Warhammer v4 - 1.0 Enemy in Shadows - Flip eBook Pages 101-150 (2024)

101 SHADOWS OVER BÖGENHAFEN: CHAPTER 9 - THE DARKEST HOUR IX OPTIONS: THE NERVE THAT FAILED Veteran players may recall that Magirius is the member of the Ordo’s Inner Council whose nerve fails, and who tells them everything before being horribly murdered (see page 102). They may also remember that the party will be framed for his murder by Gideon, who visits them posing as a servant. Knowing those facts, it’s easy to derail the adventure at this crucial juncture. You can ensure this doesn’t happen with either of the following changes. HANDOUT 10: HERZEN’S LETTER Black Peaks, Grissenwald, Near Nuln. My Dear Friend, Here is the scroll you require for the ritual you mentioned in your last letter. Do not forget that the temple for such an undertaking must be sanctified with fresh blood. As ever, I am filled with awe at the heights (or should I say depths) to which your learning now reaches. It seems like only yesterday that we two dilettantes begged tutelage of the High Master, and now you stand on the threshold of the abyss itself. If you manage to find the time to record your researches, do write with details of how the ritual progressed. Perhaps one day I, too, might follow in your illustrious footsteps. Your friend, Etelka Herzen MURDER MOST FOUL When the Characters reach Magirius’s house (see page 90), the door is opened by Gideon, still appearing as the ‘servant’ who delivered the message. No matter how quickly the Characters travelled to the house, the servant arrives before them. The servant confirms that Councillor Magirius is expecting the Characters, and shows them to his study, knocking on one of the heavy oak doors and motioning them to enter. At first glance, the study appears to be deserted. It is dominated by a huge oak desk, and a heavy wooden chair is overturned behind it. Under the desk, and only visible from behind it, lies the body of Friedrich Magirius. His throat has been cut, and a widening pool of blood soaks into the carpet. As the Characters look at the body, they notice traces of drying blood on the side of the desk — a last, desperate message from Magirius, scrawled in his own blood as he lay dying. The message consists of the letters ‘WHSE’ and a number: a 1, followed by a digit that trails off and might be a 3 or a 7. A search of the desk’s drawers turns up nothing of interest, apart from a silver letter-opener (value 15 shillings). Searching Magirius’s body yields a purse containing 4GC 17/– and two gold rings, worth 3GC and 5GC. Magirius was trying to tell the Characters that the ritual will take place in Warehouse 13 (see page 112). If the Players have difficulty interpreting the message, allow each Character an Average (+20) Intelligence Test. If none of the Characters succeed, any citizen they ask knows that ‘WHSE’ is a standard abbreviation for ‘Warehouse’. Greed Will Out Magirius is made of sterner stuff than in the original adventure. His nerve does not break, and he instead remains loyal to Teugen and the Ordo. Under cover of a promised confession, he lures the Characters to the new temple, where the entire strength of the Ordo Septenarius lies in wait — Teugen, Gideon, the other members of the Inner Council, and the 42 regular members — ready to overpower the Characters, strip them of all equipment, and keep them bound until the evening of the ritual. Then, the party will form the sacrifice. The Evil Villain Revisited As explained before (see page 54), Magirius could be the head of the Ordo instead of Teugen. In that case, it might be Teugen whose nerve fails, and who tries to warn the Characters. If you are feeling kind, he might succeed; otherwise, Magirius lures the party to a secluded location with the promise of a confession, leaving Teugen’s mutilated body there. Once the Characters have arrived, he sends a Watch patrol to investigate a reported scuffle at that spot. HANDOUT 11: MAGIRIUS’S NOTE From the Town Hall, Office of Councillor Magirius. I must see you urgently. Please come to my house on the Adel Ring as soon as you are able. Magirius

XI WARHAMMER FANTASY ROLEPLAY While the Characters are pondering the meaning of the message, they hear a loud cry of, ‘Help! Help! Murder!’ from the front door of the house. Looking out of the window, they see a four-man Watch patrol running towards the house. At the same instant, the servant appears in the room, apparently out of thin air — Gideon has called the Watch, and is returning to gloat over the Characters’ imminent arrest. ‘ You know,’ the Daemon says, in a multi-toned, resonant voice that is spine-quiveringly unnatural, ‘you really should have minded your own business.’ It vanishes again, casting Shroud of Invisibility, but its deep, many-throated, mocking laughter continues for a few moments after it has disappeared. Note: because of the Ring of Opsianon that Gideon wears, its Spells cannot be dispelled (see page 148). You should make it clear to the Players that all the evidence suggests that the Characters have murdered Magirius, and that the Watch will probably not be impressed by tales of vanishing servants and Daemons. The Characters’ best hope lies in a swift exit. If the Characters insist on staying and facing the Watch, they are arrested and imprisoned in the Watch barracks (see page 92) awaiting trial. No one believes the truth, and in due course they are found guilty of Magirius’s murder and sentenced to hang. Assuming Bögenhafen still exists, that is. Framed! Imprisoned and faced with certain death, the Characters are sure to look for a way out of their predicament. The door to the cell is firmly locked and attempts to break it down will only bring the jailor and members of the Watch. A successful Average (+20) Perception Test (multiple attempts are possible, if required) reveals a Thieves’ sign carved into a slab of stone at the base of one of the walls. A Character with Secret Signs (Thief) recognises it as the mark for ‘escape’. The slab can be removed easily and reveals a crawl space behind, wide enough for one Character at a time. After a few yards, this leads to another tunnel giving access to the town’s sewers. From the sewers, the Characters may escape into the town, free but bereft of weapons, armour, or any other trappings. Fleeing the House It is likely that the Characters try to escape rather than face the Watch. The watchmen are coming in through the front of the building, but the party can reach the back door and escape into the garden. The Characters should all be able to get away from the Watch, but don’t let the Players know this. You should run this incident in detail, Round by Round, so that the Players think their Characters will be captured unless they make it over the wall in time. The Watch spend about 10 Rounds searching the house before they notice the Characters escaping over the wall. They then charge out after the party. You should build up the tension by telling the Players that their Characters hear noises from inside the house, and then a cry of, ‘In the garden! Quick – they're escaping!’ followed a few Rounds later by the watchmen beginning to come out of the house. The Players should become genuinely worried as their Characters scrabble at the wall, and the first watchman on the scene should miss the last Character over the wall by a matter of inches. The wall around the house is 10ft high, and not very easy to climb. It takes a Difficult (−10) Climb Test to reach the top. Any Characters reaching the top can help the stragglers over, providing Assistance (see WFRP, page 155). If any Climb Test rolls an Impressive Failure (−4), not only has the Character failed to get over the wall, but any Character on the wall helping is dragged off unless Challenging (+0) Athletics is passed. Characters pulled from the wall fall 3 yards. On the other side of the wall, there is a drop of 3 yards to the street. Characters jumping from the top of the wall have to make a jump of 3 yards, while those who hang at arms’ length from the top of the wall make a jump of 1 yard.

103 SHADOWS OVER BÖGENHAFEN: CHAPTER 9 - THE DARKEST HOUR IX FLAMING NUISANCE As the Characters make their way across town, they see that there is a building on fire in one of the back-streets on the north side of the Bergstrasse, or at some other convenient location if the Players decide to avoid the Bergstrasse. It doesn’t matter precisely where this is, so long as it is on the Characters’ route to the Ostendamm. Unless the Players state that the party is deliberately giving that area a wide berth, they come round a corner and run straight into — one of themselves! The look-alike is pursued by an angry mob, and pushes past the Characters and disappears into an alley. The mob immediately starts to chase the party amid cries of, ‘Stop! Fire-raisers! String them up!’ There are dozens of townspeople giving chase, and it is clear that the Characters have no chance if they decide to fight their way out. Obviously, Gideon is the real firestarter. It has been trailing the party, and cast the Doppelganger Spell to assume the form of one of them before setting the building on fire. It made sure the mob had a good look at its face, and then made straight for the Characters’ position. The party has to evade the mob before it can go any further. As with the Watch encounters, you should ensure that the Characters do eventually shake off any pursuit, but the Players should believe their Characters are in imminent danger of being lynched. Any Character stupid enough to stop and try to reason with the mob will be overpowered and strung up. THE OSTENDAMM Eventually, the Characters should reach the Ostendamm. By the time they have evaded any pursuers and reached the docks, it will be sunset and Morrslieb is already high in the sky. As dusk falls, a green-lit mist creeps up from the river, thickening almost visibly as it moves over the docks. Soon, it is impossible to see the west bank of the river, and the Ostendamm stands in a sea of moon-lit mist almost 2ft deep. ONE THING AFTER ANOTHER Once the Characters are over the wall, they can make good their escape. You might like to draw out the agony by telling the Players that a few townspeople chase them after they escape from the grounds of Magirius’s house, but they should be able to shake off any pursuit after a few minutes’ hard running by twisting and turning through alleys and side streets, perhaps with some Athletics Tests thrown in for extra tension. Now the party must review its position and decide what to do next. As the Characters escaped over the wall, the watch officers got a clear view of them, and the party must assume the Watch is now hunting for it all over town. The Characters are quite well known by the authorities as a result of their investigations over the last few days, and there is little chance they will be able to bluff their way out if they are caught. The party knows the ritual is to be held tonight in a warehouse, either Warehouse 13 or 17. It is beginning to get dark, and Morrslieb is rising full and large, casting its horrendous green light everywhere. The journey to the Ostendamm can be made more eventful by having the Characters encounter Watch patrols every so often. At this point, the party might decide that it is all too much and make an attempt to leave town. Fortunately, this is easily avoided. You can channel the Characters towards the Ostendamm and the climax of the adventure by increasing the frequency of encounters with the Watch if they move towards the gates, and decreasing it as they move towards the docks. Any encounters with the Watch should be frightening rather than dangerous, and the Characters should be able to shake off any pursuit fairly easily, but do not let the Players know this. Every time the Characters turn a corner while evading pursuit, you should have them make an Average (+20) Stealth (Urban) Test, based on the lowest score in the party; if the Test is failed, their pursuers are still on their tail, and are drawing ever closer. When a Test succeeds, the Characters manage to shake off the pursuit. The Players should be aware that the adventure is reaching its climax, and that there is no time to lose. OPTIONS: LUNATIC MUTANTS With the unexpected news of the Mutant Edict now widespread (see page 30) and the corrupting light of Morrslieb everywhere (see page 85), you have an opportunity to make the chase scene through Bögenhafen significantly more horrific, should you so wish. As the Watch pursues the Characters through the town, the baleful light of skull-faced Morrslieb enacts a terrible change upon those below. Have the Characters escape Magirius’s house as normal, but play up the intensity of the horrendous, green luminescence of Morrslieb, and have even more glowing mist rise high from the Bögen. Every time the Characters step into the direct light of Morrslieb for any length of time, call for a Test to resist a Minor Exposure to Corruption. Make it clear that Morrslieb’s light is dangerous, and feels very wrong. The streets are emptying of everyone bar fools and the Characters. Then, just as the party feels it may be escaping the Watch, have new animalistic howls of pursuit echo through the empty streets. It’s not just the Watch they now have to contend with, it’s the Mutant Watch! And if this horrific threat should catch up: ‘You’re the problem, mate, not us! You’re murderers! Ain’t no such thing as a mutant anymore! The Emperor has our backs!’

XII XI WARHAMMER FANTASY ROLEPLAY The Characters are likely interested in one of two locations on the Ostendamm: Warehouse 13 and Warehouse 17. If the Characters watch both warehouses, they soon realise that no activity is taking place at Warehouse 17, while several people are visiting Warehouse 13. Warehouse 17 Warehouse 17 is closed up, and a faint, flickering light can be seen from inside. Over the warehouse, and those adjoining it, hangs the sign of an ear of corn held in a mailed fist — the sign of the Ruggbroder family. If the Characters enter the warehouse, they find it full of crates of bottled wine. The crates nearest the door have ‘Kronenwinzerei Altdorf ’ branded into the side. Having travelled to Bögenhafen with Josef Quartjin, the Characters recognise the wine as being from the cargo he carried to the town. The party has just had time to realise that the warehouse is absolutely full, and that there is no possible space that could be used for a ritual, before it finds itself faced with Big Georg, a night watchman, and his two savage guard dogs. The dogs attack immediately, and the watchman runs, shouting for the Watch. A four-man patrol will arrive on the scene in 1d10 Rounds. If the Characters retreat, the night watchman calls the dogs off and closes up the warehouse again. He is concerned only with keeping the goods safe, and has no particular interest in bringing thieves to justice. Warehouse 13 At dusk, Warehouse 13 is quiet. Over the door hangs the rosecross symbol of the Teugen family. The doors are not locked, and the Characters may look inside through the doors or through one of the barred windows that are set around the walls. An area at the front of the warehouse has been cleared, and crates are tightly packed in the rest of the warehouse. The crates are marked, ‘Silas Hillberry, Appleford,’ and contain bottled fruit. Hiding in the Warehouse If the Characters decide to hide in the warehouse and wait for something to happen, they will be able to find suitable hiding places amongst the crates. They can secure a reasonable view of the inside of the warehouse from their hiding-places, but you may call for an Average (+20) Stealth (Urban) Test from Characters who insist on moving about. Watching the Warehouse If the Characters choose to stay outside and watch from cover, they must find a suitable hiding-place. When anyone comes to the warehouse, they must each make an Easy (+40) Stealth (Urban) Test (it’s so easy because of the darkness, weird lighting from Morrslieb, and the mist); you should feel free to add any further modifiers that seem appropriate, depending on where the Characters choose to hide. THE APPOINTED TIME This section details the course of events at Warehouse 13. These events only happen if the Characters do not intervene. Any actions they take will alter the course of events to a greater or lesser degree, so you should be prepared to adapt and improvise. You should also take into account what the Characters can see from wherever they are. Be careful to tell the Players only what their Characters can be expected to see. Preparations Shortly after dusk, a cart arrives from the Steinhäger offices bringing Franz Steinhäger and two labourers. It draws up outside Warehouse 13, and the three men unload a number of sacks containing the items removed from the Hidden Temple.

105 SHADOWS OVER BÖGENHAFEN: CHAPTER 9 - THE DARKEST HOUR XII The cart is driven away, leaving Steinhäger inside. He begins to prepare the temple, laying out the copper circle, marking an octagram on the floor in salt and placing the silver candlesticks at the corners. After about half an hour, five carriages arrive within a quarter of an hour of each other. Teugen and Gideon (wearing the face of ‘Teugen’s cousin’ again, so the Characters are unlikely to recognise it) get out of one carriage, which has the Teugen family’s rose-symbol on the doors. The passengers go into the warehouse, each carrying a small bundle (their robes), and the coaches drive back into the town. This is the Inner Council of the Ordo Septenarius. It has arrived for the ritual and spends the next half an hour robing and making other preparations. While this is going on, a dozen thugs (use the Profiles on page 79) from the Stevedores’ Guild unobtrusively ring the warehouse to make sure that those inside are not disturbed. This is not immediately obvious in the green-tinged fog, and requires a successful Challenging (+0) Perception Test from outside the warehouse to spot it. At this point, Characters hiding outside the warehouse must make another Easy (+40) Stealth (Urban), modified as you feel is appropriate for where the Characters are hiding. The thugs clear the area of anyone they find. The Dedication Another half hour or so passes, and a cart arrives from the north of the town, coming out on to the Ostendamm between Warehouse 17 and the Teamsters’ Guild. It pulls up outside Warehouse 13, and two men, thugs from the Stevedores’ Guild, unload a large, heavy sack and carry it into the warehouse. The sack contains a young woman who has been ‘acquired’ for the sacrifice. Her blood will consecrate the warehouse for use as a temple. Any Characters outside the warehouse who make a successful Challenging (+0) Perception Test see the sack move as the semi-conscious woman struggles weakly. Having delivered the victim, the two men drive off, returning the way they came. The victim is bound hand and foot and is laid in the middle of the octagram. The participants are now dressed in red robes with a seven-pointed star surrounding an animal head emblazoned on the chest. They wear tall, pointed head-dresses that hide their faces completely. They stand in a circle around the woman, chanting rhythmically as Teugen draws a dagger. He passes the blade ceremoniously through the flames of the eight candles, and then stands over the woman, with the dagger raised high above his head. The chanting comes to an abrupt halt, and Teugen plunges the dagger into the woman’s chest. He then cuts her heart out, and sprinkles blood from it on the eight corners of the octagram, and on the points where any lines cross. Her heart is placed at the centre of the circle, and two of the cultists carry her body to one side, being careful not to disturb the octagram. If this sacrifice is thwarted in any way, Teugen tries to capture one of the Characters to take the woman’s place or, failing this, he calls in one of the thugs from outside, who will be overpowered by the cultists and sacrificed. Once the sacrifice has taken place, the makeshift temple is ready for use, and the ritual begins. The Ritual The ritual begins two hours before midnight. The seven members of the Inner Council (including one who has been drafted in from the lower echelons of the Ordo Septenarius as a replacement for Magirius) each stand at a point of the octagram around the copper circle, with Teugen in the middle, and Gideon taking up the last spot. The cultists raise a discordant chant. This continues, unless they are disturbed, throughout the ritual. Teugen stands with one foot on either side of the heart of the sacrificed woman, chanting in a counterpoint to the other cultists. There are several invocations and responses, and each cultist in turn then moves to the centre, kisses the first two fingers of their right hand, and touches them to the heart briefly, returning to the circle as the next cultist moves forward. The chant is maintained unbroken throughout. After an hour and a half, Teugen then plucks a scroll free from his belt. He unrolls it, and the chant stops as he carefully reads it in a singsong voice. Neither the chant nor the words from the scroll are intelligible to a Character without the Language (Magick) Skill. A successful Impossible (−50) Language (Magick) Test reveals that there is a subtle undercurrent to the spell, cleverly hidden, that beseeches ‘Tchar’ to rip reality asunder ‘from the Crystal Labyrinth’, to ‘reign in the Mortal Realm’. Teugen has not noticed this. It takes Teugen about half an hour to read the scroll. He pauses at several points to sketch mystical figures in the air with his hands, and the other participants chant responses to his invocations at various times. After about 20 minutes of this, Gideon enters the octagram. He takes the Ring of Opsianon (see page 148) from its finger and gives it to Teugen, before taking up a position behind him. Note: once Gideon takes the ring off, it becomes subject to Instability if he moves outside the circle. Teugen, still chanting, passes the ring through the flames of the candle at each corner of the octagram, and then returns to the centre, where he kisses the ring and places it on top of the heart. The cultists come into the centre one by one, and kiss the ring in turn as Teugen continues to chant. Suddenly, the tone of Teugen’s chanting changes. The cultists stand absolutely still in an attitude of rapt attention, and Gideon remains motionless behind Teugen. The ritual is nearing completion.

WARHAMMER FANTASY ROLEPLAY 106 XI Foiling the Ritual If not interrupted, the ritual finishes a few minutes before midnight. There are several ways the Characters can prevent this. Attacking the Participants If the Characters are inside the warehouse already, they can attack at any time. Otherwise, they must fight their way in through the thugs stationed outside. The thugs are all round the warehouse, so the Characters encounter two thugs no matter which direction they approach from. Each Round after a fight breaks out, another thug arrives, until all 12 are on the scene. Every time that one of the thugs is killed or incapacitated, you should make a Cool Test for the others. Start the Difficulty at Very Easy (+60), and make it 1 step more difficult for every two thugs taken down. If any Test is failed, the remaining thugs flee. Once the thugs are dealt with, the Characters are free to advance. They can storm into the warehouse through the front doors, or they can rip the thin wooden slats off the windows and fire missiles at the participants. The slats are backed with stout iron grilles that make it impossible to climb in through the windows, but it is possible to throw or fire missiles through the grilles with a penalty of −10 to any associated Ranged Test. When the Characters attack, Teugen instructs the seven members of the Inner Council to stand back and avert their eyes. He casts Bolt at any Characters who are Elves or who appear to be spellcasters. Gideon casts Treason of Tzeentch. There is a 30% chance they cast their spells at the same Character. Next, Gideon tears free of its Human disguise and appears in daemonic form, giving it Fear 2 against everyone except Teugen. Each cultist must make a Challenging (+0) Cool Test. Those who fail have disobeyed Teugen’s instructions to look away, and must Test to resist the Fear 2. Gideon next casts a Blast Spell at any Characters who are still advancing, before closing for hand-to-hand combat. Gideon fights until the Characters are wiped out or beaten off, or until it is killed. Meanwhile, Teugen tries to rally the other cultists, using his Leadership Skill away from the scene of combat. Whenever the Characters seem to be gaining the upper hand, you should give the remaining cultists an Opposed Cool Test against Teugen’s Leadership Skill. Any cultist who fails the Test flees. Stealing or Destroying Vital Components The following are vital to the ritual taking place. 1. Teugen 2. The seven members of the Inner Council 3. The spell scroll, which Teugen carries on his belt 4. The Ring of Opsianon 5. The Ordo’s copper circle, or any piece of it 6. Eight silver candlesticks holding black candles 7. An octagram marked on the floor of a sanctified temple with salt If the Characters are able to steal or destroy any of these things, the ritual fails. This includes extinguishing the candles or stopping the sanctification of the new temple by rescuing the woman. If the Characters took the silver candlesticks from the Hidden Temple earlier in the adventure, they have been replaced. A replacement has also been drafted in for Magirius, and if any other member of the Inner Council has been killed or severely injured earlier in the adventure, a similar replacement is swiftly arranged to bring the numbers up to the needed seven. Delaying the Ritual Once started, the ritual must be completed before midnight, so any delay of more than 10 Turns is fatal. Teugen still tries to conduct the ritual, but midnight strikes before it is completed. Other Means The Characters may try to disrupt the ritual by other means, such as setting fire to the warehouse. It is not possible to cover every contingency here, but you should be able to tell, using common sense and the information in this chapter, what the outcome of a particular attempt is. The Ritual Disrupted As soon as it becomes apparent that the ritual cannot be completed for any reason, Teugen breaks down completely, and runs screaming and raving into the night. When the bell in the temple of Sigmar strikes midnight, a cloud of thick, foul-smelling pink and blue smoke gathers around him. There is a shattering scream, and when the smoke clears, as abruptly as it appeared, there is no trace of him. Every Character who witnesses this must make a Difficult (−10) Cool Test to resist Terror 2. If midnight strikes and the ritual is still in progress, everything comes to an abrupt halt as the bell is heard tolling the hour. Tongues of roiling pink and blue fire lick from the octagram. From its depths, an enormous unblinking Eye, fringed with scintillating feathers, coiled through with every conceivable colour, forms. Any witnesses must make a Hard (−20) Cool Test to resist Terror 3. Teugen screams and begs for more time, but a disembodied, many-toned voice sounds — more in people’s minds than in the air — deep and high, terrible and mellifluous, and so very cold. ‘I claim your soul. It was always mine; but you were more useful when you believed you could save it. Now you are needed for other matters.’ Teugen screams as he bursts into multicoloured fire. The cultists, appalled, scatter, tripping over themselves, terrified beyond rational thought. As this happens, Gideon desperately snatches up the scroll and begins to read from it, taking up where Teugen left off. For the first time, its voice is strained, and it stumbles over phrases as it rushes to complete the invocation. When Teugen has burned away, the giant burning eye turns to Gideon. The disembodied voice sounds again. ‘There is no portal. You have failed. Return to me.’

