsare surrounded by twice their number of grim,filthy men wielding reaping scythes, hay forks,and other sharp tools. As long as the PCs keeptheir heads and placate Rudolfs ego, eventuallythe Reeve and his militia will escort the PCs tothe manor house. Theyll offer no explanation ofthis behavior other than, Youre to see the LordVon Kleist before aught else.

    In this version, any Gossip Test made with Rudolfor his men is Challenging [-10%]. If the bribe was

    paid the men are more relaxed, the Gossip Test

    is Average [+0%].

    Information Available

    Directions & AdmonitionsAny PCs asking where the local burial groundsare will be directed to pass through the LeicheGatter and follow the Morrsweg. Even if they donot make a Gossip Test, the asking PC will stillbe warned about the ghost of Felix Von Kleist.

    Gossip Test: 0+ degreesIf any PC succeeds at a Gossip Test, thefollowing information is related to them.

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    Two Missing StrangersTwo strangers came to the village 2 weeks ago(The villagers dont know their names but theywere Udo Hockschwarzer and Fritz Mansel, themissing men Haushalter sent). They asked

    questions about the crypt of a family no one hadheard of before. The Lord met with them brieflyand then sent them off to see Faustmann, thePriest of Moor. The last they were seen, theyentered the Leiche Gatter and followed Morrsweg(Morrs Path) out of sight. The never returnedand talk is that the ghost of Felix Von Kleist tookthem.

    The Disappearance of FaustmannHugo Faustmann, the Priest of Morr who buriedthe dead and kept the Temple in the burialgrounds, disappeared the same time that the two

    strangers did. Some think the strangers killedhim and others believe that Felixs ghost took allthree.

    The Ghost of Felix Von KleistEver since the Lords older brother, Felix, died 12years ago under mysterious circumstance, folkshave seen his ghost haunting the Morrsweg andthe burial grounds. Since the disappearances,everyones been too afraid to go looking for thepriest or the strangers for fear of the ghost.

    Gossip Test: 1+ degrees

    The Well Dressed VisitorThe Lord has been visited by the same finelydressed rider twice in the last month. The firsttime was a few hours after the two strangers(Hockschwarzer and Mansel) left the manorhouse. And the second time was two days beforethe PCs showed up. A physical description of theman can be gotten, but only on two degrees ofsuccess does someone remember his name asAdolf Grobschmeid.

    Solving ProblemsWhat if the PCs are injured?If the PCs dont have the Heal skill, there is alocal man named Matthias Bahnweg (secretly aHedge Wizard) who maintains the shrine of Taaland Rhya. He has the Heal skill [38%] andseveral Healing Poultices. If the PCs are visiblyinjured when met by the Reeve, after theyconvince him that they are not bandits he willsuggest that the Lord would not wish you to bebleeding all over his floor. He will lead them tothe old man and, for a few pence, he will bind

    their wounds (using Healing Poultices ifnecessary). Note that any PC who has a Healing

    Poultice applied to them, whether successfully ornot, will suffer a -10% Fellowship penalty from thesmell for 12 hours or until they take a bath.

    NPCSRudolf Fenske, Village ReeveA ruddy-faced, dirty man in his mid thirties with awild tangle of reddish hair. Hes been the Reeveof Marlehof for several years and is respected bythe villagers, though the butt of many jokes.Rudolf is not terribly bright but he makes up for itby being persistent and reliable. Despite beingmarried, Rudolf is also a lecherous fellow, so anysemi-attractive female below the age of 30receives a +10% bonus to any Fellowship basedTest with Rudolf.

    Skills: Animal Care, Charm, Concealment,Common Knowledge (Empire), Drive, Gamble,Gossip, Intimidate, Set Trap, Speak Language(Reikspiel), Swim, Trade(Farmer)

    Talents: Hardy, Flee!Armour: NoneArmour Points: Head 0, Arms 0, Body 0, Legs 0Weapons: Hand Weapon (Club), DaggerTrappings: 1d10 shillings

    Average Villager

    Skills: Animal Care, Concealment, CommonKnowledge (Empire), Drive, Gamble, Gossip, SetTrap, Silent Move, Speak Language (Reikspiel),Swim, Trade(Cook, Farmer)Talents: Hardy, Flee!Armour: NoneArmour Points: Head 0, Arms 0, Body 0, Legs 0Weapons: Improvised Weapon (Farm Tool),DaggerTrappings: 2d10 pennies

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    SCENE FIVE: THE LORDSWELCOMESetting the Scene

    The manor house is a long two-story stonebuilding with an undercroft. There are generalsigns of wear as only the most necessarymaintenance has been performed to keep thebuilding livable. The slate roof shows a few holesstuffed with thatching which some industriousbirds are busy turning into a nest.

    The PCs are led up a set of worn stone steps and

    met at the door by an aged retainer, Otte Ferber.Ferber looks the PCs over with distaste,dismisses the villagers contemptuously, andmotions the PCs to follow him. He leads themthough the house into a small chamber whereFrederik Von Kleist is seated in a high-backed,finely carved chair of dark wood. The chair standon a small stone dais next to another door;besides this there is no other furniture in the roomso PCs must stand. Before ushering the PCs intothe room, Ferber pauses and in reverent tonesannounces, The Lord Frederik Von Kleist, ofMarlehof, will see you now. Ferber then departs,

    closing the door behind him.