107 SHADOWS OVER BÖGENHAFEN: CHAPTER 9 - THE DARKEST HOUR IX Gideon is then forced to his daemonic form (if it has not changed already) and begins to burn in coruscating flames. It howls and writhes in unspeakable agony, then burns away. Every Character who witnesses this must make a Difficult (−10) Cool Test to resist Terror 2. The great Eye in the octogram then looks to the Character that appears like Kastor Lieberung (if still alive — if not, choose a different Character). The Eye pauses. The Character is frozen in place. Then the eye burns away. Any Character within 99 yards of the Eye must Test for a Major Exposure to Corruption. The Ritual Completed If the Characters fail in their attempts to stop the ritual, or do not attempt to do so, you have two options: either you fudge things so that the ritual is halted anyway, or you have the gate open. If you feel the Characters were only prevented from stopping the ritual by bad luck or force of circ*mstances, you may decide to have circ*mstance work in their favour, so that the final completion of the ritual is prevented by a chance event. For example, a rat scurries across the warehouse floor and breaks the salt pentagram, or one of the participants panics at the last minute and runs screaming into the night. However, this may prove to be something of an anticlimax, especially if the Characters conclude that everything would have turned out for the best regardless of their actions. So, you may well decide that the worst should happen, even if the Characters deserve better. If, on the other hand, the Characters had ample opportunity to stop the ritual but failed to do so, you should not shrink from inflicting the full consequences. The Greater Daemon of Tzeentch responsible for the events in Bögenhafen exults as a Chaos Gate opens in the Empire. Bögenhafen is doomed, and the Characters must run for their lives. This option is extremely dangerous and could lead to the entire party being wiped out if the Characters do not move swiftly enough, but it also provides an exciting climax to the adventure. Apocalypse If the ritual is completed before midnight, a gate to Tzeentch’s Crystal Labyrinth in the Realms of Chaos yawns open. The area within the copper circle suddenly falls inwards, and Teugen and the members of the Inner Council tumble into the pit, their screams an eternal reminder of their foolishness as they fall into infinity. Gideon resumes its Daemon form (if it has not done so already) and jumps into the pit with a delighted squeal. Any Character witnessing the opening of the pit must make a Challenging (+0) Cool Test to resist Terror 2. For a few minutes, everything is still. The inside of the pit is totally black: not even the sides can be seen. Any Character who looks into the pit will see a pulsating multicoloured light in the distance, drawing rapidly closer. With alarming speed, a boiling mass of primal Chaos speeds towards the new Chaos Gate.

XI WARHAMMER FANTASY ROLEPLAY Any Character who sees it coming must make a Very Hard (−30) Cool Test to resist Terror 4. A cacophony of howls, bellows and ear-splitting shrieks erupts from the pit — until it is almost unbearable. A roaring fountain of pink fire follows, shattering the roof of the warehouse and pouring high into the night sky over the town. Falling droplets of fire hit the ground smoking and sizzling. Anywhere a droplet lands a twisted, unnatural Daemon forms. The pit slowly widens, expanding some 10ft per minute until it occupies the whole site of the town. The pit swallows people, animals, and buildings, and the stream of pink fire spews into the sky unabated. Slowly, a great, winged shape wreathed in blue fire takes form atop the pink fountain of Chaos — it has impossibly long arms and two scintillating, avian heads, both of which scream with a chorus of uncounted millions of damned souls. This is the chosen form of an exultant Greater Daemon sent by the Chaos God Tzeentch as it manifests in the Mortal Realm. Its arms, each blistered with burnt-yellow eyes, reach down again and again to the streets, scooping up handfuls of fleeing people and shoveling them into its hungry, gaping maws. This is, obviously, terrifying. All Characters must make an Impossible (−50) Cool Test to resist Terror 5. Meanwhile, Daemons run gibbering through the streets, harrying the streams of refugees like wild dogs chasing a herd of sheep. The stragglers and the hindmost are brought down and torn limb from limb in an orgy of feeding. If the Characters are to have any chance of surviving, they must flee. Immediately. If they do leave quickly, they may be able to get clear of the town before the pit swallows everyone, and the sky fills with shoals of screaming Daemons. You should play out the party’s flight in full, keeping careful track of its position on the town map. Once the pink fire erupts, roll 1d10 every Round. On a roll of a 9, a droplet lands near the Characters and they are faced with one of Tzeentch’s Horrors. As well as the danger from these Daemons, the Characters must contend with the fleeing, panicking crowds. The main streets become impassable almost immediately, and other streets and alleys quickly become choked with the desperate and the doomed. Characters trying to force their way through the crowds must perform an Opposed Strength Test against Strength 50. If successful, some progress is made through the throngs. If failed, the Character loses 1 Wound in the crush, not modified by Toughness Bonus or APs. On an Impressive Failure (−4 SL), 2 Wounds are lost instead. This Test needs to be repeated until the Characters are free of the crowds, either because they have escaped them, or because they are scooped up to feed a hungry Greater Daemon. You could introduce random encounters and situations to add colour to the Characters’ flight. What these should be is entirely up to you, but here are some suggestions. 0 Panicked horsem*n come hurtling towards the Characters, knocking down everyone in their way. 0 A regiment of soldiers and watchmen, some 40 strong, forces its way through the crowds, heading for the Ostendamm to fight this menace as best it can. They call for all able-bodied citizens to take up weapons and follow. 0 The Greater Daemon’s massive hand reaches down, close to the Characters, and scoops up a score or more folk, shovelling them into its great, gaping maw. 0 A manhole opens and people pour into the sewers to escape the onslaught of Chaos. The sewers may be safer than the streets, or they may already be full of the firespawned Daemons.

109 SHADOWS OVER BÖGENHAFEN: CHAPTER 9 - THE DARKEST HOUR IX OPTIONS: TRAUMA The climax of Enemy in Shadows can potentially end very badly, and the trauma of surviving the worst the Realm of Chaos has to offer is long-lasting. Mark how many Terror Tests each Character fails in the finale, and log it as a Total. After the adventure is concluded, have each Character make a Challenging (+0) Cool Test. A success reduces the Total by 1. Each +SL reduces the Total by a further 1. Characters left with a Total greater than 0 develop a permanent Custom Trauma, as detailed in WFRP, page 191. 0 A Light wizard stands on a rooftop. A crackling shaft of white energy shoots towards the shape forming above the gate, but dissipates harmlessly in front of it. The Greater Daemon pauses in its feeding and turns to the Wizard, who is suddenly engulfed in a ball of vivid-pink fire and falls blazing into the crowds below. 0 Several buildings are on fire, and one or more collapse on to the crowds a few feet away. Each Character must make a Challenging (+0) Dodge Test or take 1d10 + 5 Wounds, modified by Toughness Bonus and APs as normal. If a 9 is rolled, the Character also gains 1 Corruption point. While you shouldn’t make it easy for the Characters, bear in mind that they ought to be able to escape provided that they don’t do anything too foolish, and you should avoid wiping out the party. However, having them spend some Fate points and Resilience points is not only appropriate, it’s likely to be inevitable. RESOLUTION Rewards As well as your usual XP award for good roleplaying, XP should be awarded for the following: Y 200 points + 1 Fate Point for preventing the ritual Y 50 points for surviving the destruction of Bögenhafen if the ritual is completed. Aftermath If the ritual is stopped, the Characters have little choice but to leave Bögenhafen. Of course, if the ritual was successfully completed, the town will be destroyed and the Characters must flee for their lives along with the rest of the populace. Otherwise, thanks to Gideon, the Characters are wanted by the Watch for the murder of Freidrich Magirius, and also for arson. Further, if they attempted to halt the ritual and in the process killed Teugen, Steinhäger, or any of the other members of the Inner Council, they are soon wanted for their murders, too. Even if the warehouse catches fire and all the bodies are burnt, the disappearance of Teugen and company is still noted and the Characters are the obvious suspects. One way or another, it is time to leave town. Probably as wanted criminals. Convincing the Authorities If Teugen fled Warehouse 13 during the ritual and was claimed by the burning Eye outside its walls, this terrible end was possibly witnessed by others in the town, perhaps including Reiner Goertrin, the Watch Captain, or one of his many representatives. Should Teugen’s inevitable downfall be seen by others, it is much easier for the Characters to convince the remaining authorities — and, more importantly, the Watch — of the whole story regarding the Daemon in the Hidden Temple and horrific events that followed this discovery. If this happens, the Characters are taken to the Watch barracks and interviewed by Captain Goertrin. After listening to their story, he will let them go. He also suggests the Characters keep their mouths shut if they don’t want to be pursued by Witch Hunters. The Captain has decided to cover up Bögenhafen's shame. OPTIONS: HOW MUCH CORRUPTION? So, if a massive Greater Daemon of the God of Change and Mutation appears in your locale, it seems fair that Mutations, and a lot of them, will result. It is up to you exactly how many Tests against Major Exposure the Characters need to take. Perhaps when the Greater Daemon arises? Maybe another when its arm scoops past. And another when Morrsleib almost seems to fall from the sky in exultation? And don’t forget all the Moderate Exposures sourced from all the capering Daemons! However, a game where all the Characters mutate beyond playability is potentially anticlimactic and not terribly fun unless your Players like such endings. So, be judicious when asking for Tests to resist Corrupting Influences, be aware of how many Corruption points everyone has, remind the Players they can use Resilience points to avoid Mutation. You can always use NPC mutation to illustrate the insidious dangers of exposure to Chaos.

WARHAMMER FANTASY ROLEPLAY 110 XI Of course, if the ritual was stopped in a manner that means the town remains largely unaware of the affair, the Characters will still be hunted as dangerous criminals. Fleeing Town Most likely, the Characters have defeated Teugen and saved Bögenhafen, but are now on the run as wanted criminals. The Town Gates Attempts to exit through any of the town gates prove impossible unless the Characters come up with a good scheme. The Watch are searching for them and all gates are guarded by watchmen and State Army soldiers. To get through, the Characters might adopt a disguise or try bribery. However, the latter approach is expensive, as entire squads of watchmen and soldiers need to be bribed successfully. The River Escaping by river is possible if Josef Quartjin is still around. The Berebeli is being watched, but not carefully. Josef can move his barge to a suitable place where he can pick up the Characters. To keep the excitement high, a patrol of watchmen could appear and chase the party as it clambers aboard. Alternatively, the Characters may decide to steal a rowing boat or riverboat. This shouldn’t be too difficult, but there is always the chance that the owner is on board. The Crossed Pikes If the Characters have already made friends with Franz Baumann, they may decide to go to him for help. Franz could put them up in the Crossed Pikes until the heat is off (one week). This costs 4 GC each, but after a week the Characters are able to slip out of the town without too much bother. Avoiding the Watch If you don’t want to extend this last part of the adventure, you could simply allow the Characters to slip out of town unnoticed. However, if they are blatant or stupid in their attempts to leave, you may like to have a Watch patrol chase them through the streets of Bögenhafen for a while. Trips on the Reik The campaign continues in the next part, Death On the Reik. The next stage of the campaign initally sees them head for Weissbruck after securing a barge, possibly to visit the herbalist Elvyra Kleinestun (see page 56). But there are many other reasons to head to the rivers. OPTIONS: RECASTING GIDEON For Grognard players, the inclusion of Gideon comes as no surprise. The obvious choice to subvert this expectation would be to have Gideon posing as someone else. Perhaps as Magirius, or Steinhäger, or even Richter, and have the Daemon work to the same end goal using a different form. A less obvious alternative would be to recast Gideon completely, perhaps as one of the most powerful Daemons from the Realms of Chaos… The Changeling Instead of Gideon being a Herald of Tzeentch sent by a Greater Daemon to further its plans in the Reikland, it is actually the Changeling. The Changeling is an infamous Daemon that even the gods fear. It’s the embodiment of Tzeentch’s meddling psyche: a deceiver, a trickster, and an inveterate prankster. Most importantly, it can mirror the form of any entity completely, adopting mannerisms flawlessly, becoming others so perfectly that even the Dark Gods themselves are fooled. It is said there is only one form the Changeling cannot take, and that is Tzeentch itself. The Changeling is known for meddling with events of extraordinary significance. The opening of a rift into the Realms of Chaos in the heart of the Empire is exactly the sort of challenge it relishes. The impact of using the Changeling is relatively small until the very end. Gideon still shapeshifts, Teugen still aims to perform the ritual, and the Ordo are still in his thrall. But, come the climax, the Changeling reacts very differently to a mere Herald. If the ritual is disrupted, the Changeling is unfazed. The Daemon, amused to be defeated, sheds its Gideon pretence and appears as a floating, cowled figure, its head hidden in shadow, its four gangly blue limbs wreathed in magic. It bows to the Characters, then the unblinking Eye in the copper circle, and then dances free, reshaping itself as required to withdraw, perhaps as a watchman, a noble, or as a crow, or maybe even one of the Characters. The party, no matter how resourceful, will not catch up with it. For the moment, it is gone. If the ritual is completed, Gideon no longer enters the pit with glee. Instead, it backs away slowly and begins to laugh, menacingly and with many voices. The Changeling then advises the Characters to flee if they have not done so already. ‘For how can you fight if you are dead?’ It then makes its own escape. It has no desire to have an audience with one of Tzeentch’s Greater Daemons. The last time the Changeling drew close to Tzeentch, it brought a gift of hair that it tricked from the sublime head of Slaanesh, but this time it has no offering, and an offering will be expected. The Changeling leaves to resolve this before it is noticed by the incoming Daemon. If you do decide to make Gideon the Changeling, this option is discussed further in the Empire in Ruins Companion, where the Changeling’s potential impact on the end of the campaign is explored in more detail.

111 SHADOWS OVER BÖGENHAFEN: CHAPTER 9 - THE DARKEST HOUR IX 0 The Characters have the letter from Etelka Herzen (see page 153), pointing them toward Nuln and the Black Peaks. 0 The bounty hunter Adolphus Kuftsos was active in both places, and the adventurers may want to know what he was up to. They may be able to track down his hired thugs Bengt, Gurt, and Willi in Weissbruck, or try to find his mysterious informant Q.F. 0 Foolhardy Characters may choose to return to Altdorf despite probably being wanted there for the murder of a young noble (see page 101), thinking they have a good chance of escaping detection in the teeming metropolis. It is still the Empire’s capital, and its streets are said to be paved, if not with gold, then at least with golden opportunities. 0 If the Characters are still on good terms with Josef Quartjin, they may decide to keep working as crew on the Berebeli while they decide on their next move. Having sold his cargo in Bögenhafen, Josef is heading back toward Weissbruck with a fresh cargo of local wine — or, if the worst has happened, a bargeload of terrified refugees. 0 Having hopefully foiled a Chaos cult in Bögenhafen, the Characters may have decided to embrace their role in the fight against the enemy within, and decided to track down and destroy the cult of the Purple Hand. Its agents were last seen in Altdorf, making it the most logical place to pick up the cult’s trail. Of course, Players are full of surprises, and the party may decide to go in the wrong direction. A rumour of black plague, backed up by an encounter with diseased refugees, should be enough to discourage that. Whatever they choose to do, the Enemy in Shadows has been revealed, and this part of the campaign is concluded. The adventure continues in Death on the Reik! NON-PLAYER CHARACTERS Warehouse 17 The Night Watchman Big Georg is in his 50s, 6’5” tall, and has a snow-white beard. He lives alone with his two dogs, and for the last three years has barely said more than, ‘Oi!’ when an idiot pokes a nose into his warehouse when they shouldn’t. GEORG HANDELSSON – GUARD (SILVER 1) M WS BS S T I Agi Dex Int WP Fel W 4 55 35 58 48 59 55 30 34 50 40 18 Skills: Animal Care 54, Animal Training (Dog) 75 Traits: Armour 1, Prejudice (Anyone in his bloody warehouse!), Weapon (Sword) +9 KADEN & WRENCH – ULZHAMMER SHEPHERD DOGS M WS BS S T I Agi Dex Int WP Fel W 6 45 – 35 30 45 45 - 15 35 5 9 Skills: Armour (Hide) 1, Bestial, Bite +6, Night Vision, Skittish, Size (Small), Stride, Tracker, Trained (Broken, Guard), Weapon +6 Trappings: Bad Attitude, Spiked Collars The Watch Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a sergeant leading three watchmen and a recruit. By comparison, at the Schaffenfest, a patrol is usually a watchman leading three fresh recruits drafted in to help during the fair.

XII XI WARHAMMER FANTASY ROLEPLAY Warehouse 13 Johannes Teugen Teugen is tall, in his 50s, and has black hair and brown eyes. His family’s emblem, a rose stylised into a circular cross, is displayed on a heavy chain round his neck and on one of the massive rings that bedeck his hands. His face is deeply lined, but he appears to be in good health for his age; however, he has a very pale complexion, a legacy of his years of study and his largely nocturnal lifestyle. When he smiles, his canine teeth are unusually pronounced. His voice is deep and refined, almost mellifluous, betraying his long education in Nuln. Teugen is a respected Town Councillor and a key member of the Merchants’ Guild. He is well liked, particularly by his fellow merchants, and has an excellent reputation across Bögenhafen. Not only do none suspect that he is a daemonologist, determined to exchange the souls of seven unfortunates for his own, but its hard to find folk who don’t extol his many virtues. JOHANNES TEUGEN DAEMONOLOGIST AND MERCHANT PRINCE (GOLD 3) M WS BS S T I Agi Dex Int WP Fel W 4 45 47 42 40 58 47 39 59 60 51 18 Skills: Animal Care 64, Art (Drama) 64, Channelling (Dhar) 80, Charm 66, Consume Alcohol 55, Drive 52, Entertain (Acting) 61, Evaluate 79, Gamble 64, Gossip 56, Haggle 71, Intuition 73, Language (Arabyan 64, Classical 69, Guilder 79, Magick 74), Lore (Astronomy 69, Chemistry 64, Daemonology 74, Herbs 64, History 69, Magick 74, Metallurgy 64, Necromancy 64, Philosophy 69, Runes 64), Melee (Basic) 55, Secret Signs (Cult) 64, Trade (Brewing) 44 Talents: Acute Sense (Hearing), Arcane Lore (Daemonology), Cat-tongued 2, Concoct, Detect Artifact, Etiquette (Guilder), Doomed (Ranald’s tongue turns against thee), Linguistics, Magical Sense, Numismatics, Petty Magic, Public Speaking 3, Read/ Write, Second Sight, Super Numerate, Wealthy 9 Traits: Weapon (Dagger) +6 Trappings: Teugen is a wealthy Character and his possessions include everything one would expect from someone of his social standing. If you believe Teugen should have something, he simply does. While outside his office and home, Teugen is always accompanied by two liveried bodyguards who wear sleeved mail coats, breastplates, and helmets. SPELLS Daemonology: Bolt, Corrosive Blood, Destroy Lesser Daemon, Detect Daemon, Dome, Entangle, Manifest Lesser Daemon, Magic Shield, Mundane Aura, Octagram Petty: Curse, Marsh Lights, Magic Lock, Rot, Shock, Sleep WATCH RECRUITS M WS BS S T I Agi Dex Int WP Fel W 4 40 30 35 30 30 30 30 30 30 35 12 Traits: Armour 1, Weapon +7 WATCHMEN M WS BS S T I Agi Dex Int WP Fel W 4 50 40 40 30 30 30 30 30 35 45 16 Traits: Armour 2, Hardy, Prejudice (Criminals), Weapon +8 WATCH SERGEANTS M WS BS S T I Agi Dex Int WP Fel W 4 60 30 45 35 40 30 30 35 45 55 12 Traits: Armour 3, Hardy 2, Prejudice (Those who disobey), Weapon +8 However, Teugen’s time is running out and he is becoming increasingly nervous that something will go wrong with his plan, so lately his temper has been short. Teugen’s meddlings in the dark arts of daemonology have had a profound effect on him. Shortly after beginning his studies with Gideon he began developing unusually large canine teeth. Further, he has recently developed a nocturnal lifestyle as he finds the sun intolerably uncomfortable. When in direct sunlight, all of Teugen’s Tests are 1 step harder. Also, he can no longer stand the smell of garlic. If he comes within 1 yard of it, Teugen recoils in disgust and his eyes run — he insists that whoever is reponsible get rid of it as quickly as possible. If attacked while affected by garlic, all his Tests are 1 step harder.

113 SHADOWS OVER BÖGENHAFEN: CHAPTER 9 - THE DARKEST HOUR IX Gideon knows of Teugen’s afflictions and takes great glee in abusing this knowledge, sometimes chewing a few garlic cloves before conversing with its ‘good friend’ Teugen. Because of this, Teugen has come to believe his aversion to garlic is sourced in his dislike of Gideon, who always seems to be eating the horrendous vegetable. Teugen is careful to ensure that nothing tarnishes his good image, both by maintaining his charitable work, and by ensuring his criminal activities are as clandestine as possible. Any dirty work he needs enacted is either carried out by Gideon or by thugs hired from the Stevedores’ Guild, an organisation that is loyal to him and quite used to enacting illicit deeds. While outside his home, Teugen is always accompanied by at least two bodyguards (use the Character Profile of Georg Handelsson on page 111 for these). If he has to be about business during the day, he typically takes a sedan chair carried by four of his servants, flanked by his ever-vigilant bodyguards. To keep up the pretence of being a good man, Teugen gives to the poor frequently when about town. Everyone has a good word to say about him. Gideon Teugen first made contact with the Daemon he calls Gideon eight years ago in Nuln. Gideon was instructed to make a pact with Teugen by its master, a Greater Daemon of Tzeentch with long-reaching plans for the Empire. In return for Teugen’s soul, Gideon was to grant great wealth and prosperity for seven years. To entice Teugen to make the deal, Gideon told him that if could persuade seven others to participate in a ritual before the seven years passed, Gideon would take those souls instead of Teugen’s. This would bring the pact to an end, freeing Teugen from the bargain. After much debate, Teugen eventually agreed. However, unknown to Teugen, not only will he never be able to reclaim his soul — Gideon lied about that — but the ritual to swap seven souls for his own actually opens a gateway into the Realm of Chaos — Gideon lied about that, too! Gideon is a master illusionist and can take other forms. Its natural form appears like a Pink Horror of Tzeentch with a constant ripple of magic surrounding it — a multi-armed, pink-fleshed Daemon, with a gaping, fang-filled maw and evershifting tentacles. However, Gideon is not like most Daemons of Tzeentch. It is not a crazed, gibbering creature of unrestrained magic. Gideon is much more cunning. It was spun from the greed of others by its master for a specific purpose. Gideon is ambitious, clever, and resourceful, and it works towards its master’s goals with a singular purpose that would terrify Teugen if only he understood. SHERU-TAR GEE’TARU HERALD OF TZEENTCH M WS BS S T I Agi Dex Int WP Fel W 4 45 47 42 40 58 47 39 59 60 51 22 Traits: Blight (Purple Brain Fever), Corruption (Moderate), Daemonic 8+, Fear 2, Fleshthief, Hardy, Night Vision, Spellcaster, Unstable, Weapon +9 Trappings: Ring of Opsianon (see page 148) SPELLS Petty: Dazzle, Careful Step, Drain, Eavesdrop, Marsh Lights, Open Lock, Rot, Sleep, Shock, Warning Shadows: Doppelganger, Illusion, Mindslip, Shadowsteed, Shroud of Invisibility Tzeentch: Blast, Bolt, Treason of Tzeentch If you own the Enemy in Shadows Companion, replace Gideon’s Tzeentch spells with the following list. Tzeentch: Blue Fire of Tzeentch, Bolt of Corruption, Mindfire, Joyous Aspect, Pink Fire of Tzeentch, Power of Chaos

114 XI WARHAMMER FANTASY ROLEPLAY In the early months in Nuln, the Daemon most commonly wore the flesh of Nina Dietrich, a famous actress of the Staatsoper Theatre, and a favourite of Teugen. That was before the deal was struck, before Teugen was offered the world and more as the Daemon whispered sweet promises in his ear. After the deal, the daemon took on the persona of Gideon, a distant cousin of Teugen’s. He appears as a tall, slim, impeccably dressed Human man with dark hair and a handsome face dominated by intense eyes. The character the Daemon projects as Gideon is sardonic, and it feigns a quirky, ironic sense of humour. While it seldom, if ever, actually laughs, there is always a wry, faintly supercilious smile playing about its lips. For all it knows it shouldn’t, the Daemon is thoroughly enjoying its sojourn in the Mortal Realm. Lately, Gideon has taken to appearing as a child when around Teugen, and chewing a great deal of garlic, as it knows both irritate the man immensely. Over the years, the Daemon’s pretence of amusem*nt at the greed and gullibility of mortals has become quite real, and is exceeded only by its relish at the thought of its imminent triumph when Teugen’s ritual — the one the fool thinks will save his soul — actually opens a Chaos Gate in the heart of the Reikland. Its master will be so pleased. Gibbering Horrors Should Teugen's ritual succeed and a gate be torn open into the Realm of Chaos, the Empire is in trouble. Howling Horrors of pure, manifested magic scream free, whirling and capering in delight, screeching with unrestrained joy as they flail wildly. Use the Character Profiles below to represent the many luminescent Daemons that bound through the streets. Feel free to expand the profiles as required using Generic Creature Traits or Mutations. Further, if you have The Enemy in Shadows Companion, add as many Daemons of Tzeentch from there as you feel adds an appropriate challenge. PINK HORROR OF TZEENTCH M WS BS S T I Agi Dex Int WP Fel W 4 49 39 49 39 69 59 49 49 69 19 16 Traits: Corruption (Moderate), Daemonic 8+, Fear 2, Split, Weapon (Claws) +8 BLUE HORROR OF TZEENTCH M WS BS S T I Agi Dex Int WP Fel W 4 29 39 39 29 29 29 29 29 29 9 9 Traits: Corruption (Moderate), Daemonic 9+, Fear 1, Weapon (Claws) +6 THE CHAOS GATE