    Keeping it Short

    A Show of HostilityFrederik Von Kleist has been led to believe thatthe PCs are here in order to deprive him of hisland somehow. He will be sharp and short withthem, insisting on answers. He expects to be liedto and will jump on any inconsistencies in thePCs statements. Although there are nosatisfactory answers the PCs can give, he willdemand to know who they are, who they work for,and what their business is Marlehof is.

    As the GM, you can make this a short painfulinterview or a sweat inducing ordeal asappropriate. Whenever you feel the PCs havehad enough of Frederiks cold manner helldismiss them but leave them with a warning finishtheir business and leave.

    Drawing it Out

    A Brittle Welcome

    In this version Frederik Von Kleist begins with anapparent welcoming manner that changes as the

    audience continues.

    When the PCs first arrive, Frederik will be calmand interested, shying just short of true politenessto reinforce his superior station. Welcomingthem to his land, he will inquire as to the PCs

    names. Have each PC make a Charm roll theone who succeeds by the most is the PC mostfrequent addressed by Frederik and receives themajority of his attention. Success by more than 2degrees means that Frederik may even offer thePCs some refreshment, summoning servants withale for them.

    Frederik will briefly answer any preliminaryquestions of the PCs (that dont seem toopresumptuous) but forestall further questions byinquiring as to their employer and their business.

    Heated Words & Veiled ThreatsOnce Frederik starts asking about the PCsbusiness on his land, his manner begins tochange. Intent scrutiny replaces bland calm. Hisquestions come faster and his face turns hardand cold. What starts as a few questions quicklybecomes an inquest into anything that appearssuspect.

    If the PCs are recalcitrant or their answersunsatisfactory (almost guaranteed), Frederik willstart making subtle threats about compelling themto answer truthfully. Veiled attempts at coercion

    will rapidly give way to open threats as hementions that, the disappearance of a few morestrangers in these lands would draw little notice, Ifear. Rising to his feet he will make it known tothem that he is the law in these lands and that ifthey dont reveal their true purposes, perhapshot irons will cause your tongues to wag morefreely!

    If at any point the PCs offer threats or violence inreturn, Frederik is electrified as he is convincedthat their true intentions are now revealed. At aword from him the door at his back opens and

    armed yeomen, equal to the number of PCs,spring out to defend their Lord (the dont attackunless the PCs do).

    Defusing the situation is difficult. The PCs canattempt a Hard [-20%] Opposed Charm Test toplacate Frederik. The Test is Very Hard[-30%] ifthey have threatened him verbally or physically.Alternately, the PCs can just outlast him. If afterhis threats and tirades they havent shown theirtrue colors (i.e. threatened him) then he throwshimself back down into his seat, disgusted. Hewill tell them that he will generously let them gofor now, but warn them not to tarry long on hisland else he might change his mind.

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    If the PCs took his bait, threatened him, and thenfailed to Charm him - the result is a tensestalemate. Satisfied that he has caused theenemy to blink, Frederik smirks at the PCs. Atlast he will tell them they have until dawn

    tomorrow to finish their business in Marlehof andleave. As a parting statement he instructs themto tell their employer that Frederik Von Kleist willnot be so easily removed. The audience is nowover.

    Secrets Best Left UnspokenIf any of the PCs question Frederik on any of thefollowing subjects, he will instantly be on hisguard. Anyone seeming overly interested orpersistent on these subjects will be marked as athreat that must be eliminated given theopportunity.

    Felix Von Kleist, The Dead BrotherFrederik feels certain that if his brothersmutation, or the fact that his brother still lives, isrevealed he will lose his land.

    Frederik will restrict himself to stating that hisbrother died 12 years ago, of a disfiguring illness,and was quickly buried in the family crypt for fearof contagion. Any questions about the ghost ofFelix will be dismissed as foolish nonsense.

    Hugo Faustmann, The Priest of Morr

    Frederik knows that Felix murdered Faustmann 2weeks ago He broke his neck by throwing himdown the crypt steps.

    Frederik will state that the he did not know theman well as the Priest kept to the Temple ofMorr. But he always did his duty and wasrespected by the village. Frederik will state thathe believes the two strangers killed the Priest, hidthe body, and ran off. He further states that hesent some of his men around to look for them, butno trace was found [this is easily verifiable as alie by the PCs; if asked the village folk will report

    that none of the yeomen have been sent outsince the priest disappeared].

    Hockschwarzer and Mansel, The TwoStrangersFrederik believes both the strangers are dead.He knows that Felix locked them in the crypt andthinks that the giant rats that infest it have eatenthem. And since Frederik has the key to the cryptdoor hidden, he doesnt believe that the PCs canreadily open it or find the bodies of the twostrangers.

    Frederik will state that he believes the strangerswere criminals who murdered the Priest for what

    little he had and ran off to avoid capture for thecrime. If asked about the audience he had withthem, he will state that they tried to beg moneyfrom him and he threw them out. He later heardthey entered the Leiche Gatter.

    If the PCs identify the themselves as beingemployed by the same man as theHockschwarzer and Mansel (or try to protest theinnocence of the men in some other way),Frederik will give them all a long considering look.He will then state that this information is,distressing. If asked to elaborate, he will coollycomment that this news forces him to considerwhether his own judgment was in error, orwhether the PCs are friends to murderers.Frederik will not be pressed to further commenton this and will encourage the PCs to ask lessdangerous questions.

    Adolf Grobschmeid, The Well Dressed VisitorFrederik believes Grobschmeid was sent by aunknown benefactor in town. Grobschmeid toldhim that the two strangers had come, under falsepretenses, to find something that would be usedto dispossess the Von Kleist family of their land.Grobschmeid claimed he was sent because itwas to the benefit of his master (whose namewas withheld) that their mutual enemy notsucceed at this. When Grobschmeid returned asecond time, he brought his masters effusivethanks as well as word that another group could

    be on its way with the same aims.

    Frederik will state that the man was a courieremployed on private business that is none of thePCs concern.

    Solving Problems

    What if the PCs Attack Frederick?This is a significant likelihood. Most players haveitchy trigger fingers whenever they feelthreatened, especially if the yeomen are called

    out by Frederick. The GM has two options here.One is to remind the PCs that murdering the locallord, whether justified or not, is definitely going toget them branded as criminals if the news getsout. They will be under the threat of hanginganywhere they are recognized.

    The other option is to let them put themselves inhot water and attack. If they do this, the yeomenwill give their lives so that Frederick can escapeout one of the doors. In addition, the servants willraise the alarm. More yeomen and the villagemilitia will eventually be summoned, though the

    PCs have time to escape before anyone elsearrives.

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    If, for whatever reason, Frederick is killed hisdaughter, Anika, can handily stand in for him inScene 9, Locked In!

    NPCSFrederik Von Kleist, Lord of Marlehof45 year old male and titular Lord of Marlehof.Husband of Johanna. He has a dour face with adeeply-lined, tightly pursed mouth. A cold andcalculating man with no love for anyone, includinghimself. Not intelligent enough for true villainy,he distracts himself with hunting and occasionalbouts of violence directed at local scapegoats(including his own family). Secretly filled withshame about the poverty of his tiny fief and yet

    fearful of losing it. His only source of pride is hisyoung son Lukas.

    Skills: Charm, Command, Common Knowledge(Empire), Consume Alcohol, Gossip, Intimidate,

    Read/Write, Ride, Speak Language (Reikspiel)Talents: Etiquette, Savvy, SchemerArmour: NoneArmour Points: Head 0, Arms 0, Body 0, Legs 0Weapons: DaggerTrappings: 7gc, 10 s, silver pendant (8gc), goldsignet ring (16 gc)

    Johanna Von Kleist32 year old wife of Frederik. A sad andwithdrawn woman, bullied by her husband anddesperate to please him. Keeps to her quartersand sews. Dotes on her young son, Lukas, and

    all but ignores her daughter, Anika. She is theonly one besides Frederik who knows that Felixstill lives. She has so far hidden the fact ofLukas mutation for fear that Frederik would killthem both or exile them (like Felix).

    Anika Von Kleist14 year old daughter of Frederik and Johanna.She is a incredibly composed girl, having ironself-control. Bitter and cold like her father, butincapable as yet of doing anything about it. Shehas contempt for her weak mother and is filledwith hate for her unloving and cruel father. She

    hopes one day to punish him for his sins againsther mother and herself. She is conflicted about

    her young brother, who is still an innocent and yetthe only recipient of the regard she secretlydesires from her father. She saw a cloaked manmeet in secret with her father during the night 2weeks ago and heard her father call him by herdead uncles name, Felix. She wonders if this

    can be used to her advantage.

    Lukas Von Kleist7 year old son of Frederik and Johanna. Healready shows some signs of mutation (patchesof warty, grey skin on his chest and legs) thatafflicted his uncle Felix. A spoiled brat.

    YoemenThese are local men who serve the lord as hisconstabulary. They are motivated by fear of theirLord. They know that they, or their family, will bepunished if they show cowardice or fail to follow

    orders. Unless directly ordered to they will notinitiate combat, preferring to intimidate foes bytheir numbers alone.

    Skills: Common Knowledge (Empire), Dodge

    Blow, Follow Trail, Gamble, Gossip, Intimidate,Search, Speak Language (Reikspiel)Talents: Coolheaded, Disarm, MarksmanArmour: Light Armor (Leather Jack)Armour Points: Head 0, Arms 1, Body 1, Legs 0Weapons: Crossbow, Hand Weapon (Sword),DaggerTrappings: 10 Bolts, 5+1d10 shillings

    SCENE SIX: FINDING

    THE CRYPTSetting the Scene

    This is potentially one of the largest scenes of thegame, as it involves investigation and the waythat the PCs find (or fail to find) the crypt is opento a variety of methods. There is a lot of scenerythat the PCs can wander about while looking, butthe included descriptions are for the GMs benefitrather than the players. The GM should not feel

    the need to overwhelm the players with atravelogue. Instead, be responsive to the PCsactions and move things along if theyve made a

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    fruitless choice.

    The Burial Grounds

    The Leiche Gatter

    The Corpse Gate is a dolmen - two widestanding stones capped by a broad flat stone thatforms a 12 high by 8 wide doorway. The gatestands at the far side of the valley where theexposed rock of the valley narrows to form agorge the connects to the next valley. This is theentrance to the burial grounds. No one, apartfrom corpses and the Priest of Morr, goesthrough the gate unless they are recentlybereaved mourners.

    MorrswegThe path that leads through the narrow defile

    beyond the Leiche Gatter is know as Morrsweg(Morrs Path). The rock walls on both side arebetween 12 to 20 feet in height and the grassypath is barely 5 feet wide in most places. Thepath extends for about a quarter mile and isfrequently shrouded by morning and eveningfogs.