115 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI

WARHAMMER FANTASY ROLEPLAY 116 AI c −3750 IC Elves found the outpost of Tor Yvanithress near the site of modern-day Bögenhafen. It trades with Karak Zanda near Axe Bite Pass, passing goods by ship downriver, and eventually on to Ulthuan. c −2000 to −1600 IC War of the Beard/War of Vengeance. A bitter war breaks out between Elves and Dwarfs in the Old World. c −1700 IC Elves abandon Tor Yvanithress after a terrible defeat at the hands of King Karaghar of Karak Zanda. c −1500 IC Many Dwarf holds, including Karak Zanda, are destroyed by terrible earthquakes that tear through the Old World. Many Dwarfs flee their mountain halls only for Greenskins to attack their refugee trains. c −500 IC Human Unberogen tribesmen, the tribe that will later be led by Sigmar, build a fort in what remains of the Elven Ruins of Tor Yvanithress. They name it Boigenfastis, which means Twisted Fortress in Old Unberogen, and drive back competing, indigenous Humans living in the area. c −300 IC Boigenfastis is sacked by Greenskins. c −50 IC After years of warfare, Unberogens build a fortified fishing village in an easily defended crook of the river near the ruins of Boigenfastis, calling it Geboigenhafno (Bent Harbour). In time, this becomes Boigenhafno, and later Bögenhafen. −30 IC A twin–tailed comet soars through the sky, heralding the Time of Sigmar. 21 IC First shrine to Bögenauer established in Bögenhafen. 131 IC The first Temple of Sigmar is built in Bögenhafen on the site of the modern-day High Temple. c. 300 IC The Sturmtunkal Clan of the Unberogens rises to prominence in Bögenhafen, with Alrieich von Sturmtunkal claiming the title of Herizogo, a precursor to the modern-day title of duke. This is the earliest recorded ancestor of House Stürmdunkel. c. 500 IC The first Castle Grauenberg is built by House Schnital overlooking the River Bögen some 60 miles north of Bögenhafen. The Schnitals establish a toll, bringing them into direct conflict with the Stürmdunkels, who rely on river trade to Bögenhafen for their well-being. This starts over a thousand years of conflict between the two ancient Houses. c. 850 IC The Grey Driving. Ignoring the advice of the Grand Theogonist of Sigmar, Emperor Sigismund IV invades the fertile lands beyond the Grey Mountains. The local Human Bretonii tribesmen are easily dispersed. Soldiers by their thousands pass through Bögenhafen, significantly increasing its population, which swells to more than 5,000 for the first time. 955–970 IC The First Monfort War. Spurred by guerrilla-war successes of the Duc de Paréfon to the south-east, Bretonni tribesmen rise up against Grauesland. Under the leadership of Vauquelin, the selfappointed Dux Mons Fortis (Duke of the Strong Mountain), and with support from a local warlord named Gilles, the Empire is driven back across the Grey Mountains. Refugees from this war bring Bögenhafen’s population to over 10,000. 978 IC The Bretonni tribes are bound together by Gilles the Uniter, founding Bretonnia. The existing Dux Mon Fortis becomes one of Gilles’s dukes, titled Duc de Montfort in Gilles’s dialect of Bretonnian. The new duke consolidates Bretonnian power on the other side of the Axe Bite Pass to Bögenhafen, laying the foundations of a mighty fortress to oversee his troubled lands. 998 IC Dwarfs from Karak Ziflin arrive in Bögenhafen to open diplomatic relations with the rapidly expanding town. c. 1050 IC Ida Tränken secures a deal to sell Dwarf beer from Karak Ziflin in Bögenhafen, founding what will be known later as the Teugen Merchant House. 1111–1115 IC The Black Plague. Thousands fall to the disease, leaving only a few hundred survivors in Bögenhafen. 1363 IC Margot Saponà, a Bretonnian soap magnate from Marienburg, founds the village of Saponàtheim in the shadow of Castle Grauenberg. The ruling House Schnital agree to let her produce fragranced soaps on their land tax-free, hoping it will draw new workers to the area and, in turn, increase their tax yield. Unfortunately, the resulting stink drives the Schnitals from Castle Grauenberg, and they move to the nearby village of Trosreut. 1402 IC The Saponà family buy Castle Grauenberg from the Schnitals, and begin refurbishments. 1483 IC The Saponà family donate an enormous sum of money to House Schnital, and to several other great families of the Reikland. House Schnital then proposes to ennoble the Saponàs as House Saponatheim. The Reikland Diet approves the motion as accusations of corruption fly. Baroness Siefigha is the first head of House Saponatheim. 1681 IC The Night of the Restless Dead. The dead rise from the Gardens of Morr, slaughtering thousands. Duke Heideklippe Stürmdunkel commands the Cult of Morr to remove all Morrian holy sites beyond the walls of any settlement in the duchy of Bögenhafen, a law that stands to this day. 1940 IC The Poisoned Feast. Constant Drachenfels, the Great Enchanter, hosts a party for the ruling Noble Houses of the Reikland, and poisons them. The ruling Stürmdunkels of Bögenhafen are killed, leaving a minor branch of the family living in the Duchy of Mittlevorbergland as sole heir to one of the largest duchies in the Reikland. TIMELINE OF BÖGENHAFEN Being a summary of the major events in the history of the town of Bögenhafen and the Reikland Estate of Saponatheim. 116

117 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI House Trott disputes this, as the old duke of Bögenhafen was married to duch*ess Gaalopé of House Trott, and she survived the Poisoned Feast. 1941–1950 IC The First Vorbergland War. House Trott of Tahme declares war on the remains of House Stürmdunkel. House Schutzenburg of Mittlevorbergland does the same. The three-sided war ends with the Treaty of Hohenwand, which formally accepts House Sturmdunkels', the Stürmdunkel’s liege-lords, claim to the Duchy of Bögenhafen. The Trotts are outraged, but the Reikland Diet supports the treaty. The Stürmdunkels are granted a barony in the newly expanded Duchy of Mittlevorbergland, which now includes Eilhart, Wheburg, Bögenhafen and all their surrounding estates. 2010–2037 IC The Second Vorbergland War. Houses Trott, Walfen, and Lüssen jointly declare themselves independent from the Prince of Reikland in the Statement of Tahme, each going to war with their neighbours to resolve old quarrels. By the end of the bloody conflict, the independent kingdoms of Mittlevorbergland (ruled by the Trotts), Suden Vorbergland (ruled by the Walfens), and Westenvorbergland (ruled by the Lüssens) are established, with hundreds of Noble Houses, many of them created on the fly, swearing to the new Royal Houses. 2049 IC King Oberadal of Suden Vorbergland calls for aid to defend against the invading armies of Vampire Lord Vlad von Carstein. Queen Lopen of Mittlevorbergland, who now holds court in Bögenhafen, ignores these calls. 2050 IC Bögenhafen is sacked by Vlad von Carstein’s armies, destroying the town. The ruling Trotts retreat to Tahme and never return. 2100 IC Bögenhafen’s population has returned to some 3,000 souls. The surrounding duchy is now ruled by House Schutzenburg who have reclaimed their old territories. 2203 IC The Great Rift. A rift into the Realms of Chaos opens at Castle Drachenfels. For a week, Daemons walk the Vorbergland. When Bögenhafen is investigated a month later by scouts from Tahme, they find the town deserted. It seems not a soul survived, though the buildings remained untouched. 2250 IC Bögenhafen’s population has rebounded to almost 3000 again. Although technically ruled by House Schutzenburg, the noble family is too weak and poor to collect taxes from the town. 2261 IC Bögenhafen forms a town council of important merchant houses, cult members, and guildmembers. The Town Council takes over all aspects of rulership, supported by several private armies. Jormann Teugen, a merchant of impeccable standing, is first Town Council leader. 2285 IC The first Schaffenfest is held to attract farmers to trade their livestock in the town of Bögenhafen. 2300 IC Bögenhafen’s population has returned to almost 7000 people. 2302 IC Magnus Bildhofen passes through Bögenhafen and appeals for aid to face the growing Chaos threat from the north. The Town Council spurns him. However, more than half of Bögenhafen’s private soldiers leave with Magnus anyway, convinced by his powerful rhetoric. The small Barony of Saponatheim lying to the north of Bögenhafen also commits all of its soldiers to support the upcoming war. 2303 IC Waaagh! Zzadrag: an enormous Greenskin army invades from the south, taking advantage of the lowered defenses across the Vorbergland. Against the odds, the Orcs and Goblins suffer an extraordinary defeat at the Battle of Finsterbad. Unknown to the defending armies, Warlord Zzadrag is killed by Wilhard Kleinwald, a minor noble who is secretly a magus of Tzeentch and does not wish his plans for Bögenhafen to come to an unplanned end. 2304 IC The Treaty of Tahme: Enforced by the newly crowned Emperor Magnus I of House Bildhofen, The Treaty of Tahme formally brings all lands of the Vorbergland, including the Duchy of Bögenhafen, back under the rule of the Prince of Reikland for the first time in almost three hundred years. A new Duchy of Saponatheim is formed from the old Duchy of Bögenhafen and Barony of Saponatheim, and is given to House Saponatheim to rule in recognition of the support they provided to Magnus before the Great War Against Chaos. House Saponatheim now claims to be an ancient house, its soap-making origins forgotten during the Dark Ages before Magnus’s rule. 2367 IC Battle for Hohenwand Hollow: Beastlord Gurkthar Gorehorn marches on Bogenhafen, but is defeated before he arrives by the Baron Abermann von Stürmdunkel, a Myrmidian and master tactician. Just 300 knights and 2000 State Soldiers defeat an enormous warherd said to number in the tens of thousands. This extraordinary victory shatters the last major force of Beastmen in the southern Reikland that had grown in the build-up to the Great War Against Chaos. 2378 IC House Saponatheim grants the Bögenhafen Town Council effective autonomy in return for increased taxes. Within 20 years, most of the merchant houses have found legal loopholes to avoid paying the higher taxes, leaving the Saponatheims significantly out of pocket. 2390 IC After long negotiations with the Bögenhafen Town Council, House Saponatheim grants one tax-free day for livestock trade during the Schaffenfest. This begins small, but soon expands significantly, with livestock trains driven halfway across the Empire to be sold in Bögenhafen tax-free. This brings many merchants to the duchy, which in turn brings a significant tax boost to House Saponatheim, even though the lost taxes from the tax-free day of Schaffenfest are arguably much higher. 2420–2422 IC Waaagh! Grom: Greenskins sack Bögenhafen in late 2420 IC, leaving massive dung idols in their wake. They continue to plague the Vorbergland for the next decade, though the main horde moves on relatively swiftly. 2456 IC Rebuilding of Bögenhafen is largely complete, primarily financed by three Merchant Houses (Ruggbroder, Steinhäger and Teugen) alongside help from the Prince of Reikland. 2510 IC Johannes Teugen takes control of House Teugen, and aims to lead Bögenhafen to greatness. 117

WARHAMMER FANTASY ROLEPLAY 118 AI Bögenhafen is the largest town in the Vorbergland, the fertile strip of territory between the Reikwald Forest and the Grey Mountains. It is bustling and cosmopolitan, with as many merchants from Bretonnia, the Wasteland, Wissenland, Middenland and beyond as hailing from Reikland. Because of this, it is a hub of trade full to bursting with busy folk going about their business, working hard, hustling, seeking always to line their pockets and get ahead. By day the streets are packed with teeming throngs of people: Humans, Dwarfs, Halflings, and even the occasional Elf or Ogre. During Schaffenfest the town grows busier, its population massively swollen by the influx of traders, speculators, and ne’er do-wells, all in search of a quick score or an easy mark. Seclusion is a precious rarity, reserved only for the town’s wealthiest denizens, safe in the luxurious placidity of the Adel Ring. By comparison, at night when the thick mists rise from the River Bögen, the town adopts an eerie, unpleasant aspect. Tendrils of fog swirl through the alleys and avenues, shrouding all in a darkling haze. Only the very brave, or the very foolish, venture into the veiled night, and not all of those return. Nonetheless, one certainty in Bögenhafen is this: if there is a profit to be made, someone will take the risk. BÖGENHAFEN TODAY Bögenhafen has a population of about 10,000 and sits at the last point on the river Bögen where it is navigable by large, river-going vessels. The town acts as a local market centre, with goods from Altdorf, Nuln and Marienburg coming by river to be traded for local wool, wine, lead, and silver brought down from the mountains. Trade is the primary source of revenue for the town. As such, mercantile interests dominate the political life, and the real power in Bögenhafen lies in the hands of just four wealthy families: the Haagens, the Ruggbroders, the Steinhägers, and the Teugens. The town is largely independent of any noble oversight. It is governed by a Town Council, chiefly in the interests of the dominant merchant houses. The high trade tax-yield, especially during the lucrative Schaffenfest, means that Bögenhafen itself is far wealthier than its surrounding duchies, a fact that still rankles the local nobility who see very little of that coin. Inhabitants of the town are expected to pay annual taxes for owning property, with a higher duty charged for riverfront holdings, and for boats and wharves owned. Everyone who brings in goods to trade pays a levy on all merchandise. As the Schaffenfest takes place outside the town walls, it is exempt from much of this taxation, making it an especially enticing opportunity. TOWN RULERS The town lies within the boundaries of the Duchy of Saponatheim and falls under the jurisdiction of Graf Wilhelm von Saponatheim. However, the graf takes little interest in the town’s affairs, providing his share of the town’s taxes keeps flowing. He holds court at Castle Grauenberg, some 60 miles to the north, and rarely visits the town, not even maintaining any property within its walls. To all intents and purposes, Bögenhafen functions as a freistadt and the Town Council is the highest authority. The Town Council The council meets once a month, barring any pressing matters requiring an extraordinary meeting. It has 15 seats. 0 Eight seats belong to the Merchants’ Guild: one for the Guildmaster (currently Johannes Teugen), one for each of the four main mercantile families, and the other three occupied in rotation by representatives of lesser mercantile concerns (currently including Friederich Magirius). 0 Five seats are occupied by the heads of other prominent guilds: the Physicians’, Tailors’ and Weavers’, Teamsters’, Stevedores’, and Mourners’ Guilds (the holder of the latter seat is currently also the local priestess of Morr). 0 One seat is reserved for a representative of one of Bögenhafen’s Craft Guilds. This honour rotates through the heads of the Cartwrights’, Carpenters’, Jewellers’, Metalworkers’ and Masons’ Guilds. 0 The final seat is filled by the highest-ranking priest of Sigmar in Bögenhafen, currently Ludo Edel. In addition to the voting council members, the Chief Magistrate (currently Heinz Richter) sits on the council, but by tradition has no vote. Other town luminaries are invited, or summoned, to testify, offer counsel, and lobby the voting members. In particular, priests of other cults often speak in council when matters pertain to their faith. Most notably, the ranking Verenan routinely offers legal advice (which frequently contradicts that of the Chief Magistrate), while the High Priestess of Shallya APPENDIX 1 A GUIDE TO BÖGENHAFEN ‘Bögenhafen is changing for the better. Mark my words. Our success will not just make Bögenhafen rich, it will make everyone rich.’ – Johannes Teugen, Bögenhafen Merchant Prince

119 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI regularly petitions the councillors on behalf of the poor. Officers of the Watch are often present when public order is under scrutiny, or complaints are lodged about the behaviour of the Watch. Their steely-eyed, stone-faced presence at such meetings generally serves to intimidate most complainants, meaning few citizens bother reporting corrupt watchmen, choosing instead to pay their bribes and keep their heads down. Given their majority control of the council, should the Merchants’ Guild be united in their interests (which they usually are, should they stand to make a profit) they are the de facto rulers of Bögenhafen. By traditional precedent, the Chair of the Council is always a representative of the Merchants’ Guild, though not necessarily the Guildmaster. The Guilds As is common in the Reikland, the guilds of Bögenhafen have an almost total monopoly of the labour market in the trades with which they are concerned. Guild membership is compulsory in most cases for anyone wishing to ply their trade in the town. When a large job needs to be undertaken, generally one commissioned by the Town Council - another guild, the local nobility, or one of the four great merchant families - tradition dictates that such work must be arranged through the guild, and not directly with the craftsfolk. The guild negotiates the fee for the job and the cost of materials, and then allocates the share of the workload, and share of the fee, to the individuals undertaking it. The Merchants’ Guild is by far the most prominent of Bögenhafen’s guilds (see page 128), and it is dominated by the four principal mercantile houses of the town. Competition from traders outside of the the guild is not tolerated, but members are more or less free to conduct their business as they see fit. Guild membership is not cheap, but is a prerequisite for the lucrative trading opportunities on offer in Bögenhafen. The main function of the litigious Physicians’ Guild (see page 135) is to defend its members from legal suits, and to prosecute charlatans (or unlicenced physicians). Any person found practising medicine in Bögenhafen who is not a guild member is liable to instant arrest on charges of assault and attempted murder; the patient is not permitted to speak on behalf of the accused, and the guild has a standing reward for information leading to such an arrest. There are several surgeons in Bögenhafen, as an enquiry at the guild headquarters will discover. The Mourners’ Guild (see page 129) is a religious organisation dedicated to the Cult of Morr. It is responsible for organising funerals and seeing to the upkeep of the Garden of Morr (see page 137), paid for through the funeral arrangement fees. It also supervises the construction of tombs and other monuments in the Garden, subcontracting the work via the Masons’ Guild. Anyone conducting a funeral or disposing of a body without the supervision of the Mourners’ Guild risks arrest on charges of bodysnatching or necromancy. As with the Physicians’ Guild, there is a standing reward for information leading to the arrest of such miscreants. The guilds are engaged in constant internecine conflicts and bickering over perceived slights and marginal increases in profits. Generally speaking, the Teamsters’ Guild tends to side with the craft guilds, the Physicians’ Guild and Tailors’ and Weavers’ Guilds normally support the Merchants’ Guild, and the Stevedores’ Guild always votes against the Teamsters. The Merchant Houses There are four notable merchant houses in Bögenhafen: Haagen, Ruggbroder, Steinhäger, and Teugen. In addition, there are many smaller mercantile concerns struggling to eke out an existence, but nearly all long-distance trade is conducted by the four great families. All of the great houses have family homes in the ostentatious luxury of the Adel Ring (see page 120), with separate offices elsewhere in Bögenhafen. Haagen The Haagen family are Wastelanders, with several trading contacts in Marienburg. They are Bögenhafen’s main dealers in luxury goods. Jochen Haagen is head of the family. Since the bulk of their trade is by river, the Haagens are closely allied to the Stevedores’ Guild, and they maintain their own small fleet of sailing barges. They own a wharf (see page 127), five adjoining warehouses, and a suite of offices on the Bergstrasse. Ruggbroder The Ruggbroder family deal mainly in grain and other farm produce, bringing it into Bögenhafen in exchange for cloth and metal goods produced in the town itself. Heironymus Ruggbroder is the family head, who maintains a firm hold on the reins of the business despite being well into his seventies. They used to have a virtual monopoly on trade with Helmgart and Bretonnia, but are now in competition with the Teugens in that direction. Haagen Ruggbroder Steinhäger Teugen

WARHAMMER FANTASY ROLEPLAY 120 AI They own several warehouses along the Ostendamm, but do not actively involve themselves in river shipping, using the barges and crews of their suppliers or small independent operators instead. House Ruggbroder has close connections with the Teamsters’ Guild, as it is Bögenhafen’s largest employer of carters and muleteers. It is the smallest of the four great merchant families, and it has the closest connections with the lesser traders of the town. Steinhäger The Steinhäger family has a number of Dwarf and mining contacts. It concentrates mainly on the distribution of goods from Altdorf, Nuln, and Marienburg to the communities along the edges of the Grey Mountains, in exchange for furs, metals, and other produce. Franz Steinhäger is head of the family, and is assisted by his brother Heinrich. They own a wharf and several warehouses, and they maintain offices near those of the Teugen family, behind the Merchants’ Guild. Teugen The Teugen family is one of the oldest families in Bögenhafen. It is effectively the nobility of the town. It has never actually held any titles, but the family is on friendly terms with many of the noble houses of the Reikland. They own wharves on both banks of the river, as well as many of the warehouses along the Ostendamm and the Westendamm, and a suite of offices in a small square behind the Merchants’ Guild. The family had been suffering a sharp decline in its fortunes over the last 20 years or so, but this was drastically reversed by the arrival of Johannes Teugen from the university of Nuln. Johannes returned to Bögenhafen following the death of his older brother, Karl. He has remained in town as the head of the family, and has overseen his house’s dramatic return to its former glory (see page 112). The Teugen family conducts trade by road and river to all parts of the Empire. Johannes’s contacts in Nuln give him access to timber and other produce from Stirland and Averland. He has also opened up trade in brandy and metals through Helmgart and the Axebite Pass to Bretonnia. Moreover, he has also been steadily eroding the Haagen family’s trade with Marienburg. BÖGENHAFEN: A VISITOR’S GUIDE ‘The streets are paved with gold. Gold. That’s what they said in Fiehlstadt, and that’s why I came ’ere. Well, I don’t know what I just trod in, but it sure ain’t gold!’ – Wilbur Wohnacht, Failed Merchant Bögenhafen is a town that thrives on trade. Commerce has seeped into the very cobbles of its thoroughfares, and the streets teem with traders, merchants, and hustlers, all out to make a quick profit. Many a Reiklander comes to Bögenhafen in search of riches, hoping to make their fortune, little realising that the game is rigged in favour of the wealthy merchant houses that dominate the town’s economic, political, and social landscape. The town’s central and mercantile districts are welcoming to visitors, especially during Schaffenfest, and anyone new to the town will struggle to walk 10ft without someone offering sales and services. Anyone spending cash freely soon finds themselves a target for those with less fortune, and will struggle to shake their train of ardent followers, each swearing they know the best deals to be had. Still, there are opportunities aplenty in Bögenhafen for those with the will, and the lack of scruples, necessary to turn a profit. Merchants need labourers and guards. The wealthy need servants, and craftspeople. And if you’re willing to risk life and limb, almost anything is possible. The locations below have adventure hooks in bullets, for you to draw on as you see fit. The Adel Ring Set around the lush Saponatheim Gardens, the Adel Ring is Bögenhafen’s most exclusive district, and is where all of its wealthiest citizens have their homes. The mansions of the great and good of the town, each with their own private grounds, form three sides of the ring. The fourth is composed of luxurious terraced townhouses, where the relatively less affluent merchants, artisans, and minor nobility reside. The gates and doors are clearly marked with the symbols of the owning families; the better to ensure all can see how gaudily ostentatious one’s home is, and therefore how sickeningly wealthy one is. Given the nature of the homes in the district, there is a near-constant Watch presence here, and the patrols are quick to approach anyone acting suspiciously or who clearly does not belong. Haagen Herenhuis The Haagen family mansion is stately and reserved. Its walled gardens feature delicately intricate topiary and numerous gaspowered lamps, enabling its owners to take the night air in style. Of course, given Bögenhafen’s frequent misty nights, the lamps tend to lend the grounds an eerie, less benign air. The dark stone house itself is two storeys high, with a collonaded singlestorey entrance hall jutting from the middle. Atop this edifice sits a gilded galleon, bearing the symbol of House Haagen: a Griffon’s head over three coins. Jochen Haagen is the head of the family, a sober, shrewd businessman with a fine eye for luxuries and detail. His wife Maria is one of Bögenhafen’s most celebrated hostesses, and regularly organises dinners, parties, and salons. Despite the success of these soirees, Haagen remains something of an outsider, albeit a wealthy one, within the Merchants’ Guild. Jochen’s interest in the Ordo Septenarius has been politely rebuffed. The Haagens’ daughter, Jutte, is studying at the University of Marienburg. Jochen has three brothers: Pieter, Gherijt, and Kasijn. Pieter, the youngest, is at university in Nuln, while Gherijt and Kasijn travel the Empire securing contracts and overseeing Haagen business holdings. 0 The Haagens deal in luxuries, and rumour has it many of those luxuries can be found in their mansion. When the Characters overhear a plan to rob the Haagen house one night, they could warn Haagen in the hope of securing a reward, or break in themselves first hoping to secure even greater riches.