    Burial GroundsThe burial grounds are a shallow bowl shapedvalley in whose rocky soil the people of Marlehofhave been burying their dead for over 200 years.The Morrsweg runs up to a low fieldstone wall

    that encloses the mouth of the valley. There is a15 wide gap in the middle, just beyond which isthe Temple of Morr. The valley itself is a littleover mile wide and a mile long. The groundhere is grassy, uneven, and dotted with copses oftrees.

    The Temple of Morr

    The Temple of Morr is small and simple inconstruction. It has large, open doorway with abroad stone lintel and no door. The rooms insideare almost bare of furnishings.

    The Shed

    A nearby stone shed doubles as a workshop.Seasoned wood is stacked against one outsidewall. Inside there a picks and shovels for digginggraves, as well as carpentry tools for makingcaskets.

    The Preparation RoomA small room with a 6 foot long stone bier onwhich the bodies of the dead are washed andwrapped in a burial shroud before interment.Wood shelves on the walls hold incense, candles,a small bronze water pitcher, a bronze bowl,scissors, and a razor. A chest holds an undyed

    linen winding sheet.

    The Altar RoomA holy area where mourners can pray on behalfof the dead. The walls and altar have a smallamount of ornamentation depicting stylizedravens a symbol of Morr in his role as the Godof Death.

    The Kitchen and PantryA small cooking area with a door leading to apantry. The kitchen holds a few utensils, acooking pot, and a pan. The pantry contains a

    small quantity of food including flour, salt pork,and a small cask of ale.

    The Priests QuartersA bedroom with a fireplace, an unmade bed, asmall chest, a desk with chair, and a washingbasin. The chest contains three unadorned andcarefully mended black hooded robes and someunderclothes. The desk has several papers,inkpot, and book on it. There are two doors fromthis room.

    A successful Average[+0%] Search Test will

    reveal a small purse hidden under the strawmattress (contains 11s 2p). If the PCs read thepapers on the desk see Faustmanns FinalNotes below.

    The ArchivesThis cramped space has a few wooden shelvesand some candle stubs. On the shelves are 5codices. Each of these are gatherings of severalfolios sewn together and crudely bound betweenwood covers. They contain records of the dead,kept by the previous Priests of Morr, as well asoccasional notations about events that affect thetemple or the burial grounds.

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    If the PCs attempt to read through the codices,

    see Consulting the Temple Records below.

    The Haushalter Crypt

    The Haushalter Crypt is a small stone buildingbuilt into the slope at the edge of the valley thatencloses the burial grounds. The crypt lies about mile away, and almost directly opposite from,the gap in the stone wall that encloses the valleymouth.

    Antechamber

    An above ground antechamber with an rusted,wrought iron door bearing a stout lock. On theother side of a partition is a larger space with lowbenches and a dusty stone lectern with nothingon it. At the end of this room is an iron boundwood door (latched but unlocked), beyond whichis a set of steep stairs that descend 20 into thevalley floor.

    If the PCs attempt to open the wrought iron doorwithout the key, see You Cant Miss It below.

    If the PCs search the antechamber (Search) or

    examine the lectern (Perception) have them rollthe appropriate skill as a Routine [+10%] Test.

    On a success, the turn up nothing but notice that

    the dust on the lectern outlines where a bookshaped object recently rested [This was theresting place for the book of Haushalter familyinterments and was removed by Hockschwarzer].

    Sepulcher[Note that as soon as the PCs reach the bottomof the stairs that lead to the entry hall of thesepulcher, it triggers Scene 7]

    This lower area is excavated out of the earth andwalled in stone. A pillared hall leads to anotheriron bound wood door (latched but unlocked),

    beyond which is the sepulcher or burial vault.The sepulcher is composed of 3 galleriesseparated by stairways. Each gallery is formedby 3 interconnected chambers. Each of thechamber contains a central pillar, two or morearched exits, and four or more stone sarcophagiarranged against the walls.

    Each pillar has 2 torch brackets riveted to it (thereis a 10% chance a given bracket holds anpartially unburnt torch that, if lighted, burns for1d10 x 5 minutes). Most of the sarcophagi arecarved with decorative relief patterns on theoutside, and the oldest ones (in the LowerGallery) have a bas-relief carving of a reclining

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    figure (the deceased) on the top surface.

    Originally all three galleries contained theHaushalter dead. However, about 70 years agoduring a time when there was no Priest of Morr atthe Temple, the then Lord of Marlehof (Lorenz

    Von Kleist) decided to appropriate the HaushalterCrypt rather than build a new one. TheHaushalter coffins in the Upper (and later Middle)Gallery were taken out of their sarcophagi andpiled up against the walls in the Lower Gallery.Over time, coffins containing deceased Von Kleistfamily members were put into the emptysarcophagi.

    Over 20 ancient, rotting coffins (and theircontents) now lie in tumbled stacks, shovedagainst the walls and piled on top of sarcophagiin the Lower Gallery. The air here is unpleasantly

    heavy with scent of decay. The smell hasattracted a small pack of giant rats. They haveburrowed into the Lower Gallery in two places,collapsing part of the walls and pushing some ofthe sarcophagi into the aisles. Now they enterwhenever other food is too difficult to find andtear open the coffins to chew on the rank bones.

    Opening a sarcophagus requires a Challenging[-10%] Strength Test. If one person assistsanother in opening the lid, have the strongercharacter make the Strength Test with a +10%bonus. Using a crowbar or other lever grants an

    additional +10% bonus.

    Opening random coffins will reveal corpses invarying states of decay, usually wrapped nakedin a burial shroud. However a few corpses (15%)have been buried with grave goods usuallypersonal keepsakes, religious items, or jewelry.If the corpse does have grave goods, they will beworth a combined 1d10 gc 20% of the time,otherwise they are worth only 1d10 shillings.Also note that for each coffin opened, any PCswithin 1 yard have a 10% chance of beingexposed to The Green Pox (page 136 of the main

    rulebook); anyone actually handling a corpse hasa 25% chance of being exposed to it.

    If PC enter the Middle Chamber of the LowerGallery, roll a Easy[+20%] Perception Test foreach one. On a success the PC notices that thecoffins and debris have been cleared away fromone of the sarcophagi in the room. If theysucceed by 1+ degrees, or approach thesarcophagus, clearly visible is a dark bloodstainon the front, deep scratches in the bas-relieffigure carved on top, and the fact that the lid isslightly askew. The sarcophagus bears the nameHeinrich Haushalter carved into the side andtop, along with the year 2348 this is the oldest

    year that any of the sarcophagi in the crypt bear.

    Opening the sarcophagus reveals that there is arecently dead body inside (Mansel), arm in armwith an ancient skeleton and the both of themlying in an open coffin. A pool of blood has

    congealed over the inside of the finely madecoffin, staining the rich wood and tarnished silverdecorations. The fresh corpse has had most ofits right leg torn off and its bloodied hands areclutched together over its chest.

    A successful Very Easy[+30%] Search Test, orsimply opening the fresh corpses hands, willreveal that it is holding a gold signet ring. AnyPC seeing the ring can make a Easy[+20%]Academic Knowledge (Genealogy/Heraldry) Test,Challenging[-10%] Common Knowledge (TheEmpire) Test, or Hard [-20%] Intelligence Test to

    realize that it is solid proof of the nobility of theHaushalter family.

    [Hockschwarzer & Mansel had found the tomb ofthe Haushalter patriarch, Heinrich. They openedit and had gotten the signet ring from the coffinwhen they were attacked by the giant rats.Hockschwarzer was dragged away and Manselhad his leg bitten off. While the rats werequarreling over his leg Mansel, in desperation,crawled into the sarcophagus and pulled the lidshut to keep them away. The rats tried to clawthe lid open but failed and eventually gave up.

    Mansel subsequently died of blood loss, trappedinside.]

    Rat TunnelsThese short (4 tall) packed earth tunnels windback and forth unevenly. Because of thecramped conditions in the tunnels some PCssuffer penalties to Agi, WS, and BS PCs tallerthan 4 suffer -10%, taller than 5 suffer -20%.Two chambers (one larger than the other) filledwith leaves, fur, small bones, and other debrisare where the rats make their nest.

    From the larger nest, a lone tunnel leads off tothe surface, climbing slowly for 200 yards beforeopening out of a hill slope near a small stream.This tunnel brings with it fresh air and the scent ofwater. Any PC standing in the tunnels (or even inthe crypt at the edge of a tunnel) can detect thisbreeze with a Routine[+10%] Perception Test.An Easy[+20%] Outdoor Survival Test will makeclear to them that a fresh breeze means aconnection to the outside somewhere.

    The freshly gnawed bones of a man(Hockschwarzer) lie in the Large Nest chamber.A successful Average[+0%] Search Test of theLarge Nest takes 5 minutes and uncovers 22s 5p

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    from Hockschwarzers purse. It also reveals abadly gnawed leather wrapped book. Althoughthe pages are damaged, the book contains theinterment records for the Haushalter family, alongwith an elaborately maintained family tree goingback over 200 years.

    Any PC seeing the family tree in the book canmake a Very Easy[+30%] Academic Knowledge(Genealogy/Heraldry) Test, Average [+0%]Common Knowledge (The Empire) Test, orChallenging [-10%] Intelligence Test to realizethat it is solid proof of the nobility of theHaushalter family.

    Keeping it Short

    You Cant Miss It

    If the PCs ask about the Haushalter crypt aroundthe hamlet, no one knows of the family. Have thePC asking make a Routine[+10%] Gossip Test. Ifthey succeed, they will learn that the only cryptthat anyone knows of is the Von Kleist familycrypt, which is located at the far edge of the burialgrounds.

    Assuming the PCs thoroughly check the burialgrounds, there is only one structure that couldpossibly be described as crypt. If the PCs makea comprehensive search of the valley looking forthe crypt, have each of them make a Routine

    [+10%] Search Test; if searching at night theSearch Test is Challenging [-10%]. If persistentthey find the crypt after 1 hour of searching(every degree of success reduces the time by 15minutes, minimum of 15 minutes; converselyevery degree of failure increases the time by 15minutes).

    Once they approach the crypt they notice that setinto the stone lintel above the wrought iron dooris the name Von Kleist, spelled out in wroughtiron letters. Have each PC make a Challenging [-10%] Perception Test or a Average [+0%] Trade

    (Stoneworker) Test. If they succeed, they noticethat the lintel behind the letters is not smooth likethe rest of the stonework, but appears to havebeen chiseled flat fairly crudely. If they succeedby 1 degree they realize that something wasoriginally engraved on the stone; with 2 degreesof success and a lot of squinting they can faintlymake out the name Haushalter.