121 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI 0 In addition to the Haagen symbol, the gilded galleon atop the Haagen mansion bears a figurehead in the shape of a mermaid, clutching a purse, the symbol of Marienburg. This not-so-subtle reminder of the Haagen family’s roots is the source of much disgruntlement amongst older families with longer, more local histories. Rumour has it that House Teugen will pay handsomely for someone to steal the figurehead, and deliver it. Should the Characters do so, they quickly discover they have been misled and, if they are not careful, they may be jailed. Kleinwald Manor This house bears an air of genteel neglect, befitting the status of its owners. Its gardens are lush, if somewhat unkempt, and while its facade is lined with large, expensive windows of glass imported from Marienburg, they have not been cleaned in some time. Little traffic graces the house’s front entrance, though the rear passage is busier, as servants bustle in and out at all times. Laurenz and Leota Kleinwald, the rulers of the County of Kleinwald, a small region on the eastern border of the Duchy of Saponatheim, own the neglected manor. The Kleinwald twins are cousins of Ubersreik’s infamous Bruner family. They are rarely present in their Bögenhafen manor house, let alone their backwater holdings in the sticks. When possible, they visit various relatives at court in Altdorf, or in various other towns, cities, and mansions of the Empire, in their never-ending pursuit of a good time. 0 While their master and mistress are away, the servants like to play. Stimms, the butler, runs a small gambling house for the domestic staff of the other houses on the Ring. He and his peers take great pleasure in reclining on the Kleinwalds’ furniture, drinking their wine and mocking their name. Eventually his luck runs out, and Lowhaven thugs trash the manor in revenge for ‘lost revenue’, as Stimms hasn’t been paying a cut to the Halflings. When word arrives the next morning that the Kleinwalds return to Bögenhafen within hours, Stimms turns to the Characters to help repair the house, delay his master and mistress, or come up with a better plan to save his skin! 0 The Kleinwalds decide to host a party and invite the Characters, having heard about their exploits. Once they have them in their house, the twins attempt to seduce or manipulate each of the PCs in an attempt to play them against one another. Whomever goads one into violence towards their peers wins the bet, and the right to bed any and all of the Characters. Should the party grow wise to the ‘game’, it is ejected with little ceremony. Magirius’s Townhouse Friedrich Magirius’s three-storey house is one of the terraced townhouses on the Adel Ring. The entrance is notable with a heavy wooden front door with distinctive brass knocker fashioned in the shape of a bunch of grapes. Three wide stone steps lead to the front door, flanked by two quaint potted plants. The front of his house is neat and well maintained, and a warm glow shines from the windows as if inviting passersby in to take the time of day. Magirius primarily trades in wine and brandy. He is a tall, elderly bachelor who lives alone, save for his house servant, Klaus. His estranged wife and daughter currently reside in Wheburg, much to Magirius’s shame. He maintains small offices at both the Merchants’ Guild and the Town Hall, where he diligently applies himself to doing good. The epitome of the benign philanthropist, he is as savvy as he is compassionate. He personally organises donations on behalf of the Ordo Septenarius for the soup kitchen attached to the Shallyan Mercyhouse in the Pit. Nevertheless, Magirius enjoys the luxury his wealth and status affords him, and he regularly dines at The Golden Trout (see page 128). 0 Friedrich’s relationship with Klaus has been the source of much good-natured speculation amongst his friends at the Merchants’ Guild. In truth, Klaus is Friedrich’s illegitimate half-brother, the son of his father and his former housekeeper, Kathe (who shared the truth of Klaus with Magirius on her deathbed). Klaus has no idea of their relationship, nor that he stands to inherit the house and Magirius’s business, should Friedrich and his daughter die. 0 Magirius is good friends with Doktor Fördern of the Physicians’ Guild. When he learns that his friend is a hedge witch, he is shaken to his core, and does not leave his house for a number of days. He asks the Characters to follow his friend, to ensure he is not up to anything ‘immoral’. Should they follow the doktor, they will see nothing suspicious, but their actions may inadvertently draw the attention of witch hunter Fabergus Heinzdork who is in town on the lookout for witches to burn. Ruggbroder House Ruggbroder House is past its prime, just like its owner. Heironymus Ruggbroder is well into his 70s, though still in possession of all of his faculties. The house’s paintwork is somewhat faded, and the gardens are far from fashionable, though well-maintained. The Ruggbroder symbol, a sheaf of wheat in a mailed fist, is not only engraved on the gate posts to the house, but also worked into numerous pieces of topiary visible from the street, a gesture regarded by most of the town’s wealthy as somewhat tasteless. Heironymus is rarely seen out of doors. He conducts his business from home, eschewing his office in the Merchants’ Guild and his family offices alike. The majority of his affairs can be conducted by letter, or through the use of an intermediary, and he almost never admits visitors who are unknown to him. Ruggbroder has only one son, Gosbert, who currently resides in Bechafen, as far from his tyrannical father as possible. OH BROTHER,WHERE ART THOU? When the party arrives at Magirius’s house, as part of Shadows Over Bögenhafen, Klaus is not around. He is most likely out purchasing supplies. Alternatively, he could also have been killed by Gideon, should you wish to increase the violent horror of the scene. However, it may prove more powerful should he survive, allowing the Characters to be present when Klaus discovers his relationship to Magirius. But only after they were unable to save his life.

WARHAMMER FANTASY ROLEPLAY 122 AI 0 Ruggbroder’s chief clerk, Clotilda Kundicht, is the most common ‘face’ of the business. Clotilda serves as her master’s proxy when necessary, and spends almost every hour in the Ruggbroder offices carrying out Hieronymous’s orders, which he sends by letter, daily. Ruggbroder denied her a leave of absence to attend her sister’s funeral in Trosreut, but she really wants to go. The journey there and back should take no more than a week: can the Characters cover for her? 0 Rumours begin to spread that Ruggbroder is dead, and that he died some weeks earlier. The truth is that he suffered a stroke, and lingers in a barely conscious state. His valet, Meinrad, is hiding this fact, forging his master’s signature, in order to fleece as much money as possible from the estate before it all goes to Gosbert. When Kundicht suspects the handwriting on her latest missive may be a forgery, she disappears, leaving the Characters with a mystery to solve, in a house to which they cannot gain (legal) access. Saponatheim Gardens This grand park occupies the centre of the Adel Ring. It is secured behind a high, wrought-iron fence, with four locked gates (one at each point of the compass). Homeowners in the Ring receive a key to the gardens, and it is a point of principle that the gates remain locked when not in use, the better to prevent the riff-raff from gaining entrance. Past the fence, and the high hedges that run parallel to the barrier, lies a beautifully idyllic, pastoral scene. A grand fountain, complete with a bronze statue of Bögenauer, sits in the centre, reached by a branching network of meandering, gravel walkways in amongst the lush grass and many great, broad trees. Upkeep of the park is paid for by a subscription from the Adel Ring’s homeowners. While the fee is low, many residents overpay, the better to demonstrate their affluence. As a result, the park bears a high number of benches and memorial gardens, bearing plaques depicting the family crests of many of Bögenhafen’s wealthier citizens. 0 An irate, and surprisingly literate, agitator, Franz Durchwatternen, is outraged at the wealthy’s appropriation of the gardens. He has combed through the town records and discovered that the land on which the Saponatheim Gardens are situated was bequeathed by the Saponatheims to ‘the people of Bögenhafen in perpetuity’, and thus should be open to all. As he leads an angry mob to the Adel Ring, the Characters can defend the park with the Watch, attempt to defuse the situation, or join Durchwatternen in glorious revolution! 0 When the waters of the fountain run red as blood, most in Bögenhafen take it as an ill omen, perhaps presaging some great river-borne disaster for the town. Should the Characters investigate, they will discover it was the work of a consortium of merchants from Kemperbad, keen to damage faith in Bögenhafen and drive trade their way. Saponatheim Castle Saponatheim ‘Castle’ is anything but. The mansion was modified by the Graf ’s grandfather, with artificial cladding in the form of crenelations and arrow slits added with scant regard for how dark it makes the rooms and how much it restricts the view. The architects even added a portcullis and drawbridge, though the former is rarely lowered, and the latter never raised. The house remains empty for much of the year, as Graf Wilhelm von Saponatheim seldom deigns to visit Bögenhafen. He turns a blind eye to the unfettered rule of commerce in the town. Any attempt to curb the guilds’ influence would, he knows, result in civil strife and a disruption to his finances, which he can scarce afford in these troubled times. Despite this pragmatic realisation, Graf Wilhelm resents the ‘upstart money grubbers’ (and his dependency upon them) and avoids the town whenever possible. 0 The graf ’s cousin, Lord Siegfried von Saponatheim, makes a rare and unannounced visit to his cousin’s estate, arriving in an elaborate coach surrounded by a bustling entourage of servants and guards. Once settled in, he sends a note to the Characters, inviting them to visit. Somehow, they have come to his attention, and he requires their services to locate a certain apothecary of negotiable morals who is hiding somewhere in Bögenhafen, as there is a particular ‘emetic’ powder he wishes to purchase.

123 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI 0 When the Graf ’s young nephew, Magnus (see page 30), comes to inspect the State Army troops, there is widespread panic amongst the Watch, especially on the part of Captain Goertrin. Lieutenant Brotte needs the party’s help to gain access to Lord von Saponatheim, while the Captain rewards anyone who delays her long enough for him to completely discredit her before she does the same to him. The Steinhäger Mansion The estate belonging to the Steinhäger family lies on the western side of the Adel Ring. The building is an unusual mish-mash of different architectural styles, having been expanded repeatedly over many decades. Even now, builders (contracted through the Masons’ Guild, of course) are working on an extension, a new wing containing a planned library, sleeping chambers, and a rooftop terrace. The Steinhägers are one of Bögenhafen’s more prolific merchant families, led by Franz Steinhäger, assisted by his brother, Heinrich, and his son, Albrecht. Heinrich bitterly resents being two years younger than Franz. He is utterly convinced the family would be more successful were he the eldest. This frustration is only compounded by Franz’s increased reliance on Albrecht, who is only 17 years old. Heinrich suspects this isn’t an intentional slight, but knowing this doesn’t lessen its sting. 0 Heinrich has been actively working against his elder brother’s interests. He has made contact with a Marcus Schultz, seemingly a merchant in Altdorf who claims to be part of a clandestine group of smaller merchants keen to form a Reikland-based mercantile consortium, the largest consolidated fiscal power in the Empire. In truth, Schultz is an agent of Altdorf ’s Black Chamber, keeping tabs on subversive elements within the Empire. He plans to blackmail Heinrich in order to use him as an intelligence source. When Heinrich realises he has been played, he pays the Characters handsomely to find Schultz’s contact in Bögenhafen (Odelina Landau) and retrieve the evidence. 0 Franz paid a mason from Nuln to construct the secret entrance to the sewers from his offices. When the Masons’ Guild hears a rumour of a non-guild-affiliated contract, they task the Characters to find evidence, which can only be found in Franz’s personal chambers within the mansion. Teugen House Secure behind 15-ft-high walls, topped with iron spikes, the Teugen House is one of the safest places in Bögenhafen, assuming you are Johannes Teugen. By day, the tall metal gate lies open, and visitors are welcome, but when the sun sets the gates are locked and guards, accompanied by large and vicious dogs, patrol. In addition to his numerous guards and staff, Teugen lives with his cousin, Gideon. Some say Gideon is a slender youth who returned with Teugen from Nuln, following the death of Teugen’s older brother, Karl. However, others believe Gideon must be a child as Teugen has recently been seen accompanied by a smaller figure. Whatever the truth, since Teugen’s return he has rekindled the success of his family, leading many in Bögenhafen to whisper that perhaps Karl’s death was a blessing from the gods. 0 Of late, Teugen’s neighbours have begun to notice eerie occurrences: mysterious lights, strange voices, uncanny chills, and shrieking nightmares. When Oskar Unterhelm, who lives in a townhouse facing Teugen’s manor, dies overnight seemingly of shock, town gossips whisper that he was some sort of witch. His hair turned a bright, cerulean blue and his lips a shocking, vibrant pink. His partner, distraught, turns to the Characters to clear his legacy. 0 Rumour has it that Johannes’s brother died of some rare and virulent disease, known as Purple Brain Fever. An apothecary in the Pit is willing to pay silver for anyone who breaks into Teugen’s house and collects Karl’s bedding in the hope that the disease is still active even after all this time. Of course, what the Characters don’t realise is that the apothecary is really Gideon, the shapeshifting daemon, playing an elaborate prank on the party with the intention of infecting one or more of them with the disease. Altstadt Altstadt, the oldest part of Bögenhafen, is home to the town’s lower-class citizens. The streets are unpaved and churned to mud. The taverns are cheap and nasty with low ceilings and smoky atmospheres. During the day, the district is packed with labourers and the poor, though the crowds hide numerous pick-pockets, beggars, and footpads. By night, the streets are patrolled intermittently by the Watch, albeit in double-strength patrols, so serious crimes are rare. Cartwrights’ Guild The most influential of Bögenhafen’s craft guilds, the Cartwrights’ Guild maintains friendly relations with the Teamsters’ Guild, given their mutual interests, and generally follows their lead in political matters. The guildhouse lies on a quiet backstreet, above the workshop of current guildmaster, Johan Wachter. A gold-painted wagon-wheel hangs above the wide, double doors, which are generally cast wide open during the day, releasing the heat of hard labour and clouds of sawdust. Wachter has been guildmaster for over 20 years now. He has maintained strong relationships with the town’s other cartwrights, as well as the guildmasters of the other craft guilds, especially the Carpenters’ Guild, largely by eschewing politics. Rather, he concentrates on working hard, producing quality goods, and always maintaining a scrupulous veneer of politeness. 0 Unknown to all, Wachter is manufacturing secret compartments into his wagons to aid smuggling of illicit goods and people past the town walls. When one of his wagons is used to smuggle blackpowder into Bretonnia, he fears reprisals. He wishes to shift the blame, and will pay the PCs to testify against his apprentice, Olli, in court.

WARHAMMER FANTASY ROLEPLAY 124 AI 0 When cartwright Klaus Kenwurt’s workshop is infested by Knirschenkäfer (a wood-eating beetle) he is forced to burn everything to eradicate the insects, ruining his livelihood. Guildmaster Wachter hires the PCs to investigate, suspecting an act of professional sabotage. Should the PCs follow the clues, they discover Kenwurt’s partner is the source of his ruination. He has an obsession with decay and he has already fallen to Nurgle, the Chaos God of Decay. To eliminate their rivals, he has hidden Knirschenkäfer in a number of other workshops around the town. The infestation of Kenwurt's own workshop was an accident as some of the beetles escaped. The Half-Measure Tavern At all hours of the day, hoots of raucous laughter as well as cheers and groans of dismay can be heard emanating from the Half-Measure. Entering through the low, wide door (ducking if you are over 4ft tall), you are greeted by the sight of dozens of Halflings, and almost as many Humans, merrily quaffing drinks and playing dozens of pub games, such as Beast, Bowling, Dwile Flonking and Scarlet Empress. (For more on these games, see Rough Nights & Hard Days.) Foxglove ‘Foxy’ Shortbottom is the landlady of the HalfMeasure. An especially garrulous woman, even by Halfling standards, she personally welcomes in all visitors, ensuring everyone is having a good time. Gambling is not tightly regulated in Bögenhafen (providing taxes are paid, of course) and so at any time a lot of money is changing hands in the Half-Measure. 0 The Half-Measure is a front for the local Lowhavens, lead by Philophiloradei ‘Lori’ Lowhaven, a particularly ruthless Halfling. Lori was attracted to the rampant greed on display in Bögenhafen, but finds the process of paying taxes, and the competition afforded by other legitimate gambling operations, deeply frustrating. Should the Characters have any pull with the Town Council, she would appreciate their help getting gambling outlawed, the better to drive up her clandestine revenues. 0 When the Characters have a run of bad luck gambling, Foxy offers to waive their marker if they do her a little favour. Albrecht Steinhäger is in, playing cards for high stakes. Unfortunately, the young man is not very good, and has lost almost all of his funds. All the party needs to do is join the game and throw a few hands, subtly, to convince Steinhäger his luck is hot, before the Lowhavens’ man, a charming dandy with a Bretonnian accent, takes him for every penny he has. Stevedores’ Guild The Stevedores’ Guild occupies a large, heavily timbered building on the Hafenstrasse, opposite the Teamsters’ Guild. All dock workers in Bögenhafen are, by law, members of the Stevedores’ Guild. The ground floor of the guildhouse comprises a large meeting hall. Complex bylaws restricting the licensing of taverns means they cannot serve ale or beer. Instead, a range of strong liquors and spirits are available behind the rough-hewn wooden bar, many of them imported, such as brandy from Bretonnia, gin from Marienburg, and kvas from Kislev, in addition to locally distilled moonshine. The guild building itself is split into several small decorated chambers and halls, with one put aside for each major gang of Stevedores. Each gang specialises in porting (carrying) a different kind of stock, and some take significant skill to correctly manage. Deal Porters, those who deal with wood, use very different unpacking, carrying, and packing techniques to fish porters, or a grain porters. Each gang wears different coloured hats for easy identification. Guildmaster Gurney Dumkopf is a hulking brute of a man with a background in wine porting. He can usually be found propping up the bar in the guildhouse, holding court amongst his favourites, while his whistle-carrying foremen handle the day-to-day business of work schedules and contracts for each of the gangs. Dumkopf ’s chief concern is his guild’s status. Even the rumour of anyone unloading their own boats without the use of licensed guild members results in Dumkopf leading a gaggle of half-drunk dockers to ‘sort ’em out’. This has landed the huge man in trouble with the Watch many times for beating up innocent visiting merchants, but Dumkopf could not care less if he tried. After all, he has long had very close ties to the Merchants’ Guild, and House Teugen in particular, so he always managed to avoid anything but a slap on the wrist and a minor fine. 0 Beyond defending the guild’s monopoly, Dumkopf ’s stevedores act as hired muscle for anyone who can pay, except for the Teamsters, of course. Lucius Schwapp, a merchant trading in pottery, used them to rough up a rival, but fearing prosecution he solicits the Characters to break into the guildhouse to destroy any evidence of the transaction. Unfortunately, the only record is in Dumkopf ’s head… 0 The stevedores’ racketeers have been infiltrated by a secretive cult of Khorne, the Blood God. The Bloody Nose meet irregularly, when Morrslieb is full, to pummel one another until blood streams from their face, under the strict prohibition of telling anyone about the cult’s existence, or their activities. Should the party get involved in any fist-fights, they may inadvertently find themselves part of a ritual gathering. PROBATED BREATH Following the events of Shadows Over Bögenhafen, it is likely several important families are dishonoured or in disarray. Indeed, a number of them may have lost their head of house. As such, there is every chance that these properties may be the source of much legal wrangling, or that other households — wealthy merchants, or politically active nobles — may have taken ownership, keen to exploit the power vacuum left behind following the fall of the Ordo Septenarius.

125 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI Teamsters’ Guild Situated directly across the Hafenstrasse from their bitter rivals, the Stevedores’ Guild, the red-and-black-decorated Teamsters’ guildhouse is a sprawling series of once-separate wooden buildings, subsequently bought and connected by the guild. There is a small office, where the Guildmaster works, and a large dining hall where members of the guild are guaranteed generous portions of food, which are reasonably priced (and not entirely devoid of flavour). Guildmaster Bengt Schwegel is a devout Sigmarite, and an ardent supporter of the temperance movement. As such, no alcohol is available in the guildhouse, though no self-respecting teamster would leave home without a hipflask. Schwegel’s guild deals with all matters connected with merchant caravans and the transport of goods overland. Given the considerable rivalry between the Teamsters’ Guild and the Stevedores’ Guild, street fighting between the rank-and-file members is not uncommon. 0 Someone is trying to stir up the already considerable tension that exists between the Teamsters’ Guild and the Stevedores’ Guild. Both guildhouses have been daubed with offensive slogans, and while each guildmaster blames the other, even a cursory investigation reveals that a faction of Lowhaven Halflings is behind the insults (as none of the graffiti is higher than 4ft above the ground). The Lowhavens are keen to exploit the chaos, to muscle in on the work of both guilds. 0 Mutant attacks on road traffic are increasing, in frequency as well as severity. The town’s road wardens cannot be spared to investigate, given the high volume of visitors present for the Schaffenfest, so Guildmaster Schwegel approaches the Characters to track down any bandits and deal with them. Should they successfully locate the camp, they discover the bandits are escaped Bretonnian peasants using crude mutant disguises to hide their identity and cow their targets. The Artisan Quarter This quarter is bounded roughly by the Handwerker Bahn, the Eisen Bahn, and the Göttenplatz. The buildings in this area vary from small, unpretentious workshops to the elaborate, ostentatious dwellings of master craftsmen. The inns are of average quality, and most are patronised by one particular profession of artisan, such as The Chisel and Saw, frequented by carpenters, and The Well Roughed Urn, popular with illiterate potters. The Artisan Quarter is teeming with people visiting the various workshops: ordinary townsfolk looking for a new chair, kitchen knife, or whatever; servants from the wealthier households about the same business; apprentices sent out by their masters to get materials and equipment; and parents seeking to apprentice their offspring to the various craftsmen. This district is also a favourite haunt of beggars and thieves, since a great deal of money changes hands here. Carpenters’ Guild The frontage of the Carpenters’ Guild consists of hundreds of planks of wood, from different trees and with various grains and finishes. Tradition holds that when an apprentice graduates, receiving their journeyman’s licence, they hew and plane a new plank or beam for the guildhouse’s frontage. When older planks need to be removed, these are treated as treasured relics of the guild and used by master craftsmen in their finest pieces. The guild is currently without a guildmaster. Its former leader, Reine Fasht, passed away last month. Guild business is being overseen by Fasht’s nephew, Holtz, while the town’s master carpenters politic and squabble over who should replace her as master. This is not through any ambition on their part. Rather, nobody wants the job. 0 A shipment of rare Bloodpine wood is available at a reduced price, following the death of a local timber merchant. While the Merchants’ Guild is keen to sell the wood elsewhere for a healthy profit, the Carpenters’ Guild wants the timber for its members, to make custom furniture and establish Bögenhafen as a centre for such exotic woodwork. Lacking a Guildmaster to lobby on their behalf, the guild turns to the Characters for help. 0 While historical relationships between the Carpenters’ and Cartwrights’ Guilds have been strong, the Cartwrights’ Guildmaster, Johan Wachter, sees the leadership vacuum and is keen to merge the two guilds for all wood-workers’ benefit (and to take full advantage of the Carpenters’ Guild’s superior location). However, he needs the support of the majority of the town’s master carpenters, as well as the Merchants’ Guild, to secure the arrangement. Should the Characters be in a position to help, he will pay them handsomely. Metalworkers’ Guild The Metalworkers’ Guild is a tall, narrow building situated on the Eisen Bahn, not far from the Carpenters’ Guild. Its facade bears an intricately wrought iron sculpture of a Griffon, the work of Guildmaster Davrich Schweisser. On ascension to the position, new guildmasters vie to produce the finest metalwork they can, displaying their work as an emblem of the guild’s skill. This does mean that smiths working in precious metals rarely achieve the exalted position. Within the guildhouse lie a series of offices and clerks. No workshops are on-site, as the smoke, heat and incessant banging of a metalworker’s shop are not conducive to sensitive business meetings. Schweisser is a shrewd leader, and on friendly terms with the Merchants’ Guild, upon whom his members rely for ores and metal shipments. He has recently secured a contract to provide the chainmail for the State Army regiments of the Duchy of Saponatheim (including the Town Watch), which will bring a significant amount of money to the smiths of Bögenhafen.

WARHAMMER FANTASY ROLEPLAY 126 AI 0 Keen to further expand Bögenhafen’s reputation as a centre for metalworking excellence, Schweisser is in negotiation with a consortium of manufacturers from Nuln about securing the means to produce handguns. He knows that the Graf ’s favourite regiment, the Reikland 118th Regiment of Foot (‘The Greenbacks’) uses handguns. He sees this as a sure-fire way to earn the Graf ’s favour (and even more money). Agents of the Oldenhaller family, also from Nuln, employ the Characters to ensure this does not happen by any means necessary. 0 One of the guild’s members, Terrell Schwermann, is a Journeyman Alchemist of the Gold Order. Keen to keep his wizardly ways hidden from his peers, he asks the Characters to convey a message to his sister, Trude. She is a shaman of the Amber Order, who is expecting Terrell to meet her in the woods beyond Ardlich. When the Characters arrive, they blunder into a trap set by rogue witchhunters, keen to eradicate all wizards from the Reikland. Whether the Characters survive the assault, and whether they turn on their employer, remains to be seen. Masons’ Guild The imposing Masons’ Guild is clad in sparkling-white marble, veined through with streaks of red and blue. Its grandeur has led to its nickname of ‘Little Altdorf ’. Within, the building is intricately carved, and visitors’ footsteps echo through the large, empty chambers with high ceilings. This lends the interior an unsettling, almost funereal air of awkward reverence. Kristof Ritter and Robb Tief-Haufen are the joint Guildmasters of the Masons’ Guild. The two men share the administrative load between them, allowing them both the time to maintain their own, thriving, businesses too. When it is the Masons’ turn to sit on the Town Council, Ritter and Tief-Haufen alternate, always ensuring they have briefed one another thoroughly beforehand. They are on especially good terms with the Carpenters’ Guild, who provide them with the scaffolding needed for their stonework. 0 Okri Brondason, a Dwarf mason, has recently arrived in Bögenhafen, looking for work. As a Dwarf, he feels he should be exempt from Human laws, and thus does not require a guild licence. The Guildmasters respectfully disagree. Ritter and Tief-Haufen hire the Characters to convince Brondason to purchase a licence, without causing a diplomatic incident. 0 Albrecht Hecht, a street preacher and part-time flagellant, convinces the Characters to investigate the Masons’ Guild, adamant that it is the front for a secret cult of the ruinous powers, conducting rituals in a profane dark tongue in the guildhouse’s echoing chambers at night. In truth, the Guild does conduct rituals at night, but these are innocent in nature, mimicking Dwarfish Ancestor-Worship, and conducted in cod-Khazalid. However, should word of these activities spread, it is likely that witchhunters, or an ardent mob, may leap to the wrong conclusion. Bögenseite Bögenhafen’s docklands sprawl on either bank of the River Bögen, encompassing the Westendamm (the northwestern bank) and the Ostendamm (the southeastern bank). The majority of buildings on both sides are warehouses and storage facilities, usually under the protection of a hired guard and a vicious dog or two. The warehouses are nearly all wooden: numbered from 1 to 58, starting from the western end of the Ostendamm. By day, Bögenseite, or ‘the Docks’ as it’s commonly known, is packed with stevedores busily loading and unloading boats and moving goods in and out of warehouses. There are also the masters and crews of any barges that have recently arrived, and scribes and other lackeys of the various merchant families overseeing the transfer of goods, as well as the occasional exciseman assessing an incoming cargo for tax. At night, the dock areas are virtually deserted. Even thieves are rare, since warehouse security is generally robust and Watch patrols are regular. Kringler’s Ferry Unless you own your own boat (or are a very strong swimmer), one of Hannes Kringler’s ferries is your only way to cross the Bögen. Kringler and his small fleet row passengers across the Bögen for a fare of 6d per person, aiming to shuttle four to six people at a time. Kringler leases dockside frontage through the Stevedores’ Guild. On both banks he maintains a berth outfitted with a heavy bell, lest he require summoning from being moored on the opposite bank. Despite his advancing years and swollen joints, Kringler makes numerous return journeys every day himself, no matter the weather. He is legendarily dour, meaning many of his passengers go to great lengths to elicit a laugh or smile from the ferryman. Accordingly, a sweepstake is being run by the Stevedores’ Guild, with an ever-increasing prize fund on offer for when he finally breaks. 0 One of Kringler’s boats goes missing and he hires the PCs to find it. As the oars were locked away overnight, he assumes the boat has drifted downstream. The party discovers the small family that stole it sleeping nearby. The mother and father fled the town after realising their infant daughter was a Mutant, with tiny rabbit ears and a fluffy white tail. By rights, the Characters should turn the family over to the authorities, but the baby looks so cute and innocent… 0 When Liesel Langensang, from the Engineering School in Altdorf, arrives in town, rumours abound that she is here to investigate building a bridge across the Bögen. Desperate to preserve his livelihood, Kringler pays the Characters to dissuade her. The garrulous engineer is, in truth, a cultist of the Fractured Eye, a Chaos Cult dedicated to the pursuit of all knowledge (see A Guide to Ubersreik in the WFRP Starter Set, page 63), so any attempt to investigate her closely is not appreciated.

127 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI Haagen’s Wharf Bögenhafen’s docklands bristle with wharves and jetties for the thriving river trade that flows through the town. Foremost of these is Haagen’s Wharf, owned by House Haagen. The Wharf is cleaned regularly and painted brightly, the better to reflect the Haagens’ illustrious status. Trade on the wharf is legally overseen by Jochen Haagen, though this is generally delegated to his clerk Davrich Scherp, a placid Wastelander with a keen eye and a sharp mind for figures. Scherp casts a personal eye over all arrivals on his wharf, and is quick to record any shortfalls or anomalies. The majority of the wharf ’s trade is luxury goods (expensive cloth, wine and jewellery), which are quickly and efficiently transported and stored in the nearby Haagen warehouses. 0 When Scherp doesn’t arrive for work, a concerned Haagen tasks the PCs to locate his missing clerk. Following the clues left at Scherp’s ransacked house reveals he has been taken into the sewers against his will. Further investigation reveals Scherp is being held by Warlock-Engineer Veekt, of the Skaven Clan Skyre, as part of a labyrinthine plot to move refined warpstone through the Skaven warrens beneath Bögenhafen in order to avoid the tolls imposed by local Warlord Clans. 0 Corbus Dwaas, a wizard trained at the Marienburg University, is in Bögenhafen at the behest of the Haagen family. An expert in the ancient legends of the Paths of the Old Ones, he has been commissioned to fashion an ‘aethyric canal’ between Marienburg and Bögenhafen. Such a route would give the family unrivalled primacy on trade, dramatically reducing transport times and bypassing taxation almost entirely. The PCs are hired as discreet (not to mention expendable) security to watch over Dwaas as he tinkers with his arcane machinery inside a Haagen warehouse. Unfortunately, when Dwaas activates his aethyric conductor array, he is inadvertently sucked into the Realm of Chaos and unleashes a horde of gibbering Daemons on the party. The Dreieckeplatz The Dreieckeplatz is the administrative hub of the town. Many of the buildings have elaborate facades, with decorative columns and arches, and usually a statue or two of the town’s patron deity, Bögenauer (see page 130). There are several upmarket inns and taverns, some of which may be restricted to members only. Prices are correspondingly high (double those listed in the Consumer Guide in WFRP, page 288). By day, the Dreieckeplatz is thronged with people from all walks of life. There are beggars and entertainers trying to make a few shillings from the passersby, lawyers and councillors going about their business, agitators haranguing anyone who will listen about all kinds of grievances, vendors selling food and other items, and countless others engaged in pressing business. By night, the area is scarcely less busy as the wealthier inhabitants of the town visit the various eating and drinking establishments situated around the square. Pickpockets are an ever-present danger - despite the regular Watch patrols. Town Hall This impressive, many-pillared building dominates the Dreieckeplatz. A large, central spire houses a Dwarf-built clock and bell. As well as the council chamber, small offices for the councillors and various meeting rooms, it houses the town’s official records and a heavily guarded vault that holds the state’s portion of tax revenue between the monthly visits of the the Graf ’s excisem*n from Castle Grauenberg. The impressive facade is arguably more palatial than the estates of most of the neighbouring nobility, an observation which is greeted by sniffs of disapproval and mutters about overcompensation from anyone with noble blood. Chief Clerk Roland Stein and his platoon of bureaucratic minions handle the daily affairs of the town. While the Town Council makes the important decisions, anyone without the backing of a guild, a lot of money, or noble status needs to convince Stein to allow them to petition the Council. To do that, they first need to convince the underlings to let them see Stein. Anyone ushered into his presence is greeted with indifference and disdain, as he actively seeks to thwart any work being accomplished within the town hall. 0 On the eve of the arrival of the Graf ’s tax collectors, the vault is discovered to be empty with no discernible means of entrance or exit other than the locked door. Should the PCs investigate, they may discover hints that something supernatural is afoot, as an intricate pattern of crosses has been etched faintly into the walls of the vault suggesting the work of Ranaldan fingersmiths. 0 Stein lives a double life. At night, he frequents ‘Gemütlich’s Merry Minstrel’, a tavern famed for its entertainment. There, Stein, masquerading as the Silver Graf, plays his oboe for money and the crowd’s adulation. Should the Characters uncover this secret life, they will find dealing with Stein’s bureaucrats far simpler. Town Courts Those miscreants who live long enough to be tried formally are sentenced here. A lifesize statue of Verena stands before the courthouse, though the courts are no longer formally affiliated with the cult, or local temple, of Verena. The building is only open on days when the court is in session. Otherwise, the great steel-banded doors are locked, with only a lowly porter present on site to grudgingly open the door to any who call. To the rear of the court itself lies an adjoining manse, decorated with Verenan iconography of owls and swords. In days gone by, this was the manse of the High Priestess of Verena, but since the courts and the cult parted ways it has been the home of the presiding Chief Magistrate. Within the courts lie a number of small chambers for magistrates, lawyers, and witnesses to await being called, and cells to house the accused. Verdicts of not guilty are rarely delivered, as this would be seen to make the system look ineffective. The Town Council appoints the magistrates. Magistrate Richter is chief among them (see page 60). He inhabits the manse’s apartments with his housekeeper Gertie, who dotes on him.

AI WARHAMMER FANTASY ROLEPLAY 0 A post outside the courts bears Bögenhafen’s bounty notices. When passing the courts, the Characters notice that one of the posters bears an image suspiciously similar to one of their party. Can they lie low until they clear their name? Or will the bounty hunters find them first? Assuming, of course, the party doesn’t turn on one another in the pursuit of a quick payday. 0 The party is summoned to the Chief Magistrate’s manse, where he offers them a job. He has received a blackmail note, accompanied by documents implicating his son, a student at the University of Nuln, with a group known as the Ordo Ultima, a student society haunted by rumours of dark acts of unholy worship. Richter has already sent agents to bring his son back to Bögenhafen by force, and he charges the Characters to identify the blackmailers, determine what they know, and learn how they came to know it. Golden Trout Club A high-class eating and drinking house, frequented by many of the town’s wealthier merchants and visiting nobles, the Golden Trout Club consists of three separate buildings connected by covered walkways. The two largest buildings are the Club’s dining chambers (comprising both a large, communal dining room and a number of private rooms) and the lounge, where members come to drink, read, and discuss weighty matters. Nestled behind these lies the building with the kitchens, cellar and staff quarters, which is markedly less salubrious than the other two. The food and drink served in the club is exquisite, and the waiting staff proudly boast of the skills of their Halfling chefs. Prospective members must be recommended by two existing members and approved by the committee, and the club is open only to members and their guests. A painted sign, depicting a fish with a coin in its mouth (taken from the town’s coat of arms) hangs proudly above the entrance to both the dining chambers and the lounge. 0 Following a rash of suspected poisonings, Herr Flintzer, the club’s manager, hires the Characters to investigate, discreetly. Once they realise the dishes and drinks the victims consumed were all different, the clues eventually lead to Agnesthika ‘Aggie’ Tumbleberry, a Halfling waiter with a grudge against the club. It transpires that the chefs are Human, with Halflings only employed in low-status, poorly paid positions. In want of proper guild support, Aggie has turned to poison to make her point. 0 The club is renowned for the quality of its cellar, most famously a rare Bretonnian brandy sourced from Quenelles. When word reaches the club that the Graf ’s excisem*n are coming to inspect the books, Flintzer tasks the Characters to hide the casks of (inferior) local brandy, with which he has been filling the Quenelles bottles, before his reputation is sullied permanently. Merchants’ Guild The Merchants’ Guild is indisputably the most powerful organisation in Bögenhafen. It dominates both the town council and Bögenhafen’s social scene. The guildhouse itself occupies an unnecessarily large and ostentatious building on the corner of the Bergstrasse and the Dreieckeplatz. The ground floor of the building is used as a meeting place for merchants (local and visiting) to conduct trade and exchanges, and there are a number of chairs, tables, and benches for the use of the merchants and the guild’s clerks. Upstairs consists of a series of offices used by local merchants. While the four great houses do have offices here, these are rarely used by the heads of the houses, who opt to use their own, private offices in their own buildings instead. Competition for the other available office space is stiff, with many smaller merchants lobbying and pressuring the guild for access. Friedrick Marigius is the current guildmaster 0 The Merchants’ Guild has taken to employing a number of Halflings as ‘table-lings’. They are fitted with a shoulder-mounted ‘head-desk’, for Human merchants and clerks, and are expected to scurry around the guild, always keeping their heads level (to avoid spilling the ink-wells contained in their head-desks). While many local Halflings are outraged at this demeaning practice, pressure from some in the Lowhaven clan has kept these voices quiet. Now, the diminutive racketeers need the Characters’ help to vouch for Fitzkellerheim ‘Fitz’ Shortbottom, a Lowhaven informer, to ensure he gets employed by the guild. 0 Pieter Haagen, youngest brother of the Haagen family, has recently arrived from university in Nuln in disgrace. He was tricked into marrying a woman he knew only as Lotte. Her name was actually Carlotta Huydermans, a daughter of a senior member of the Huydermans crime family. Now, the Haagens are receiving threatening letters from Nuln, claiming that certain favours are due on account of the families’ new ties, and implying that it would be bad for the Haagens should they refuse. The Haagens ask the Characters to help annul the marriage, though a despondent Pieter still claims to be in love with his ‘Little Lotte’. TRIALS Characters arrested in Bögenhafen are taken to the nearest Watch barracks and kept in the cells there until a trial is arranged. Trials take place in the Town Court, and lawyers are only available to those who can afford them. If formally charged, the chances of being declared not guilty are minimal as most magistrates assume guilt. Sentences include fines, imprisonment, execution or indentured work dredging the river or labouring in the tin mines of the Tauzück Hills. Citizens who feel they have not received justice may petition the liege lord of the area, Graf Wilhelm von Saponatheim, at Castle Grauenberg, which is some 60 miles to the north of the town. The graf is generally unwilling to interfere with the workings of the town’s legal system unless the petitioner is very influential or a personal friend, or is actively supported by such a person.

129 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI Mourners’ Guild The Mourners’ Guild lies in the heart of Bögenhafen, far from the Chapel and Garden of Morr, which lie beyond the town’s walls. An austere building built from dark blocks of rough-hewn stone, it is here that the local priest of Morr resides, and it is here where bodies are prepared for burial and funerals arranged. In addition to the foreboding main door, the Mourngate, there is a side entrance through which dead bodies are carried, known as the Lichgate, and a rear entrance, the Fassgate, through which tradesmen come and go. Within the building lie a number of private reception chapels where mourners can visit their loved one’s remains prior to burial. Behind these, there are a number of tiled rooms where bodies are cleaned and dressed for presentation and burial. Mother Silustena Carlitz is the High Priestess of Morr for not only Bögenhafen, but the entire duchy of Saponatheim. A kindly young woman, with auburn hair and sensitive eyes, she oversees a number of lay-folk (gravediggers, corpse-washers, and seamstresses) who assist her in preparing the bodies of the deceased to cross the portal to Morr’s realm. She is also responsible for organising the duchy’s Doomsayers, the itinerant order of Morrians who travel the Empire providing Doomings. When in Bögenhafen, the Doomsayers reside within the Mourners’ Guild. Sparse cells are provided next to Mother Carlitz’s chambers. 0 When a ghost appears in the Mourners’ Guild, Ulli Ehrle, a gravedigger, calls on the Characters for assistance. Unbeknownst to Mother Carlitz, he has been selling bodies to a young physician with an unhealthy interest in human anatomy and an insatiable thirst for cadavers. Now, the spirit of Kristin Gänger, an orphan from the Pit, is haunting him. He will pay the Characters to find her body, put it to rest, and keep his secret from the Morrians. When they find the physician has fled, his chambers deserted, how will they find poor Kristin’s corpse? 0 Mother Carlitz’s youthful appearance is coupled with a patient, wise demeanour and a flawless, pale complexion. She also often wears tinted spectacles and is rarely seen in daylight, which has led Bengt Vargh, an agitator, to assume she is secretly a vampire. The Morrian hires the Characters to dissuade the agitator from further denouncing her. What they don't realise is that he is quite right... The Göttenplatz The Göttenplatz, or Square of the Gods, houses most of Bögenhafen’s temples, although the town contains many temples to Sigmar, and the streets echo with their ringing bells every hour. The Göttenplatz is dominated by the huge High Temple of Sigmar, while other, smaller, temples line the rest of the square, interspersed with smaller townhouses, shops, and hostels. By day, the Göttenplatz is thronged with folk from across Bögenhafen, most going about their everyday business or visiting one of the temples. At night, people use the Göttenplatz as a thoroughfare, so it is hardly ever deserted. Footpads, pickpockets, and beggars favour this area as much as the Dreieckeplatz. High Temple of Sigmar Dominating the Göttenplatz, this temple was originally laid out in the shape of a hammer, but over the centuries additional wings and towers have been added. Four spires now sprout from its roof, each containing a great brass bell. The largest bell, Gross Klara, is only rung when royalty visits the town. By tradition, the many smaller temples of Sigmar cannot chime the hour until the High Temple does so. Given that the High Temple’s sexton, Snorri Hörrohr, is hard of hearing and often misses the Town Hall’s far quieter bells ringing, this can lead to some confusion with bells ringing at all manner of odd times. Ludo Edel, the High Priest of Sigmar, is a smooth-cheeked young man, more interested in a quiet life than any great spiritual calling. He achieved his exalted position, despite his relative youth, through his father’s business connections to the Teufel family and thus has a vested interest in maintaining the status quo. He holds regular meetings with his subordinate priests, all of whom are older, more devout and bitterly resentful of Edel. He frequently schools them on the content of their sermons, and isn’t shy in promoting local political issues before solid, Sigmarite concerns. Luckily for the priests, Edel is too self-interested to realise they largely ignore his instructions. 0 When the temple is violated at night, with Ulrican iconography daubed on the walls in blood, the Sigmarite faithful are keen to exact vengeance on the Temple of Ulric. Should the Characters intervene to calm the angry mob, they have only hours to discover the true culprits before a great riot erupts. In truth, it is the work of Cultists of the Bloody Nose (see page 141), keen to spread violence and bloodshed in honour of the Blood God, Khorne. 0 Infamous witch hunter Fabergus Heinzdork has set up shop in the temple, quite ignoring the blustered protests of High Priest Edel. He intends to stage some burnings in the Göttenplatz; all he needs now are some perfidious miscreants. When his fevered eyes alight on the Characters, their stories had better be straight, and their devotion to Sigmar sincere... ROUGH TRADE In the aftermath of Enemy in Shadows, the Merchants’ Guild will be in turmoil. Should members of any of the four great mercantile families be publicly tied to the events, or indeed die in the proceedings, a power vacuum results in other families frantically vying for power and influence. The Characters may find themselves uniquely situated to aid or thwart these attempts, as they may have inside knowledge regarding the Ordo Septenarius. Whether they choose to use this power to reveal wrongdoers to the authorities, or to blackmail wealthy merchants, depends entirely on their moral compass.

WARHAMMER FANTASY ROLEPLAY 130 AI Temple of Bögenauer Bögenauer is the patron deity of the town, and is seen as an embodiment of Bögenhafen’s interests and all that it stands for. The temple consists of a hall with two wings enclosing a threesided court, within which stands a statue depicting Bögenauer in his guise of merchant-boatman. The town’s coat of arms appears in several places on the walls. The two wings are colonnaded, and there are several small shrines reflecting various aspects of the deity’s influence over the town’s fortunes. Thus, there is a chapel where prayers are offered for the safety of the town’s boatmen, another dedicated to the prosperity of its merchants, a third dedicated to the security of its walls, and so on. There is no priest at the temple, but on festival days priests of the Cult of Bögenauer travel from Bögensee (a small town near the source of the River Bögen in the Grey Mountains) to officiate over ceremonial celebrations. The temple is maintained through donations of time and money from the local guilds, each responsible for the upkeep of the shrine or shrines most relevant to their members. Thus, an implicit contest is in place, whereby rival guilds seek to outdo one another with the ostentatious displays of wealth by their respective shrines. 0 Currently the Sewerjacks’ Shrine is most richly decorated, with lavish murals of steely eyed sewerjacks and clean, trouble-free sewers. However, the source of this generous donation is something of a mystery as Bögenhafen has no official sewerjacks at present. Who could have a vested interest in convincing the people of Bögenhafen that their sewers were safe, and free from rats? 0 Dirk Waller, an aged Boatman, has lost three children and seven grandchildren to accidents on the Bögen. Distraught and full of rage, he is intent on destroying Bögenauer’s temple, believing the river god is not worthy of worship. Should he succeed, morale in the town will suffer, and Waller will likely be executed. Temple of Handrich The Temple of Handrich, God of Merchants, Gold, and Philanthropy, consists of a square, domed hall with two semicircular apses. One apse is used as a private chapel reserved for members of the Merchants’ Guild, while the other is used as an offering room and treasury. Over the main doorway hangs a large, gold-painted disc, the god’s symbol. Given the value of the decorations and votive offerings, one or more guards are always on duty, their mail armour covered by flamboyant tabards of cloth of gold, their halberds brightly polished and wickedly sharp. The temple has no priest, but the building’s maintenance and the guards’ salaries are paid for by the Merchants’ Guild. Its members officiate at ceremonies to Handrich on certain holy days, or on the eve of significant business negotiations. While in theory any member of the Guild can officiate, more often than not Werner Asche, a semi-retired paper merchant, leads the services, an onerous (and unpaid) honour most merchants prefer to avoid. 0 While Handrich is a minor deity in the Empire, he is widely venerated as Haendryk in the port-city of Marienburg. When a visiting Wastelander merchant realises there is no priest in-situ, he offers to fund a scholarship for the offspring of one of Bögenhafen’s merchant families to train in Marienburg. As the merchants vie for the Marienburger’s favour with flattery and bribes, one of the PCs recognises him as Altdorf ’s Mikhail Ziegel, the infamous charlatan, clearly working some kind of angle. Knowing he’s been spotted, Ziegel offers the Characters the opportunity to join his caper, in exchange for their continued silence. 0 When Jurgen Kemp, a charismatic agitator, rails against the unfettered greed evident in the town’s merchant classes, the Merchants’ Guild ask the PCs to make him go away, quietly. However, Kemp’s arguments are convincing and his rhetoric persuasive. In truth, Kemp is a member of The Shifting Grasp, a cult of Tzeentch intent on controlling all river trade in the Empire (see A Guide to Ubersreik in the WFRP Starter Set, page 62). He has been sent to undermine the Ordo Septenarius’s work. Kemp works hard to keep the Characters on side. Should he learn they have any information on the Ordo (or assisted in its downfall), he is even more keen to cultivate the party as assets for future use.