    The wrought iron door is locked, but can beopened with a Challenging [-10%] Pick LocksTest - the lock itself is rusty, so if the PCs applyoil before attempting to open it they receive a

    +10% bonus to the attempt. Alternately, with ahalf-hour of determined effort using a cold chisel

    and a hammer, the lock can be chiseled free ofthe door. The time required to do this can bereduced to 10 minutes by making a Routine[+10%] Trade (Smith) Test. Using a crowbar orother metal lever will permit a Hard [-20%]Strength Test to bend the lock enough to open

    the gate.

    Drawing it Out

    If the PCs dont wish to try to search the burialgrounds or dont think the Von Kleist crypt is thecorrect one, there are two alternate ways bywhich they could learn of where the crypt is.

    Consulting the Temple RecordsIf the PCs enter the Temple of Morr, anyone withthe Read/Write skill can try to search the Temple

    archives for a record of the Haushalter crypt.Since there is no index or visible organization tothe records (except chronological), this is a time-consuming and boring process. Have eachsearcher make an Average[+0%] Read/WriteTest. This takes 2 hours [-30 minutes for eachdegree of success, minimum of 30 minutes; +30minutes for each degree of failure). If persistentthey find a brief burial record of a member of theHaushalter family which mentions that they wereinterred in the crypt on the far slope - It is anRoutine[+10%] Navigation Test to realize that thisis the same place as the Von Kleist Crypt.

    Faustmanns Final NotesIf the PCs search the Faustmanns Quarters, theywill find a small desk with signs of recent use.There are papers, ink and books on the desk, aswell as a drained ale cup and the remains of ameal. Items of note:

    A 190 year old record, from the templearchives, that mentions the Haushalterfamily crypt being built and indicates itslocation It is an Easy[+20%] NavigationTest to realize that this is the same place

    as the Von Kleist Crypt. An ale stained piece of foolscap with a

    scribbled chronology, showing the gaps oftime during which no Priest of Morr wasmaintaining the Temple. One of the gaps,70 years ago, has a note next to it thatreads Is this when the bodies weremoved? Who was responsible for thisimpious act?

    A battered holy book of Morr with apassage marked by a piece of parchment.The passage is one of several thatdescribes sinful acts against Morrs word.

    On the bookmark one of the verses hasbeen copied down; Let none defile the

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    resting place that I have blessed. Let nohand profane the bones of one that I havecalled my own.

    Watchful EyesFelix quickly notices anyone walking in the burial

    grounds. If the PCs approach the crypt, he willhide at the edge of the woods and watch them roll a secret Routine[+10%] OpposedConcealment Test against the PC with thehighest Perception Skill. If the PCs do not spothim, Felix will run off to warn Frederick as soonas they enter the crypt (see Scene 9). If the PCsdo spot him, Felix will try to frighten them awayby letting out a blood-curdling howl and shoutingout Flee defilers! For I am the spirit that hauntsthese grounds! All the PCs should makeWillpower Tests to avoid the effects of FelixsUnsettling appearance when this happens. If the

    PCs approach him, Felix will run back into theforest. PCs can successfully keep up with himwith an Opposed Agility Test or follow his trackswith a Routine[+10%] Follow Trail or an Average[+0%] Perception Test.

    If the PCs manage to follow him, he runs back tohis hovel to get weapons. Felix attacks bythrowing a crude javelin and then pulling out arusty axe. It is possible, if the PCs keep theirdistance, to calm Felix with a Hard[-20%] CharmTest against his Willpower. If the Charm Testfailed, Felix attacks until wounded then tries to

    escape in order to warn his brother. He willattack anyone following him in order to dissuadepursuit, fighting to the death if he cannot escape.

    If the Charm Test is successful, Felix will besuspicious but willing to parlay. He wants to PCsto leave and not disturb the Von Kleist crypt. Ashe has already killed to protect the familyssecrets, he refuses to explain the truth; but at theGMs option he may make up a plausible lie. Hewill grow angry if the PCs refuse to leave thecrypt untouched or reveal that they already knowabout the Von Kleist family stealing the crypt. If

    either of these occur, Felix realizes he cannotstop the PCs and tells them to go away. He isunwilling to answer questions about himself. Assoon as the PCs leave, Felix will go to warn hisbrother.

    Felixs hovel stands nearby in a small clearing.Inside there is louse-ridden bedding, tools andfood. An Average[+0%] Search Test will uncovertwo items of importance. The first is an iron keyhidden behind a clay pot. Although notimmediately identifiable, this key unlocks thecrypt door. The second item is tiny wooden boxhidden in a crack in the wattle and daub wall.Inside, wrapped in a scrap of cloth, is a heavily

    tarnished silver cloak clasp bearing a stylizedVK within an border of thorns. This is one of thesymbol of the Von Kleist family and was presentgiven to Felix by Fredericks wife, Johanna,before his mutation.

    NPCSFelix Von Kleist, MutantFelix is truly frightening. His grey-green, leatheryskin is covered in warty protrusions and clings tohis emaciated frame. To avoid showing his skinFelix always wraps himself in several layers ofrags and wears a rough cloak pulled tight aroundhim it gives him the look of a corpse wound in afilthy burial sheet. He is 49 years old, the eldestliving male and true patriarch of the Von Kleist

    family in Marlehof. Felix Von Kleist began tosuffer from a mutation 15 years ago. Felixsyounger brother, Frederik, saw this as a clearopportunity to take over as the Lord of Marlehof.Playing on Felixs shame and fear that this wouldbring doom on the family, Frederik convincedFelix to fake his own death. For the last 12 yearsFelix has lived in squalor in the woods near theburial grounds, while his brother has ruled as theLord. He has suffered the combined effects ofmutation and deprivation in exile, in order topreserve his familys honor.

    Skills: Common Knowledge (Empire),Concealment, Perception, Read/Write, Ride,Silent Move, Speak Language (Reikspiel)Talents: Flee, Rover, Unsettling, Very ResilientSpecial Rules: Leathery Skin

    Armour: NoneArmour Points: Head 0, Arms 0, Body 0, Legs 0Weapons: Javelin, Hand Weapon (Axe), DaggerTrappings: None

    SCENE SEVEN: ARESTLESS SPIRITSetting the Scene

    At the bottom of the steep stairway that leadsdown from the crypt antechamber sits the

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    1 14 3 5 4 0 0 0

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    crumpled body of Hugo Faustmann, the priest ofMorr. Faustmanns body is battered, and theneck clearly broken, from what appears to be atumble down the stone steps.

    If anyone approaches or touches the body, there

    is a swirl of wind and dust. And then, after amoment of silence, the dust coalesces into thetranslucent form of a thin, robed man with amiserable expression upon its face the ghost ofHugo Faustmann.

    The spirit will seem confused briefly, but will notbe aggressive at all. It will cover away from anyattack, whether magical (which can hurt it) orphysical (which just passes harmlessly though).If the PCs dont flee immediately or refrain fromattacking for a few moments, the ghost will turn toface them and try to communicate.

    Keeping it Short

    A Ghostly PleaThe spirit addresses the PCs by saying, Goodfolk I am the miserable revenant of HugoFaustmann. Do not fear me, I pray, for in life Iwas a servant of Morr. Though in truth I know notwhether this wretched circumstance arises frommy sins or the violence done against me. Helpme, I beg you.

    The spirit desires most of all for his body to beproperly buried and a prayer of Morr read over it[The prayer that the PCs were given byHaushalter is sufficient for these purposes]. Hewill not press them to perform the deedimmediately, only asking that they agree to do itsoon after they leave the crypt. If the PCs accepthe will be gratified and disappear for the moment.He will re-appear if they call on him in the area ofhis body.

    If the PCs wish to question the spirit aboutanything, it will willingly answer any reasonable

    question to the best of its ability. He will not lie,having nothing to lose at this point. Questions ofnote include:How have you sinned?See FaustmannsSecret below.Who killed you?See By a Dead Mans HandbelowDo you know where the Haushalter familyrelics are? See Pointing the Way below.

    Drawing it Out

    At the GMs discretion, the giant rats found thebody before the PCs did. They have torn much ofthe flesh off the face and chest. Through some

    twist of fate the skull, now missing its jawbone,has ended sitting upright and seeming to lookback at anyone descending the stairway.

    Playing CharadesWhen the ghost appears, instead of speaking it

    appears to be mute and plays charades with thePCs. It will visibly beg them, kneeling by its skulland motioning them forward. It will appear totouch the skull (it is Routine[+10%] PerceptionTest to notice it touches the jaw socket) and thenits own chin repeatedly.

    Finding the JawboneIf the PCs figure out what is desired, an Easy[+20%] Search Test will reveal the half-gnawedjawbone lying under the torn scraps ofFaustmanns black robe behind a pillar. Thespirit with be visibly relieved and joyous when the

    jaw is found and motion repeatedly for it to be putonto the skull. Putting the jawbone back in placecauses the spirit to be sucked into the skull itself.And then the skulls speaks in Faustmannsgrateful but sad voice, as described in A GhostlyPlea above.

    Faustmanns SecretFaustmann never completed training as a priestand is actually only an Initiate of Morr. Therefore,he is not permitted to perform services in Morrsname, even though he has done so dozens oftimes. He fled the abusive Master of Initiates at

    the Temple of Morr in Bersburg and found hisway to Marlehof. Penniless when he arrived, heclaimed to be a full Priest in order to take custodyof the Temple and keep from starving. For thelast 8 years he has conducted the rites of Morr,buried the dead, prayed with the mourning, andfelt the weight of that sin every day. He hadrecently turned to drink to ease his conscience.

    By a Dead Mans HandFelix Von Kleist is still alive and was responsiblefor killing Faustmann by throwing him down thecrypt stairs. In Faustmanns tenancy, he had

    gotten to know a diseased recluse who lurked inthe woods around the burial grounds.Befriending him with charity, he discovered thathe was a mutant. After hearing the stories of theghost of Felix, he finally guessed who it was intruth but agreed to keep Felixs secret.

    Year later, when the two strangers came toFaustmann looking for a crypt of the Haushalterfamily, he was confused. The priest was familiarwith the burial grounds and did not know of thatfamily. On searching the records kept by previouscaretakers of the Temple, he discovered the VonKleist crypt had originally been the Haushaltercrypt. Faustmann was outraged that the Von

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    Kleist family would dishonor the Haushalter dead,simply to avoid building a new crypt.