131 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI Temple of Myrmidia Most visitors to Bögenhafen are surprised to find a Temple to Myrmidia, as worship of this goddess is not widespread in the Empire. The small, colonnaded structure was founded some 80 years ago, after the town survived the onslaught of infamous Goblin Warboss, Grom the Paunch. The victory was largely attributed to Captain Inge von Sternberg, a Myrmidian-trained officer who dedicated every battle he fought to the goddess. Just over a decade after the Greenskin hordes had moved on, the Temple of Myrmidia was completed to celebrate the goddess’s part in Bögenhafen’s deliverance. Rather than a Priest, the temple is overseen by a friar of the Hermetic Order of Nahmud’s Peace. The current friar is Ida Jaeke, who recently arrived from the Monastery of the Black Maiden in Wissenland. Sister Jaeke is active in helping train the free company militia of Bögenhafen, coordinating her work with Father Waldo (see page 131) and the priests who run the many temples of Sigmar, who all bypass Father Edel, the Sigmarite High Priest who doesn’t dirty his hands with such low work. 0 The Merchants’ Guild is keen to refurbish the temple to celebrate the centenary of the Town’s defiance of Grom the Paunch. Although the event is still nine years away, the guild is fundraising early, and an oversized spear hangs outside the temple to mark progress. Every Festag, a clerk from the guild comes to paint a little more of the spear dark green, representing Greenskin blood, to show how much coin has been gathered. When the spear goes missing, the Merchants’ Guild offers a reward for its return. Sister Jaeke, who would rather the money was spent on the town’s defences than her temple, hid the spear under her bed. 0 When Lieutenant Brott of the North Barracks mentions how underfunded the Northern division of the Watch is, Sister Jaeke sets her sights on Captain Goertrin, who is largely indifferent towards Myrmidia, favouring Handrich’s ways instead. Can the PCs help the friar, whose political skills are sorely lacking, to lobby for Brott without alienating the Captain or the Merchants’ Guild? Temple of Shallya The bustling Temple of Shallya has a small hall for the high priestess, flanked by two longer wings. The west wing houses an infirmary. The east wing contains two almshouses for homeless women and the terminally ill. Sermons take place in a central courtyard, the better to suffer through the harsh travails of the elements, and are more frequent during spells of inclement weather. All those being treated by the temple, and their close relatives, are expected to attend. Mother Rubenstein, the high priestess, is the only invested Shallyan in Bögenhafen. She is helped by the ‘Congress of Doves’, a large committee of wives and widows of the town who volunteer their time in Shallya’s service. They are all adherents to Shallya’s tenets, though privately note that while they must render assistance without judgement, Shallya does not expressly forbid judgement on other matters. 0 Mother Rubenstein is concerned when neither her ministrations nor the assembled wisdom of the Physicians’ Guild and Temple of Verena can bring any relief to the terribly afflicted patient. No matter what cures are deployed, he is wracked with pain, and his limbs grow ever more twisted and malformed. Panic spreads, and pamphlets by the thousands are printed, each highlighting likely causes (bread, Halflings, wine, books) and possible cures (beets, goat’s bile, wine, urine). Should the Characters investigate, they discover the patient is, in fact, a fraud. His symptoms are a blend of well-designed tattoos and the Entertain (Contortionist) Skill. The whole affair was dreamed up by the town’s printers to increase trade. Someone has to print all those pamphlets, after all… 0 When one of Rubenstein’s volunteers, Margo Helberger, appears to contract the Itching Pox, no one thinks anything of it. When it lingers longer than it ought to, Rubenstein asks the Characters to investigate, fearing agents of the Fly Lord plans are afoot in Bögenhafen. The truth is less dramatic: Margo is having an affair with one of her husband’s suppliers, a fur trader from Nordland, and has contracted the Packer’s Pox instead. While the disease will pass within weeks, the stain on Margo’s reputation, should the truth get out, may last far longer. Temple of Ulric Ulric remains very much a god of the wild north, not the civilised south, so his cult is small in the Vorbergland, for all it was once mighty. Resembling a small keep, complete with stout walls, sturdy crenellations, a fortified door, and an inner bailey, the temple is one of the most defensible points in Bögenhafen, much to the State Army’s chagrin. The large building is also almost empty, defended by just seven men. Within, the sparse temple is only used by members of the State Army and occasional visitors from the north. The ever-burning flame in the central hall is kept alive by the temple’s high priest, Father Waldo Brandt, and his initiate (and son) Erich. The temple’s only other inhabitants are five ageing Knights of the White Wolf who live in a crumbling barracks built for over a hundred men. 0 Father Waldo was once a soldier; though, to his enduring frustration, he never saw actual combat. His regiment was always used on rearguard duty, or arriving after battles had concluded. As such, he is keen to hear as many stories of actual combat as possible, to spice up his sermons with juicy details. Should the Characters be willing to share some tales, he stands them several rounds of ale at the Wolf ’s Tail, a tavern on Nulnerweg. 0 Viktor Verrückaug, a hermit and flagellant visiting Bögenhafen for supplies, witnesses two heavily-bearded White Wolf knights training some of the local Watch recruits in hand-to-hand combat and mistakenly assumes the town is under attack by Ulrican berserkers. As he rouses a mob to a peak of eye-rolling rage, can the PCs intervene before blood is spilt?

WARHAMMER FANTASY ROLEPLAY 132 AI Temple of Verena The classically designed Temple of Verena is a relatively recent building, constructed only a few decades ago when the council appointed their first non-Verenan magistrate and required the local Verenan clergy to vacate the courts, which they had maintained for centuries. Within the grey-stone building, which is bedecked in dozens of owl-shaped gargoyles, lies the largest library in the Duchy of Saponatheim. While most Verenan temples house their libraries in annexes, or separate buildings, in Bögenhafen the library is the temple. Sermons are conducted surrounded by rows of books, as if the lives of the faithful are enriched simply by being in the presence of knowledge. The temple has one full-time priestess, Sister Greta Harbokka. There’s a small number of initiates, mostly the younger sons of mercantile families who hope to go on to university at Altdorf, Marienburg, or Nuln, and are keen to earn a letter of recommendation from the priestess. Harbokka is a short-haired woman of 45, with a disarming smile and friendly demeanour. It is said she knows everything that transpires in Bögenhafen, though most attribute this to her ear for gossip rather than any divine providence. Lawyers, clerks, and students visit the temple regularly. Harbokka always makes time to talk with her flock, giving them the benefit of a sympathetic ear and her patient wisdom. 0 Harbokka asks the Characters to visit one of her faithful, Greta Thurg, a lawyer based in Teuerberg who has not visited the temple in some weeks. On visiting Thurg, the party find a woman wracked with guilt. She perjured herself before Chief Magistrate Richter during a recent trial, and she is determined to somehow make up for it. She was coerced to offer testimony defending Philophiloradei ‘Lori’ Lowhaven, and now feels unworthy of Verena’s grace. She has had an appalling string of bad luck since the trial, and is convinced that Verena is scorning her. Can the Characters somehow implicate Lori without earning the ire of the local Lowhavens? And will that redeem Thurg in the eyes of the Goddess of Truth and Justice, or will more have to be done? 0 High Priestess Harbokka asks the party to recover an overdue book, The Middenball Almanac, from a farmer who lives a half-day’s travel from Bögenhafen. She does not realise that within the cover of the almanac lies an ancient tome of forbidden knowledge, and the farmer, Bittan Gerber, seeks to use it to resurrect his dead wife. Should the Characters successfully thwart the aspiring necromancer, they are faced with a dilemma: destroy the book, risking Harbokka’s ire, or return it, risking her life at the hands of witch hunters? The Pit The northern district of Bögenhafen is widely regarded by the town’s wealthier denizens as a lawless hive of sedition and criminal activity. The narrow, winding streets that weave between the area’s crooked slums are unpaved and fouled with all sorts of filth and ordure. Strangers are regarded with universal suspicion and, unless one of the party has the Etiquette (Criminals) Talent, they may well be set upon by groups of thieves or cut-throats. Watch patrols are few and far between since the Watch is generally regarded as ‘the enemy’ in the Pit. When they do turn out, it is usually in patrols of ten or more and they are likely to crack heads first and ask questions later. North Barracks An island of order amid the tumultuous streets of the Pit, this heavily fortified building is officially known as ‘the North Barracks’. However, soldiers stationed there colloquially refer to it as ‘Fort Blackfire’ as a grim reference to the bloody battle fought in Black Fire Pass, reflecting the hostile demeanour of the locals to their presence. The walls are stout and tall, built of stone, with narrow windows and sturdy doors. Within, the barracks are understaffed. Captain Goertrin, reasoning that the Watch will never curb crime in the Pit entirely, has cut back on patrols, limiting them to the dockland properties. Now the handful of Watch stationed in the North Barracks feel more threatened than ever. Command of the barracks lies with Lieutenant Gisela Brotte, an ambitious young Reiklander frustrated with Goertrin’s supercilious attitude to the Merchants’ Guild and his disinterest in restoring order to the Pit. A broadshouldered woman in her 30s, with deep-set blue eyes and a perpetually furrowed brow, she is committed to her work and tirelessly strives to keep her staff motivated and loyal in a town where bribes and pay-offs are almost second nature to all citizens. 0 In an attempt to restore order, Lieutenant Brotte has captured Gustav Friek, the infamous leader of the Blackpikes, an organised crime gang operating within the Pit. Given the populace’s reluctance to testify against Friek, and the magistrates’ fear of reprisals, it is hard to bring the case to trial unless the Characters can secure some hard evidence, or convince anyone in the Pit to speak out against the Blackpikes. 0 When a riot breaks out in the Pit, the Characters take shelter in ‘Fort Blackfire’, only to find themselves besieged by angry rioters and thugs out for blood. As most of Brotte’s handful of Watch are missing or out on patrol, it falls to the party to support the lieutenant and defend the barracks. Either that, or sell her out... Shallyan Mercyhouse Given the relative poverty of the Pit’s inhabitants, it is no surprise that the Cult of Shallya finds plenty of work north of the River Bögen. The Mercyhouse runs out of a small, converted warehouse not too far from the Westendamm. Its doors are open from sunrise to sunset to offer shelter and food to the needy. A small number of pallets are available for the truly desperate to spend the night. The exterior of the building is decorated in a mural of dozens of white doves (the symbol of Shallya), each painted by a different, grateful recipient of the Mercyhouse’s charity. The Mercyhouse is run by Sister Bromein, one of the least likely Shallyans imaginable. A former soldier, she bears the scars of her old life on her face and limbs and, despite nearing 50, she remains straight-backed and well-muscled.

133 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI If pressed on why she entered the Cult of Shallya, she smiles ruefully, confessing enigmatically that she did not choose Shallya, Shallya chose her. 0 Sister Bromein is not formally a member of the Cult of Shallya. She is tolerated by High Priestess Rubenstern, because (unlike Rubenstern herself ), she is clearly blessed by the Goddess and bears her favour. When High Sister Clairière Du Colombe, a Bretonnian ranking representative of the Cult of Shallya, visits Bögenhafen, she is appalled with Sister Bromein. Sister Clairière demands that Sister Bromein cease her work, despite the good she is achieving. Can the party persuade Clairière to relent, without earning her Goddess’s ire? 0 Sister Bromein is being shaken down by the Blackpikes for protection money. While she could easily see off the racketeers, she knows that doing so would offend Shallya. In desperation, she turns to the Characters for assistance. Chapel of Blessed Sigmar One of the many smaller temples of Sigmar in Bögenhafen, the Chapel of Blessed Sigmar tends to a small but devout flock in the Pit, the part of Bögenhafen most in need of salvation. A small stone building in amongst ramshackle, sagging woodbuilt homes and businesses, it is the glue holding this small part of Bögenhafen together. Attendance of the throng is good, and the temple is well-regarded by locals. Even the Blackpikes, the Pit’s most notorious gang, respect the Cult of Sigmar and its representative, and avoid conducting any of their ‘business’ in the vicinity. Father Sigiwalt is the Chapel’s Priest, an ageing man who has lived his whole life in the Pit, save a brief spell training in Altdorf. He is an active member of his community, assisting Sister Bromein’s Mercyhouse, raising funds for an orphanage, and even coordinating the Pit’s Middenball league. While Sigiwalt is too old to play, he rarely misses a match and can be seen on the sidelines roaring in triumph and celebrating each bloody goal. For more on Middenball, see Rough Nights & Hard Days, and Middenheim: City of the White Wolf. 0 Middenball matches have grown increasingly violent of late. Father Sigiwalt is concerned, but does not realise the scope of affairs. Cultists of The Bloody Nose have infiltrated a number of local teams, and are actively working to make the game more aggressive and violent. When a full riot breaks out during a match, the Sigmarite is knocked to the ground and will be trampled by the incensed mob unless the party can rescue him. 0 Keen to raise funds for the disadvantaged of the Pit, Father Sigiwalt used his expert knowledge of Middenball to make some wagers at the Half-Measure (see page 124). The ever-honest priest little realises the influence Foxy Shortbottom and Lori Lowhaven have over the sport, so when he loses all of the money he is devastated. Can the Characters help him win it back before his congregation discover what he has done? Teuerberg A predominantly mercantile district, Teuerberg is the beating heart of Bögenhafen. While the physical goods traded may pass down the thoroughfares and river Bögen, it is here that their value is calculated and exchanged, and it is here that most of the town’s merchants have their own offices and private residences. Most of the high-class shops in Bögenhafen can be found here, too. The buildings are noticeably larger and better kept than those in either the Artisan’s Quarter or Bögenseite (and markedly superior to Altstadt and the Pit). Most of the inns are of above average quality, with prices to match.

WARHAMMER FANTASY ROLEPLAY 134 AI During the day, Teuerberg is filled with people going about their business, with a fair sprinkling of beggars and entertainers trying to make a living from the crowds. Pickpockets are rare, or circ*mspect, given the high profile of Watch patrols in the district. At night, the area remains busy, given the high ratio of townhouses and taverns. Anyone not obviously dressed in a wealthy manner is regarded with suspicion by any Watch patrols after dark, and may find themselves locked up for the night should their behaviour be anything less than obsequious. The Crossed Pikes Located near Fort Bögenhafen, The Crossed Pikes is an unassuming tavern, catering mostly to off-duty members of the Watch, as well as guards in the employ of the Merchant Houses. The main taproom is generally busy, with a raucous but friendly atmosphere. The barman and owner, Franz Baumann, is constantly bustling back and forth between the bar, his back rooms and the cellar, ensuring everything is going to order. Baumann is a genial fellow, from Altdorf originally, but having lived in Bögenhafen for decades. He enjoys gossiping with his patrons, knowing it’s wise to let the Watch indulge in some ‘shop-talk’ rather than take their woes home with them. In addition to Baumann, a pair of fraternal twins, Reinholdt and Reinhardt, serve as bouncers, and a number of bar staff are employed, ferrying drinks back and forth to thirsty patrons. 0 Watch tradition has it that should someone die on duty a wake is conducted in the Crossed Pikes, the deceased body lying in state on the bar for the night before being taken to the Mourners’ Guild the following morning. When officer Jolanka Spirren dies on Geheimnisnacht, that tradition may have unfortunate side-effects, as when Morrslieb rises, so does Spirren’s corpse. 0 Most of Baumann’s patrons would be horrified to know that he is a ranking member of the Crooked Fingers, a devout Ranaldan, and career criminal. A secret tunnel leads from the cellar of the Crossed Pikes to the sewers, while a similar tunnel leads from the sewers to the cells of the Main Guard Barracks. Baumann has, on occasion, used these tunnels to facilitate the escape of certain important, or wealthy, criminals. When he hears a rumour that the corrupt mason he paid to construct the tunnel in the Barracks has died, having been tortured, he asks the Characters to quietly investigate, and ensure that his secret is safe. Main Guard Barracks The Watch, formally known as the Reikland 99th Regiment of Foot, are part of the Reikland State Army, but given Bögenhafen’s lack of oversight from the Saponatheims, they are far from martial readiness. Nonetheless, the Main Guard Barracks (known locally as ‘Fort Bögenhafen’) is a sturdy building, recently refurbished by the Masons’ Guild, with stout walls and a number of secure prison cells. However, despite the fort-like exterior, the barracks are not defensible long-term, relying on the town for supplies, services, and fresh water. Captain Goertrin is a tall, cadaverously thin man of superb manners and disdainful mien. By day he can usually be found within his luxurious office or visiting the Merchants’ Guild or Town Hall. His Lieutenant, Gerd Locke, handles the day to day running of the barracks and the coordination of the patrols. Goertrin’s only interest is maintaining his lucrative position. He benefits from numerous bungs and backhanders from the Merchants’ Guild to ensure their interests are prioritised over others. 0 Tomas Krone, notorious art thief, currently languishes in the cells awaiting trial. He was foiled attempting to break into Jochem Haagen’s house when in pursuit of a rare painting Haagen acquired from a dealer in Nuln. Should the Characters have an ‘in’ with Baumann in the Crossed Pikes, Krone asks them to relay a request for help. Little do they realise that Krone is actually an agent of Lieutenant Locke, placed in the cells to discover the secret tunnel. 0 Sergeant Jager has a reputation for being tough but fair by the relaxed standards of Bögenhafen. After young Siegfried von Bullendorf dies in his custody, Jager is suspended and imprisoned despite swearing he would never be so stupid as to treat a noble like a common criminal. Should the PCs prove his innocence, they will place a capable, and morally flexible, Watch sergeant in their debt, whilst earning the enmity of the actual murderer, Sieghilde von Saponatheim, the local graf ’s dissolute cousin. Jewellers’ Guild The Jewellers’ Guild’s headquarters is situated in the wealthier part of the town, conveniently near a number of reliable moneylenders and pawnbrokers. The building has only one entrance, with a stout, iron-banded door and no windows. Security is paramount. A guard stands just inside the door at all times of the day, ensuring only legitimate customers enter, and always without weapons. All the jewellers who trade openly in Bögenhafen are guild members, and the guild operates a series of price-fixing agreements. To enforce this arrangement, local bylaws insist that jewels, both cut and uncut, plain or set, can only be sold or traded within the guildhouse. This open trade policy has arguably led to the largest black market trade in precious stones in all the Reikland.

135 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI 0 Rille von Kaltenwald is humiliated at a society ball when every female guest present is wearing a copy of her signature jewel, an old family heirloom nicknamed the Blue Sun. Tasked by Guildmaster Binge Narbovski to investigate, the Characters discover that the replicas were sent with an anonymous note implying the gift was from the hostess, Maria Haagen. Should the party investigate thoroughly, they discover the replicas were commissioned by Kaltenwald herself, in a misguided attempt to get her name in the society papers in Nuln. 0 Binge Narbovski is a shrewd businesswoman. She controls not only the Jewellers’ Guild, but also the black market, which is run out of a backroom in a tavern called the Golden Empress. She asks the Characters to provide security for an exchange, but when it is raided by the Watch she turns on the party, blaming it for the illegal deal and claiming the Characters forced her to assist. The Watch are reluctant to disagree with a local Guildmaster, so the party likely end up in the cells. Journey’s End Inn The Journey’s End is a large, respectable inn with comfortable furnishings and attentive staff. The main building has a large common room with tables, a few booths, and a central fire pit. There is a small stage in one corner, where a variety of musicians entertain the guests, although the music is never too loud and never too vulgar. Above, there are two floors of private rooms and suites, with the attic space reserved for the landlord and her family. Odelina Landau, the innkeeper, is an attractive woman in her late 30s, with a warm smile and a sharp mind. She has negotiated a preferential deal with the Merchants’ Guild, offering reduced prices for important guests in exchange for certain discretionary tax rebates: bribes. Landau has a large staff, mostly Human, with a gaggle of Halflings working the kitchen, and a Dwarf brewmaster who makes her signature red ales. 0 Gurni Galazil, Landau’s brewer, is often bored. Much of his job as brewmaster requires waiting. He likes to gamble in his spare time. Unfortunately for him, he is bad at dice and now owes ‘Lori’ Lowhaven three months’ salary. Lowhaven wants payment in kind: the key to the service door. Lori is clearly planning to rob the inn’s patrons. In desperation, Galazil turns to the Characters for help. If they can get Lowhaven off his back, without letting Landau know, he’ll ensure they never want for drinks in Bögenhafen. 0 Landau works for the Black Chamber, the Emperor’s spies, supplying her handler, Spymaster Steppenschweppe, with reports of the goings-on in the Journey’s End. To this end she has a complex network of listening tubes running from her chamber to all of the guests’ bedrooms. Should the Characters discuss anything of interest, such as the identity of cultists of the Dark Gods, they may find themselves on the Black Chamber’s books as informants, or worse. Physicians’ Guild The Physicians are a minor guild in terms of numbers, but because of their learning and high social position they have considerable influence. As such, their guildhouse is lavishly decorated, looking more like a luxurious townhouse than a place of business. Discreet symbols of Shallya and Verena are worked into the elaborate friezes decorating the imposing entrance hall, as the guild sees its calling as the perfect fusion of the two goddesses’ gifts. All licensed physicians in Bögenhafen are obliged to hold their surgeries within the guildhouse. The back rooms and upper levels are a warren of small consulting rooms. It has two shared operating rooms that are tiled and fitted with complex pulley systems. They also have drains for blood and other post-operation effluvia that run down to the cellar where there is an outlet to the sewers. By precedent, the position of Guildmaster falls to the surgeon with the most surgical procedures undertaken, meaning young Doktor Schlüsselbaum. At a sprightly 48 years of age, Schlüsselbaum is currently guildmaster, largely due to his cavalier attitude toward cutting open his patients. 0 Deiderich Ochtend, a young doktor recently arrived from Marienburg, harbours a dark secret. A cultist of the proscribed god Khaine, Lord of Murder, he secretly selects patients he deems unworthy and murders them under the guise of a surgical mischance. How many of his patients will die ‘under the knife’ before suspicions are aroused? 0 Doktor Hieronymous Fördern is one of Bögenhafen’s most venerable physicians. When another doctor arrives claiming that Fördern is a fraud, the wronged doktor asks the Characters for help. In truth he is an unlicensed physician and secret hedge witch. His lack of qualifications has not prevented him from saving lives and healing people for three decades. Can the Characters protect his secret allowing Fördern to salvage his reputation? And, if they do, how will they feel when Fördern has a magical mishap three weeks later, accidentally killing five patients? Tailors’ and Weavers’ Guild A small but well-appointed building near the Adel Ring, the Tailors’ and Weavers’ Guild is one of the lesser guilds of Bögenhafen, yet one of the wealthiest. The merchant classes of the Reikland are preoccupied with status, arguably even more so than the nobility, so business for high-end tailors is booming in Bögenhafen. The guildhouse itself is used primarily for meetings of the handful of tailors and weavers in town, to negotiate prices and coordinate purchase of cloth and fabric from the Merchants’ Guild at bulk discounts. A back room has an elaborate shrine to Dehagli, God of Tailors and Fine Living, who is little known outside Averland.

WARHAMMER FANTASY ROLEPLAY 136 AI 0 Sitting around the fire in the Wolf ’s Tail sharing stories with the other patrons, the Characters hear of Greenskins raiding nearby farms. Should they investigate, they are able to follow the tracks back to a small hut. A cursory look at the hut reveals road warden uniforms, suggesting that the ‘Greenskins’ are in fact corrupt road wardens, carrying out these attacks in the hope that they will be paid more money. When the road wardens blunder into the Characters, a tense standoff ensues... The Walls and Beyond Like most towns in the Empire, Bögenhafen sits behind stout walls, a necessity given the predations of Greenskins and Beastmen, to say nothing of bandits and rival provinces. For all that the town’s history is littered with ferocious attacks, Human memory is short and imperfect, and so Bögenhafen’s walls have seen better days, and its people spill out during the Schaffenfest with scant regard for what may lie in the forest, watching with glimmering eyes… East and West Gates A pair of near-identical, heavily fortified gateways guard the town’s two main entrances on the Altdorf and Helmgart roads. Each consists of two tall towers linked by a fortified arch, with battlements covering the whole structure, offering a clear view down the road and a secure position from which to fire should the gate need defending. The gates themselves are constructed of dozens of thick wooden planks, bound in iron on the side facing the road. A stout portcullis lies behind each gate, operated by a winch in one of the towers on the town side. The gates are manned by State Soldiers under the command of the Town Council. As part of Bögenhafen’s self-ruling deal with the Saponatheims, there are no nobles in the detachment, meaning sergeant is the highest rank found in both towers. The soldiers are housed in a barracks on the ground floor of each gate. While the town’s Watch is underfunded and somewhat lazy, the soldiers manning the gates are well-trained and prepared, the better to allay the fears of any visiting nobles and ensure taxes are paid promptly. 0 Sergeant Franz Haller is being blackmailed by smugglers, who have kidnapped his daughter, threatening to kill her if he does not allow a incoming shipment through the East Gate without taxes or delay. The smugglers neither Each master tailor furnishes the guildhouse with a ‘signature costume’ (frequently a lavish ballgown or intricately embroidered doublet), to be displayed in the entrance hall for prospective customers, while weavers hang bolts of cloth in lieu of tapestries. Even low-end tailors have their work displayed, generally towards the rear of the room. By tradition, the guildmaster’s wares are given pride of place. The current guildmaster, Heinrich Dwaart, is an Averlander, and a manufacturer of rough hemp undergarments, a source of shame amongst the guild’s more prestigious members. 0 Dorathandril Sunhair, a High Elf who designs exquisite costumes for the Imperial Court, has recently arrived in Bögenhafen and wishes to obtain a guild licence. An ancient bylaw prohibits guild membership for Elves, and while Guildmaster Dwaart publically regrets this archaic law, in private he is lobbying the council to maintain the status quo, fearing the repercussions of Sunhair’s work entering the market. The Elf has no understanding of Empire coinage, and so will likely offer higher-quality product for far lower prices. 0 The guild is abuzz with rumours of Wilhelm Schneider’s new ‘Kugelmatic Autonomous Yarn and Silk Thread Interweaving Device’, purchased at great cost from the infamous inventor, Wolfgang Kugelschreiber. When Schneider disappears, the concerned guild ask the Characters to investigate. Inspecting his loom reveals that it is destroyed, but seemingly from within. What Schneider’s rivals don’t know is that the hulking device was not created by Kugelschreiber, and was instead powered by a Giant Spider, trapped in a cage and forced to produce silk in great quantities. Now the agitated creature has escaped into the sewers, taking Schneider with it, and webs are already blocking two sewage pipes. The Wolf’s Tail Situated on Nulnerweg, not far from the Göttenplatz, the Wolf ’s Tail is a small tavern catering mostly to martial types. The door has an actual wolf ’s tail nailed to the wood, which is replaced fairly regularly. Patrons bringing a fresh, high-quality tail are given a discount on their food and drink for the night. Past the pub’s somewhat imposing exterior, visitors discover a surprisingly warm interior, lit year round by two roaring fires. Ulka Starr, a former mercenary, runs the pub with one eye and a thin smile. Though rarely packed, the Tail does a steady trade, and is frequented by guards and mercenaries in town. This means that, in practice, there is rarely any serious trouble. Given how many skilled warriors have both alcohol and weapons to hand, this is probably for the best. 0 When Ulka’s former quartermaster, Detlev, arrives in town, he claims that Ulka is owed back pay from her former company, The Silver Bastards, which is being held for her in a bank in Ubersreik. As Ulka cannot abandon her tavern, she asks the party to collect it on her behalf. If the Characters agree, they are unaware that Detlev has betrayed Ulka and they are walking into a trap set by Willi Sellebricht, her vengeful former employer.

APPENDIX 1: A GUIDE TO BÖGENHAFEN AI know nor care that any irregularity on his part is bound to be reported by one of his subordinates. Out of his mind with worry, Haller takes to drinking heavily. The Characters meet him in the Black Engineer tavern, and his whole, sad story comes tumbling out. 0 As in many towns, it is the custom to display the bodies of hanged criminals over the gates as a warning to others. The body of Red Hans Tarmun, a notorious local bandit who terrorised the Helmgart road for years, is currently hanging in irons over the West Gate. One night, as Morrslieb grows fat, the corpse begins to twitch and move, its arms stretching out to those below, grabbing at the ravens that seek to feast on its flesh, crushing their bodies and hurling them to the ground. As Mother Carlitz, the local Morrian High Priestess, is away from town conducting funeral rites in a neighbouring village, it falls to the Characters to deal with the restless dead, and Hans’s vengeful wife, the witch Felda Tarmun. Gardens and Chapel of Morr Outside the north-east corner of the town walls, the Garden of Morr is a reflection in miniature of Bögenhafen’s society. The great mausoleums and family vaults of the wealthier citizens are on the west side along the town wall, while the eastern part of the burying-ground is crowded with the densely-packed and frequently reused graves and raven-stones of the lower classes. The unmarked mass graves of criminals and paupers lie along the north wall. The dark and brooding black stone Chapel of Morr stands almost in the centre of the garden. There are no doors in the portal leading into its dark innards. The chapel is carved with symbols of Morr, ravens and black roses, though the portentous impression is somewhat undermined by the wind that whips and whirls in through the open portal, bringing dead leaves and detritus in its wake. As Mother Carlitz, the priestess of Morr, spends much of her time at the Mourners’ Guild (see page 129), the chapel is generally empty unless it is being used for a funeral service. Not far away, a small lean-to shack huddles against the town’s outer walls. Gravediggers keep their tools there, and lay-members of the Mourners’ Guild often spend time drinking in the shack when not digging graves or washing corpses. It is part of their remit to act as gravewardens, protecting against grave robbers, though most lack any real dedication to the cause. Should they suspect body snatchers are about, they ring the handbell kept in the shack for such occasions, and hope the interlopers leave quickly, or that the Watch come before the grave robbers escape. 0 Mother Carlitz suspects bodies have been going missing from the paupers’ graves, though this is hard to prove as she is reluctant to disturb the rest of those she has sent through Morr’s portal. Should the party investigate on her behalf, they not only discover a Ghoul has been feasting on the recently interred remains, but a local youth has taken to covering the creature’s tracks, regarding it as a pet. Why the Ghoul has not attacked the child is a mystery… 0 When the Characters hear word of strange goings-on in the Garden of Morr, Mother Carlitz asks them to spend the night there to ensure nothing amiss occurs. When they hear noises they spring into action, expecting grave robbers or necromancy afoot. Instead, they find a newly married young couple, Prokop and Marilda Schale, locked in a passionate embrace. Prokop, an Ostermarker, believes it is a good omen to conceive your firstborn atop the grave of your ancestor. So the couple have been spending their nights together here, where Marilda’s mother is interred. Whether the party allow them to continue is entirely up to them as Morr provides no sign of his preference. Hetztford Bögenhafen lies at the confluence of several important trading routes through Southern Reikland. However, a local bylaw prohibits the construction of a bridge within 10 miles of the town, so all traffic across the river near the town is by ferry. Fortunately, 12 miles south-west of Bögenhafen lies Hetztford, a natural ford across the Bögen. It is guarded by a fortified toll house and lies in the shadow of an ancient Elven ruin. The only road leading to it passes through Bögenhafen, and the Town Council has staunchly refused to build a road running around the town, ensuring that any using the ford pay a toll twice: one in Bögenhafen, and again to cross at Hetztford.

WARHAMMER FANTASY ROLEPLAY 138 AI 0 Rumours persist that the Elven ruins at Hetztford harbour ghosts: tormented spirits that died millennia ago, yet still stalk the ruins by night ready to feast on the souls of the unwary. When a caravan of Strigany mistakenly set up camp by the ruins, locals are convinced they will disturb the dead and so an irate mob forms to chase them off. Can the Characters warn the poor Strigany families and convince them to leave before they are attacked? Or will they join the mob? 0 A coalition from the Masons’ Guild is keen to dredge the ford and construct a bridge, allowing for smoother road traffic as well as letting river traffic make it further up the Bögen. When their surveying team disappears, Guildmasters Ritter and Tief-Haufen task the Characters with discovering the truth. Any attempt to investigate causes the party to be attacked by an extremist Priest of Taal, determined to conserve the pool that gathers by Hetztford rather than have it despoiled by increased traffic. Postern Gate This is a minor entrance to the town. It consists of a single iron-bound wooden door flanked by a pair of arrow-slits. The gate was constructed at the behest of the Merchants’ Guild, to better facilitate the Schaffenfest. While the gate remains locked at other times, during the day while the Schaffenfest is on, it is open to all, guarded by four members of the Watch at all times. 0 A concerned young watchman asks for a favour. A drunken party just entered the town, all but carrying one member of the group who had seemingly drunk too much ale. The guard is concerned that something nefarious is going on, and asks the Characters to follow the group and ensure all is well. Should the party successfully track the group, it discovers several local youths trying to smuggle their friend, Holtz Breicher, home without his parents discovering that he has been sampling weirdroot. When Holtz’s eyes start glowing, one blue and one pink, his friends desert him, leaving the party to deal with the befuddled, and possibly magically sensitive, young man. 0 The Postern Gate is the ideal place for smugglers to do their business. ‘Lori’ Lowhaven tasks the Characters with ‘borrowing’ the key for a few hours to allow her to make a copy. Success earns a favour. Failure earns imprisonment. Refusal likely leads to death. The Schaffenfest As commerce is the lifeblood of Bögenhafen, taxation is ever at the forefront of its fortunes as a town and centre for trading. Through a longstanding writ from the Saponatheims dating back to 2390, Bögenhafen is allowed one day a year (Geltgrubetag) for trading livestock without paying the usual tax. The Graf ’s grandfather ratified this treaty at the town’s request, hoping the lost revenue in flesh-trade would be more than offset by increased revenue through tolls and other taxes. Indeed, it is stipulated in the charter that the livestock being sold must be physically present when the sale is concluded to maximise Saponatheim’s tax yield. The Schaffenfest is a bustling, thriving affair packed with citizens of all social classes, from the lowliest beggar to the wealthiest noble and everything in between. Here, all rub shoulders beneath strings of brightly coloured bunting and lanterns, taking in the spectacles on offer and revelling in the opportunities afforded them. Always looking to increase profits, merchants travel from across the Reikland and beyond to take advantage of this opportunity for tax-free trade in animals. Because of this, the livestock market dominates the Schaffenfest, both in terms of size and stench. While most of the animals traded here are sheep and goats, a number of cattle, pigs, and poultry are also sold, and increasingly horses and other animals are being driven to Bögenhafen; the lengthy journey worth making for the potential savings on costly horseflesh. While only a single day is tax free, the festival spreads over three days now, giving merchants plenty of time to peruse the stock and negotiate prices, before finalising contracts and exchanging goods and payment on Geltgrubetag. 0 Of course, where great crowds gather to spend enormous sums of coin, others follow looking to profit. Hence, the Schaffenfest is replete with distractions and entertainments galore. A myriad of exciting opportunities beyond livestock await at the Schaffenfest. Strigany fortune tellers, games of chance, bunko artists, musicians and acrobats, firebreathers from far-off Araby, Estalian sword-dancers, and so much more. Enterprising merchants set up stalls selling almost anything that could be needed, and several things that aren’t. Food stalls are everywhere, as are beer stands and tents, and beggars, pickpockets, charlatans, and bawds beyond number ply the crowds in their own ways, all seeking a way to line their own pockets at someone else’s expense. 0 The party notices one particularly skilled bunko artist who never seems to lose. They may grow suspicious, suspecting the charlatan to be a witch. Should they voice such concerns, even quietly, the accusation is repeated by the crowd and an angry mob quickly forms. Of course, she is not a witch, but a skilled Charlatan and devotee of Ranald, who will not take kindly to the attention the party brings on her. 0 Gilbert Mutigge, a cattle trader from Averland, has made the long journey from Wuppertal with a vast herd of Averlander Longhorns. He stands to make a great profit should he make it to the Schaffenfest, but with time running short a number of his drovers have come down with the Galloping Trots. Should the Characters be able to help, he pays them well. However, they best be careful what they eat, as agents of Graf von Saponatheim are keen to make sure the herd is late so tax is paid when it’s sold.

APPENDIX 1: A GUIDE TO BÖGENHAFEN AI Shrine to Taal Just outside the town on the road to Helmgart stands a small shrine to Taal, where travellers offer prayers as they set out for the mountains. Maintained by local hunters and woodsmen, the shrine consists of a small circular drystone hut with a conical thatched roof, and a deer-skull hangs over the lintel. While Bögenhafen has its share of vagrants and the down-at-heel, none dare sleep in ‘Taal’s Hut’, for fear of offending the wild god. 0 When a wounded stag seeks refuge in the shrine, its hunters, a party of minor nobles, are unsure how to proceed. Some are eager to dispatch the beast, while others worry about offending Taal. When the Characters stumble upon the scene, they may be able to save the stag, possibly earning Taal’s favour. Alternatively, they could drive the stag out from the hut earning some silver, and Taal’s disdain. 0 By tradition, local hunting parties leave a portion of Taal’s bounty in the shrine for the god. These offerings always disappear overnight, ostensibly taken by Taal. When the Characters notice a child sneaking from the hut under cover of darkness they may pursue, discovering a small gathering of Mutants exiled from Bögenhafen years ago and long thought dead. They have remained in the forests, hidden, eking out a poor existence and avoiding the eyes of humanity. Now they have been found out, they may respond angrily like the cornered beasts they so resemble. Water Gate This is little more than a gap in the walls where the Hafenbach stream flows into the town to join the river Bögen. There is a small, sheltered guardpost atop the wall here, with a winch which can be used to lower or raise an iron portcullis, blocking off entrance to the town through the stream. 0 When a horrifically disfigured corpse is found pinned against the gate’s portcullis, there is panic and speculation. The body bears the marks of ritual slaughter, and must have been killed recently outside the walls. Should the Characters investigate, they discover the body was a bandit, one of Red Hans’s outlaw band, who was killed by some villagers when he attempted to raid their homes. They mutilated the corpse, fearing reprisals from his comrades. Unfortunately, the Characters have inadvertently led a group of the violent ne’er-do-wells straight to the village, and now they need to be defended. 0 The rising sun reveals that the waters of the Hafenbach have turned a very peculiar shade of purple. In places, green flames dance upon the stream. Someone in a nearby tavern swears that a fish jumped out and asked him for a towel and a pair of shoes, in clear and fluent Reikspiel. Can the PCs find the source of this oddness (a chunk of warpstone, washed downstream and caught on the gate’s portcullis) before the town breaks out into mutation, or before Skaven Warlock-Engineer Veekt gets his eager claws on it? THE DUCHY OF SAPONATHEIM Although the Duchy of Saponatheim is one of the largest provinces in the Reikland, nearly all its land is densely forested, leaving it largely untouched by human hand. Barring the occasional ruin or heavily fortified population, most of the duchy is left to Beastmen, Bandits, Greenskins, and other terrible creatures that haunt its misty depths. It’s only in the south, where the treeline of the Reikwald breaks to the fertile Vorbergland and the land is tamed, that civilisation can be claimed to rule. Here many towns, villages, and farms dot the rolling foothills leading to the Tauzück Hills in the south, the largest of which is Bögenhafen, one of the richest towns in the Reikland. Graf Wilhelm von Saponatheim from Castle Grauenberg rules the majority of the province (for more on this location, see Rough Nights & Hard Days). The duchy is divided into a patchwork of fiefs, which are parcelled out to lesser members of the family and favoured supporters. These titles are always granted as lifetime holdings, rather than hereditary positions. This means they return to the graf ’s gift on the holder’s death. This allows the graf to maintain a tight control over his family, though earning himself little loyalty. There are only two permanent fiefs left in Saponatheim: the County of Kleinwald and the Barony of Stürmdunkel. The rest were disbanded over two centuries ago during Magnus the Pious’s reformation of the Empire. The duchy lacks the rich mineral deposits of other, wealthier provinces, a source of much irritation to the graf. Trade is the biggest source of income, but the Saponatheims have little control over Bögenhafen’s merchants. The talk of court is that he is beholden to his common-born tenants, lacking the strength to bring them to heel.

WARHAMMER FANTASY ROLEPLAY 140 AI Another notable settlement where the graf has no control is the fortified town of Kurtzehre, which lies just to the south of Bögenhafen. It is home to the Duchy’s greatest concentration of Dwarfs, and is where the Dwarf masons who constructed, and still maintain, Bögenhafen’s sewers reside. They avoid Bögenhafen itself, disliking the ‘manling stench and their shoddy work’, and have rebuilt what was once a small village of the Empire in stone. The handful of Humans and Halflings who reside in Kurtzehre now do so at the sufferance of renowned stonemason Gudruk Stonebeard. He is in charge of the town, no matter which of the graf ’s ineffectual relatives are granted nominal control over the area for this generation. 0 When Stonebeard hears the Characters have spent time in the sewers, he invites them for a banquet to hear a report of how the sewers are holding up. Should the party report any word of giant rats, unholy temples, or secret passages, Stonebeard howls in indignation, and immediately begins preparations to visit Bögenhafen to insist upon making things right, likely bankrupting the town in the process. 0 Gold is found in a tributary of the Bögen, at the village of Gammler near the Reikland Circle, sparking something of a goldrush. The PCs may eventually realise the gold is being transmuted thanks to uncontrolled gouts of Chamon, the Gold Wind, which is spilling out from the Reikland Circle, a collection of ancient stone megaliths that normally keep the Winds of Magic in check. A Journeyman Alchemist of the Gold Order has been trying to tap into the Circle, little realising the consequences of his actions. When the PCs tell him, the colour drains from his face as he knows that the ‘gold’ remains magically active and will likely corrupt and mutate the hapless riverfolk collecting it. The County of Kleinwald The County of Kleinwald lies on the eastern border of the Duchy of Saponatheim. While many trappers, charcoal burners and other peasants call it home, there is little of note in the area. A small range of densely forested hills, the Heuvals, are bifurcated by the region’s eastern border with the Duchy of Midwald. While there are a few copper mines in the area, they all lie on the wrong side of the border, meaning no revenue passes through Saponatheim coffers. Noble twins Laurenz and Leota Kleinwald rule the county. The siblings are famed for their debauchery and disinterest in matters serious or devout, just like their cousins Gutele and Boniel von Bruner of Ubersreik. They make no secret of the disdain they feel for their ‘little lands’ in Kleinwald and do their best to avoid spending time there. Their longsuffering mother, Heidi (from House Bruner in Ubersreik), recently passed away, leaving control to the twins. Thus far, they have shown no interest in taking their responsibility seriously. The seat of power in Kleinwald is Schevinger Castle. The small, crumbling keep has only one draughty tower and few amenities. Saponatheim bylaws mean that the ruler must spend at least one night in the castle per year, or else the land will revert to Graf Wilhelm’s control. To make their ‘stay’ more bearable last year, the twins held an enormous, drunken party that lasted all night, before sleeping in the coach back to their manor in Bögenhafen. X Records vary regarding which of the twins was born first. Reikland precedent would indicate that Laurenz, as the male heir, should inherit, but a legal expert (hired by Laurenz himself ) in Nuln cites a different precedent as House Kleinwald has its roots in Wissenland, and its laws could apply. This would give Leota power. The Characters are hired by both of the twins to press the case for the other twin’s rights. X When the time comes for Laurenz and Leota to spend the night in Schevinger Castle again, they hire (or strongarm) the Characters into providing security and, they murmur with a grin, ‘entertainment’. Unfortunately, the night they chose is Hexensnacht, when the dead grow restless. As the sun sets, their tormented mother’s spirit rises. She has a bone to pick with her wayward offspring. The Barony of Stürmdunkel To the duchy’s south and west lies the densely forested Barony of Stürmdunkel. It is ruled by Baron Hiedemann of House Stürmdunkel, the last of the illustrious bloodline that used to rule all of Saponatheim many centuries ago. As part of the deal the Stürmdunkels made with Emperor Magnus the Pious, Hiedemann also commands over half the Duchy of Saponatheim’s State Army, an honour in which he revels, and one the graf of Saponatheim would happily wrest free from him. Hiedemann maintains a number of regiments, as well as ensuring that the citizenry are well drilled should they be called up to serve in free company militias. Though much of the land has been cleared of the densest forests, a number of patches are maintained despite being home to the usual array of Beastmen, Mutants, and Greenskins, providing Hiedemann's forces ample opportunity to hone their skills. The River Bögen is especially misty near Castle Hohenwand, his official seat, and the baron regularly drills his troops in these bewildering conditions. Hiedemann splits his time between Castle Stürmdunkel to the south of the Barony and Castle Hohenwand to the west, barring the occasional visits to Bögenhafen, or to his liege at Castle Grauenberg. Hohenwand is an imposing fortress

APPENDIX 1: A GUIDE TO BÖGENHAFEN AI with high, strong, defensible walls, built by Dwarfs over a thousand years ago. It is here that the headquarters for the State Regiments of Saponatheim reside. The walls are garrisoned by halberdiers, in the form of the Reikland 47th Regiment of Foot, ‘The Hedgepigs’, and by a recently founded regiment of handgunners, the Reikland 118th Regiment of Foot, ‘The Greenbacks’. Hiedemann is a great believer in the power of blackpowder, and is actively petitioning the graf for more investment so he can field more than a few support detachments of handgunners. Castle Stürmdunkel is where Hiedemann’s family resides, both his personal family in the form of his wife, Theodosia, and daughter, Marlaina, and his martial family, the Knights of Stürmdunkel. This knightly order was founded by Hiedemann’s distant ancestors and was, for many centuries, little more than an excuse for decadent noblemen of the locality to gather and have parties. However, when Hiedemann’s grandfather became baron he whipped them into shape, determined that when the time for war came, as he knew it surely would, they would be ready. Caparisoned in their black armour, wielding their blacklaquered hammers carved with lightning bolts, these dark and stormy knights are now a force to be reckoned with. 0 Captain Wallinger of the Greenbacks is in need of more blackpowder, as his most recent shipment was ruined. Should the Characters be able to bring some (or, even better, source a long-term supply) the captain (and by extension the Greenbacks) are in their debt. 0 Sir Maximillian Anstrengung, a legendary Knight of Stürmdunkel, rarely removes his armour or helm, even indoors, which has led to some speculation about what he might be hiding. When the Characters catch a glimpse of his horrifyingly ravaged skin, they may well assume he is hiding a terrible mutation! In truth, he was badly burned by a River Troll’s acidic vomit. He is very touchy about it, not surprisingly. DARK CULTS AND SEEDY GANGS Bögenhafen is emblematic of a change that is taking place across many parts of the Empire. The old ways, with the iron rule of the nobility shored up by faith in Sigmar, are eroding. The burgeoning middle classes (merchants, traders, and artisans) are gaining power, wealth, and influence, transforming the social strata of the Empire. As such, it is no surprise that cults of the dark gods lurk in the shadowy recesses of Bögenhafen’s alleyways and basem*nts, as they are not only attracted to change, they cultivate it. The Bloody Nose The Bloody Nose is a relatively recent cult, founded in Bögenhafen a few decades ago by ‘the Klaus’, an especially violent stevedore from Tahme. There are whispered legends of roots in a far older order devoted to violence and bloodshed, but none within the cult has the knowledge, or interest, to pursue these claims. Most cult members are stevedores, although a number of private guards and soldiers of the Watch have recently been indoctrinated. None initially realise the path they walk as they simply revel in the opportunity to fight for fun, but as the blood flows down their faces, so too do they lose their souls, drop by drop. The Bloody Nose meets irregularly, when Morrslieb is full. Members convene in an empty warehouse, using their knowledge of the docks to ensure their secrecy. Their gatherings begin with a ritualised ceremony in which, firstly, all members swear to keep the existence of the cult secret, before everyone is ‘greeted’, a process which involves punching one another in the nose until blood streams down their face. Once everyone is bleeding, matters become less formal with drinking games, storytelling, and wrestling bouts competing with more violent melees involving dozens of cultists pummelling one other into unconsciousness. 0 Following a particularly raucous meeting of the Bloody Nose in a Haagen warehouse, dozens of dogs are found lapping enthusiastically at the blood. When the Characters are called in to investigate, things rapidly turn nasty as the dogs develop the Brute and Frenzy traits and turn on the party. 0 Gunther Faustkämpfer has been a member of the cult for years. He revels in the opportunities it affords him for relentless violence and bloodletting. He finds the lack of leadership since the Klaus’s death frustrating. He is determined to establish himself as cult leader by earning the favour of the Blood God in ritual combat. At night, he seeks out the biggest, toughest-looking Character and punches the PC square in the face, without provocation or warning. He then attempts to bludgeon his victim to death with his bare hands. He is accompanied by three or four other cultists, who do their best to prohibit anyone else interfering. The Blackpikes The Blackpikes take their name from a local variety of Stirpike, rarely spotted in the Bögen these days. Members of the gang have a crude black fish tattooed on their bodies. While some paranoid investigators have sought to prove a link between the Blackpikes of Bögenhafen and the Fish of Altdorf, none have lived long enough to conclusively establish the connection. 141

WARHAMMER FANTASY ROLEPLAY 142 AI Gustav Friek, a notorious gangster, leads the gang. Friek’s interests have, thus far, been predictable: shaking down businesses for protection money and taking a cut on smuggling and other illicit activities taking place within the Pit. A much-feared figure in the town, he eyes the rich territories across the Bögen enviously. His lieutenants are readying themselves for the call to arms when the Blackpikes cross the Bögen to wage war on their rivals. 0 The Characters are approached by Polli Wengerbäss, a low-level member of the Blackpikes. She wants out of Bögenhafen, and will pay the party to smuggle her out under the cover of the misty nights. What the Characters don’t know is that she is pregnant with Friek’s child, and he will do anything to get her back. 0 When the Characters spend the night on a barge (to save money on inns), they hear a commotion from across the water. Should they investigate, they pull two young men from the water, tired and bedraggled, and not speaking any Reikspiel. Shortly thereafter, a rowboat pulls astern full of Blackpike Racketeers, demanding the return of their ‘merchandise’. Should the Characters call for the approaching Watch patrol, the thugs flee leaving the Characters with two more mouths to feed, and with the enmity of Friek and his Blackpikes. The Vigilant Eye For more than 300 years the Vigilant Eye has kept watch over Bögenhafen. In 2203 IC, when Drachenfels the Great Enchanter tore a gaping rift into the Realms of Chaos at his castle in the Grey Mountains, it caused thousands of smaller tears to rip free across the Vorbergland. In Bögenhafen, this resulted in Daemons by the hundreds clawing into reality. Only one person survived that day: Volker Drauchen. He watched, horrified, as Daemons stalked the streets, slaughtering every living soul. Why they spared Drauchen is impossible to know. But as Horrors of Tzeentch capered before him, he began to make sense of it all, to see method in their madness, and a warped seed took root in the fertile soil of his mind. When the rift sealed after a week and the Daemons vanished, Drauchen started his work. Thus, the Cult of the Vigilant Eye was born. Drauchen, granted arcane power through his exposure to the raw stuff of Chaos, began to recruit others. Knowing the skein between worlds was weakened at Bögenhafen, he saw it as his sacred duty to preserve the town against all threats, knowing that one day it would prove vital to the Great Architect’s Plan. As his cult grew, he retreated to the shadows, manipulating others to carry out his will. Thus, he empowered Wilhard Kleinwald to eliminate the Orc Warlord Zzadrag, and later ensured Beastlord Gurkthar Gorehorn was defeated by Abermann von Stürmdunkel. He also aided Captain Inge von Sternberg in holding back the Greenskin tide of Grom the Paunch by ordering Vigilant Eye cultists to support him. As the decades passed, Drauchen took to meditating on the schemes of his Dark Lord, Tzeentch, for longer and longer periods, and has not been seen since the mid 2400s. In Drauchen’s absence, the Cult is overseen by Unter-Magus Else Überraschung, a sergeant in Bögenhafen’s Watch who lives in Altstadt. Like all cult members, she is sworn to ensure the town’s continued survival. The ranks of the cult are solely filled with lower-class citizens of the town and its environs. Many of them are members of the Watch or the local road wardens, although the majority occupy lowly positions within greater organisations: clerks for the great merchant houses, stevedores and teamsters, and other menial jobs. They have only one concern: preserve Bögenhafen. 0 When the Characters get in trouble while investigating the Ordo Septenarius, Sergeant Überraschung overrules the Watch patrol that arrested them and lets them go, determined to thwart the Ordo’s plan. Should they investigate, Überraschung goes to great lengths to ensure the Characters do not discover the existence of the Vigilant Eye, without hindering their obstruction of the Ordo’s ritual, even to the extent of sacrificing her own life. 0 While the unter-magus staunchly opposes the Ordo’s plan, others within the cult suspect that it was for this purpose that they have been protecting Bögenhafen all along. The leader of this faction is Klaus Kurbschnitte, a cooper from the Pit. Kurbschnitte will hire the Characters to attack Sergeant Überraschung and her Watch patrol, hoping to eliminate not one, but two threats to the Ordo’s plans.