    Faustmann, more than a little drunk at that point,opened the crypt for the two strangers in themiddle of the night and waited for them in the

    antechamber. Felix came upon him, demandingto know why Faustmann had let the men into theVon Kleist crypt. Faustmann harangued Felixfor the Von Kleist familys transgressions againstthe strictures of Morr and said that there would bea reckoning for it. In a fury, Felix announced that,For the sake of my familys honor I have been inexile for 15 years; you shall not make thatsacrifice worthless! And then threw Faustmanndown the stairs to his death.

    [After taking the key, Felix locked the strangers into starve or die at the hands of the rats. He then

    travelled in secret and told his brother Frederik ofwhat had transpired, giving him the crypt key tokeep safe.]

    Pointing the WayFaustmann knows that all the Haushalter bodiesare now in the Lower Gallery of the sepulcher(either in piles of coffins or still in their originalsarcophagi). From the records he read, hebelieves that the first Haushalter bodies interredin the crypt were all in the Lower Gallery.Faustmann also knows that Hockschwarzer tooka book from the lectern in the crypt antechamber

    which contain Haushalter family records. Hedoesnt know what became of the two men, but iftold that they are missing he will surmise that thecreatures that dwell down in the sepulcher mayhave gotten them. Faustmann has never seenwhat they are, but was told by Felix that strangelarge rats had been seen in the crypt duringFelixs faked interment.

    NPCSThe Spirit of FaustmannThe ghost appears as the indistinct form of arobed man, seemingly coalesced out of dust andfog. Faustmann feels deeply the horror of hisnew state. He is caught between feeling that hissuffering is appropriate punishment for his sin,and that it is a terrible result of Felixs murderousattack. His true desire is to be rid of this half-lifeand enter Morrs realm. But he can bemomentarily overcome by thoughts of self-recrimination or revenge.

    Skills: Concealment, Gossip, Perception +20%,Speak Language (Reikspiel)Talents: Ethereal, Night Vision, UndeadSpecial Rules: Fearful Touch, Invisible, Place ofDeath (see Old World Bestiary page 109)Armour: NoneArmour Points: Head 0, Arms 0, Body 0, Legs 0Weapons: None

    SCENE EIGHT:SKITTERING SHADOWSSetting the SceneThe GM should capitalize on the oppressiveatmosphere of the sepulcher to try to put theplayers on edge. Describe the oppressivedarkness, the rank odor of decaying flesh, theshadows that flicker across the rows of tombs,

    and the fact that something could come fromalmost any direction in the galleries - with nodoors to stop it.

    If the PCs have heard about the rats, put them onedge with a few sounds at the edge of hearing the skitter of nails on stone; the rustle of ahairless tail dragged through the dust.

    Once you have them all wound up delay theattack of the rats until the right moment. Whenthe PCs are engaged in another activity and aremaking noise, like moving coffins or when theyve

    recovered the signet ring, the rats spring theirattack from as many directions as possible.

    Since the rats will only attack in the company ofgreater numbers than their prey, and arecowardly even then, the GM is at liberty to havethem fall back at any time he feels is appropriate.This retreat can be a temporary lull betweenattacks or outright flight from the crypt.

    Victory Nigh

    Lying in WaitIf the PCs manage to put up a good fight, the ratsscatter into the darkness of the crypt. They will

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    then wait in hiding for an opportune time whenthere is a lone PC they can gang up on.

    Alternately, if the PCs enter the tunnels, the ratswill take advantage of this. In the tunnels the ratssuffer none of the penalties the PCs do. They will

    try to trap the PCs in a tunnel that leads to one ofthe nests a group of rats will muster at thetunnel opening while others come from behind topin the PCs in.

    Looming Defeat

    If the PCs are in trouble, the primary tool the GMhas to contrive salvation is the rats innatecowardliness. Other options are listed below.

    Something Catches Fire

    If in the crypt or nest area, one of the PCs or ratsoverturns a lantern or knocks a torch into a pile ofthe dry coffins and bones, which quickly catchfire. The fire will unnerve the rats, panickingthem into flight. At the GMs option the fire iseasily smothered or turns into a blaze that cantbe controlled and forces the PCs to abandon theburning chamber and hurry on with their search.Quarreling Amongst ThemselvesOne of the frenzied rats may randomly choose totry to establish dominance over another. Theserats begin furious biting and clawing each otherand more rats may start to join in against the

    loser. They may consider a wounded rat to beeasier prey than the PCs. The fight lasts longenough for the PCs to flee or regroup.

    NPCSThe Giant RatsThese are diseased, grey pelted rats the size ofsmall mastiffs. There are as many rats as the GMneeds to challenge, but not overwhelm, the PCs.This can be between four and a dozen or more.

    But the rats should generally only attack ingroups of no less than three and no more thanone and a half the number of PCs.

    Skills: Concealment, Perception +10%, Silent

    Move, Swim +10%Talents: Keen Senses, Natural Weapons, Night

    VisionArmour: NoneArmour Points: Head 0, Arms 0, Body 0, Legs 0Weapons: Teeth

    SCENE NINE:LOCKED IN!Setting the Scene

    Taking Heinrich Haushalter signet ring (from histomb) or the ledger book containing the intermentrecords for the family (from the large nestchamber) should provide sufficient evidence ofthe family's noble heritage.

    Once the PCs have one (or both) of these in

    hand, they will lik