143 APPENDIX 1: A GUIDE TO BÖGENHAFEN AI Cult Magus Volker Drauchen Drauchen, the founder of the Cult of the Vigilant Eye, spends much of his time meditating on the arcane machinations of the Great Architect, Tzeentch. He floats within a chamber carved with bafflingly intricate patterns - irregular, overlapping spirals and whorls that he claims map the myriad schemes of the Changer of Ways. This secret chamber lies beneath a nondescript warehouse in Bögenseite. Though he has dreamed for decades, the actions of the Ordo Septenarius cause him to stir. As Morrslieb waxes full (see page 85) his eyes snap open and his consciousness returns to the present. And he has purpose. Years of dark sorcery have altered Drauchen. He stands almost 7ft tall with long, gangly limbs and a thin face. A long, bulbous nose projects from furrowed brows and vibrant brightblue eyes glimmer unnaturally from deep-set sockets. He is entirely hairless, and has shrouded his twisted body in tattered robes of black and blue. VOLKER DRAUCHEN – EYES OF TZEENTCH (GOLD 2) M WS BS S T I Agi Dex Int WP Fel W 4 53 28 63 56 94 70 65 108 110 35 47 Skills: Channelling (Dhar) 140, Charm 58, Cool 130, Intimidate 93, Intuition 124, Language (Magick) 138, Leadership 55, Lore (Tzeentch) 158, Melee (Basic) 73, Perception 114, Secret Signs (Cultist) 128, Stealth (Urban) 90 Traits: Mutation (any you feel are required, Drauchen is change), Weapon (Dagger) +8 Talents: Aethyric Attunement 8, Chaos Magic (Tzeentch), Combat Aware 4, Combat Reflexes, Detect Artefact 2, Etiquette (Cultists) 2, Fearless (Daemons) 4, Hardy 5, Instinctive Diction 8, Luck 4, Magical Sense 4, Menacing, Night Vision 2, Read/Write, Schemer 4, Second Sight 4, Sixth Sense 4, Well Prepared 5. Trappings: Ceremonial Dagger, Fate of Bögenhafen, Grimoire, Tattered Robes

WARHAMMER FANTASY ROLEPLAY 144 AII APPENDIX 2 NEW RULES Appendix 2 covers new rules used in The Enemy Within, and offers suggestions for building your own NPCs. NPCs There are many Non-Player Characters (NPCs) used in Enemy in Shadows; both major and minor. Major NPCs are important to the primary plot, are significant characters, or pop up multiple times during the campaign, so are given full game details. Minor NPCs are not important to the primary plot so receive simpler game details. They are assumed to have all Skills they require to do their jobs, even if they are not listed: just use the appropriate unmodified Attribute should a Test be required. If any NPC has a Trait or Talent listed that modifies Characteristics (such as the Tough Trait, which adds +10 T and WP), the modification is included in the Attributes, and the Talent or Trait is marked in italics to show this. Building Your Own An easy way to create an NPC is to take the statistics presented in the WFRP Bestiary (or randomise them like normal) and take the Character through some Careers. For each Career Level you wish the NPC to progress through, add +5 to all Skills and Attributes available, and then add at least 1 Talent from each Career Level completed. With that done, just list the Trappings for the current Career, and all Career Levels below it, and you’re finished! Example: To quickly create a university-educated Human Doktor, take the basic Human (WFRP page 311) and put it through the following Career Levels: Student (Scholar 1), Physician (Physician 2), Doktor (Physician 3). For each Career Level entered, add +5 to every available Attribute and Skill, then add a Talent. Meet Doktor Langstrasse. Doktor Langstrasse Doktor Helga Langstrasse is a short, thickset woman with black, curled hair that she ties in a tight bun when working. Her olive skin is pock-marked, at its most severe on her cheeks. She has a distinctive Ostlander accent, so pauses before words she wants to stress, and rarely uses ‘the’ or ‘a’ (she will not say, ‘the man was very big’, instead she’ll say, ‘man was… big’). Her eastern inflections mean she is often presumed to be from Kislev. HELGA LANGSTRASSE – DOKTOR (SILVER 5) M WS BS S T I Agi Dex Int WP Fel W 4 30 30 30 45 40 30 30 45 45 35 15 Skills: Bribery 45, Consume Alcohol 55, Charm 45, Cool 55, Drive 40, Endurance 55, Entertain (Storytelling) 40, Gamble 50, Gossip 50, Haggle 50, Heal 55, Intimidate 35, Language (Classical) 50, Language (Guilder) 55, Leadership 40, Lore (Anatomy) 55, Lore (Medicine) 60, Perception 50, Research 55, Sleight of Hand 40, Trade (Barber) 40 Talents: Field Dressing, Read/Write, Resistance (Disease), Surgery Traits: Prejudice (the Unwashed), Weapon (Bone Saw) +7 Trappings: Apprentice (Fanna Geshenkle), Bandages, Book (Medicine), Guild Licence, Healing Draught, Surgery, Trade Tools (Medicine) NPC Money Most Characters in the Empire carry some coin. To randomly determine the amount of money carried by an NPC, make an Earning roll using the Character’s Status, as shown in WFRP, page 51. NPCs with money listed in their Trappings ignore this option. Example: Helga Langstrasse the Doktor has a Status of Silver 5, so carries 5d10 Silver. Empire Accents The NPCs in the Enemy Within campaign normally have their accents marked in their descriptions to help you portray them.Typically, this is presented as something like ‘a lower-class Reiklander accent’, or ‘an unmistakable Altdorfer accent’. But what does all that mean when roleplaying these Characters? Ultimately, it’s up to you. A GM from London will view Empire accents very differently to a GM from Berlin, or from New York, Mumbai, or Melbourne, so there is no point in us telling you something like: ‘all Altdorf accents are synonymous with London accents’, as that may sound like nonsense to you, as surely it should be a Berliner accent, or a Parisian one, or something else.

145 APPENDIX 2: NEW RULES AII DOORS AND LOCKS There are a lot of locked doors hiding dark secrets in the Empire, and Characters are likely to break through many of them. Locks As mentioned on page 127 of the rulebook, all locks have a Difficulty and a target SL to pick. Presented as D for Difficulty, with the modifier, and SL for the target SL. So, an Average (+20) Lock requiring 0 SL to pick is listed as (D +20, SL 0). Doors Breaking down a door, window, or anything else is resolved using the object’s Toughness Bonus and Wounds, presented as TB and W. So, an object with Toughness Bonus 4 and 10 Wounds is listed as (TB 4, W 10). Any Character seeking to break down a door rolls to hit with their chosen weapon as normal. The SL rolled is added to the Character’s Strength Bonus. If their weapon would help, especially bludgeoning weapons - you can add the weapon Damage, such as a sword or a dagger, halve any Damage caused. When attacking inanimate objects, you do not cause a minimum of 1 Wound (as described in 4: Apply Damage in WFRP, page 159) - some objects are just too tough to damage. Example: Gerhardt is chasing a cultist, who darts for a cellar and slams the door shut behind her. Gerhardt curses as he hears the cultist lock the door with a click and a laugh. Realising the rapier and main gauche he’s carrying aren’t much use against a solid door, he takes two steps back, steels himself, and charges with his shoulder. As he is using his body, Gerhardt’s Player rolls a Melee (Brawling) Test against his Skill of 46. He rolls 63 for −2 SL. Adding his Strength Bonus of 4, Gerhardt has a total of 2. Unfortunately, that’s lower than the door’s Toughness Bonus of 4, so Gehardt bounces off, hurting himself more than the door. Cursing again as he rubs his shoulder, he goes looking for an appropriate weapon or tool to break down the door. Putting it All Together A solid door with Toughness Bonus 6 and 15 Wounds, secured by a well-constructed lock that is Difficult (−10) to pick and requires 2 SL to bypass, is abbreviated in The Enemy Within like this: (D −10, SL 2; TB 6, W 15). DISEASE AND INFECTION This section adds a new disease and some extra symptoms to expand your personal disease creations. The Litany of Pestilence Purple Brain Fever Purple Brain Fever is a feared disease. It causes the head to swell to appalling size, and is accompanied by flushing fevers and delirium. The face turns a frightful plum colour, the eyes bulge from their sockets, and the tongue swells until the mouth can no longer contain it. Death usually occurs within a week. Contraction: If you fail an Average (+20) Endurance Test when physical contact is made with an infected individual (at a rate of 1 Test per hour of exposure). Incubation: 1d10 hours. Duration: 1d10 days. Symptoms: Blight, Convulsions, Delirium, Fever (Severe), Lingering (Challenging), Swelling (face and head). Accents How to choose your version of the accent Cities Altdorf Accent of your capital city Talabheim Accent of a nearby capital city or important city Middenheim Accent from a provincial city Nuln Like Altdorf, but with a strong rising inflection Provinces Averland Sing-song tones Hochland Rustic with colloquialism Middenland Tough and direct Mootland Thick rural accent Nordland Aggressive and passionate Ostland Uses pauses for stress Ostermark Thick theatrical accent Reikland Your accent Stirland Rural and sophisticated Sudenland Like Reikland, but monotone Sylvania Classic vampire accent Talabecland Suburban Talabheim accent Wissenland Monotone with a rising inflection So, assuming you like to mimic different accents, it’s up to you to decide what a Middenlander sounds like in your games, or a Stirlander, or a Nordlander. Assign the accents you prefer to each of the provinces and major cities, and you’re good to go. If you are looking for guidelines for how to do this, consider the table opposite, which is presented as a loose guide only.

WARHAMMER FANTASY ROLEPLAY 146 AII OPTIONS: BUT THAT’S IMPOSSIBLE! The Enemy Within campaign presents some situations that are particularly difficult. To account for this, it uses two extra steps of Difficulty beyond those presented in WFRP: these should be added to the Difficulty Table in WFRP, page 153. This also means that −50 is now the maximum penalty when Combining Difficulties, as explained on page 162 of WFRP. If you are using these optional rules, it is recommended you also use the Automatic Failure and Success rules on page 150 of WFRP. This ensures a roll of 01–05 will always score a success with +0 SL, even if the modifier for the roll should lower the chance of success below 01–05. If you do not wish to use these increased difficulties, simply replace any instance of Futile (−40) and Impossible (−50) in this book with Very Hard (−30). Treatment: Some authorities treat delirium as part of a fever, prescribing the same measures. Remedies cost from a few pennies to a few shillings, and 10% are genuine. With the correct medicine, a successful Challenging (+0) Heal Test banishes the hallucinations for 1d10 hours. It is also common to sedate delirious patients with a tranquillising drug, such as Moonflower or even Nightshade, to keep the patient comfortable until the condition has passed, sending them into a Fitful Sleep until they either recover or die. Difficulty Test Modifier Futile −40 Impossible −50 Swelling A part of the body swells up to several times its normal size, turning an angry red or purple colour and becoming almost unusable. The affected body part is normally the location of a wound or bite causing the Swelling, or the point of contact where a disease or infection entered the body. Treatment: Most treatments involve plunging the affected part, or sometimes the whole body, into an ice-water bath to reduce the heat that accompanies the swellings. An Extended Hard (−20) Heal Test requiring +3 SL reduces the swelling by 2d10 hours. Each Test takes an hour. The patient is left with +1 Fatigued Condition for every Test made in the process. Some physicians instead bleed the patient with a blade or leeches. A successful Extended Heal Test requiring +4 SL and Trade Tools (Physician) reduces the swelling by (1d10 + the patient’s Toughness Bonus) hours. Each Test has a base Difficulty of Impossible (−50) and takes half an hour. 1d10 Roll Effect 1–2 Lucid interval: You have a period of blissful calm. Any Conditions you have previously gained from your Delirium are removed. 3–5 Fitful Sleep: You toss and turn, asleep but not resting. Gain 1 Unconscious for the next hour, and 1 Fatigued Condition for the next 1d10 hours. 6–9 Confusion: Plagued by weird, distorted visions, you gain one Stunned Condition for the next hour. 10 Hallucinations: You see strange and terrifying visions, and must make a Test against Terror 3 every 10 minutes for the next hour. You also gain +1 Stunned Condition for the next 1d10 hours. Location Effect Head The eyes and tongue bulge, the cheeks become livid, the jaw is forced open. Eating is impossible, but clear liquids may be sipped in small quantities. Any Tests requiring speech are 3 steps more Difficult. Arm The arm and hand swell, the shoulder and elbow joints cannot move, and the hand becomes useless. For the duration, the arm counts as Amputated (WFRP, page 180). Body The entire body swells until the sufferer can no longer wear clothes. All Tests involving movement become 3 steps more Difficult. Leg The leg swells grotesquely, becoming as wide as the widest part of the thigh for its entire length. The foot is almost indistinguishable. For the duration, the leg counts as Amputated (WFRP, page 180). Symptoms These two new symptoms can be added to any disease you create. Delirium Your sensibility comes and goes, with moments of clarity replaced suddenly by bouts of raving, hallucinations, and terror. Make a Challenging (+0) Willpower Test each hour, and consult the following table.

147 APPENDIX 2: NEW RULES AII This Difficulty is reduced by 1 step for each Wound the patient suffers before the Test is taken. So, if a patient is bled of 5 Wounds of blood, the Test is Challenging (+0). A few healers use healing poultices for swelling reduction, especially if there is a visible wound to which poultices can be applied. A successful Extended Hard (−10) Heal Test requiring +5 SL and a Healing Poultice per Test reduces the swelling by (2d10 + the patient’s Toughness Bonus) hours. Each Test takes 10 minutes. NEW CREATURE TRAITS This is the collated list of all the new Traits and Mutations used in The Enemy in Shadows. Mutations Animalistic Legs (Goat) Your bones grind in searing agony, cracking audibly as they twist and shift as coarse hair bursts forth from your skin. Over the next few days, your toes slowly atrophy and finally drop off as cloven hooves force their way from your feet. Your legs now resemble the hind legs of a Goat, the knee bending backwards. While you may hide this with sufficiently loose clothing, your gait is noticeably unnatural. Gain +1 Movement. Bestial Face (Dog) You feel an irresistible urge to fall to your knees and howl. As your jaw is forced to its maximum extension, you begin to choke uncontrollably as a thickly furred snout forces its way through your face. Your Human nose, lips, and teeth slough off, nothing more than relics of your former existence, replaced by the snarling face of a dog. Lose 20 Fellowship and 10 Intelligence. Gain the Acute Sense (Smell) Talent. Rotting Flesh It started with a tingle. Then an irresistible itch. Unable to stop yourself, you tore and tore and tore as your flesh corroded beneath your touch. Now your skin constantly rots and regenerates, falling away in long strips revealing patches of oozing blood and pus in place of skin and hair. Gain the Fear 3 Trait. Further, lose 20 Fellowship. Pin Head You remember little of the event. Blinding pain. Tears. Fear. But, worst of all, the ooze - there just wasn’t space in your head for who you once were. Now your head is no larger than an apple, not that you really understand what a head is. Or an apple. Lose 40 Intelligence, to a minimum of 10. Gain the Stupid Creature Trait. Pointed Head New bone gathers beneath your scalp and erupts from the crown of your head in a wet splash of blood, skin, and hair. Your new, pointed skull, which has the colour of an infected toenail, is permanently on display where it breaks free from your torn scalp. Lose 5 Intelligence and 10 Fellowship. Gain +1 Armour point to your Head Hit Location. Headwear only fits if specially crafted for you, though you do squeeze into pointed hats relatively well. Thorny Scales It burns beneath your flesh as blisters form then burst, each peeling away as if long burnt by the sun. Rather than raw, reddened flesh, your new skin is revealed as hard scales, which are greatly reduced in sensitivity and flexibility, but much tougher. Lose 10 Dexterity and Fellowship. Gain +1 AP on all locations. This AP may not be used for Critical Deflection. Creature Traits Absorb At the end of the Round, if the creature has a higher Advantage than all engaged opponents, it absorbs one opponent of equal Size or smaller. An absorbed victim gains a number of Entangled Conditions equal to the creature's Strength Bonus, and counts as being in a Grapple. An absorbed victim loses the creature’s Strength Bonus in Wounds at the end of each Round; Armour points or Toughness Bonus do not reduce this loss. The same number of Wounds are ‘healed’ by the creature. If an absorbed victim is killed, the creature retreats to digest the suspended corpse over the next few days. Any attack that hits the creature does an equal amount of Damage to the absorbed victim. Amorphous The creature is an amorphous blob. It halves any Wounds suffered from Damage other than fire, cold, or magic. It ignores all Critical Wounds, and can only be destroyed by being reduced to 0 Wounds by extreme cold, fire, or magic. If reduced to 0 Wounds by other means, it falls dormant for 1d10 Rounds, then regenerates +1 Wound. Amorphous creatures shy away from extreme sources of heat or cold. Blighted (Type) The creature harbours the disease listed, and it can pass it on with a touch. If touched, the victim must check for Contraction, but the Test is 2 steps more Difficult than normal. If the disease is contracted, its Incubation is changed to ‘Instant’.

WARHAMMER FANTASY ROLEPLAY 148 AII Fleshthief The creature, which must have the Daemonic Trait, can wear the flesh of any Human it kills. Further, it can impersonate the Character of the worn flesh perfectly, able to mimic voices and mannerisms with an uncanny ability. Preparing the flesh takes 1d10 Rounds, after which it can be worn or removed at will, which takes 1 Round. Once prepared, the flesh only rots should the creature die, but it can be damaged by normal means. If the creature wishes, it can burst free from a worn flesh suit in a horrific fashion, granting the Terror 1 Trait for 1 Round, but also ruining the flesh, meaning it cannot be used again. Those who know the Character being impersonated may attempt a Futile (−40) Intuition Test to detect that there is something wrong, though they will not know exactly what. Mindless The creature is mindless, living by base instinct or magical compulsion alone. It has no Initiative, Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. For the purposes of calculating Wounds, it uses its Stength Bonus whenever Willpower Bonus is required. As it has no Initiative Characteristic, it always takes its Turn last in any Round. Split If the creature suffers a Critical Wound, or loses all its Wounds, it is replaced by two sullen Blue Horrors that claw free from the original creature in a gouting swirl of coruscating, magical energies. Both of the new Horrors are unwounded. RING OF OPSIANON Gideon wears a gold ring set with a black, faceted obsidian stone. The ring was supposedly forged almost three hundred years ago, several decades before the Colleges of Magic were founded. Its creator, Kurtis Krammovic, wished to hide his magical nature from those unsympathetic to witches in those dark times. It was secured by High Astromancer Filonia Perls of the Blue Order in 2498 IC in an exclusive auction for magical artefacts in Marienburg. The ring was stolen from High Astromancer Perls by Teugen five years ago. Gideon claimed to need it to stabilise its physical form when not in a stolen skin. Further, the ring was required to enact the ritual that would ‘save Teugen’s soul’. Perls, a court wizard who reads futures for important nobles in Altdorf, wants it back, and has an open reward of 10 GC for its return. RULES Any Daemon wearing the ring can ignore the Unstable Creature Trait, and cannot be detected by Second Sight. Further, as the Daemon’s magics cannot be detected by Second Sight until cast, its spells may not be Dispelled by other Characters. Mortals wearing the ring instead gain all the effects of the Mundane Aura Spell. Unfortunately, as the ring has now been steeped in Gideon’s Daemonic energies for many years, it is dangerous. For every month it is worn by a mortal, a Test to resist a Minor Exposure to Corruption must be taken. This taint can only be removed by rare rituals and spells of the Light Order of Magic.

149 APPENDIX 3: HANDOUTS AND PLAYER AIDS AIII APPENDIX 3 HANDOUTS AND PLAYER AIDS This last Appendix presents the Imperial Calendar and all the Handouts. The calendar can be used to record the passing days during your campaign. THE IMPERIAL CALENDAR The Warhammer world takes 400 days to travel around Söll, its sun, a much larger and hotter star than our own. It is orbited by two moons. The larger of these (known in the Empire as Mannslieb, ‘Beloved of Manann’) has a cycle of 25 days from full to full, and looks not unlike the moon of our own world. The other (named Morrslieb, ‘Beloved of Morr’ ) is erratic, appearing now closer, now further away, and has an unpredictable cycle. Ancient myth has it that when Chaos first broke through into the Known World, an enormous chunk of warpstone was hurled high into the sky, where it circles endlessly to this day, spreading Chaos on the lands over which it passes. True or not, the followers of Chaos hold festivals when Morrslieb is full. The Imperial Calendar divides the year’s 400 days into 12 months with 6 additional intercalary days. Four of these betweenmonth days are festivals that mark the turning of the seasons: the summer and winter solstices, and the spring and autumn equinoxes. The other two mark the days when both moons are always full at the same time: and the superstitious, and even the cynical, avoid the eerie light of the two moons on Hexensnacht (‘Witching Night’) and Geheimnisnacht (‘Night of Mystery’). Days The days of the week are: 0 Wellentag (VELL’n-taag): ‘Workday’ 0 Aubentag (OW-ben-taag): ‘Levy Day’ 0 Marktag (MARK-taag): ‘Market Day’ 0 Backertag (BAKKER-taag): ‘Baking Day’ 0 Bezahltag (b’TZAAL-taag): ‘Tax Day’ 0 Konistag (KO-nis-taag): ‘King Day’ 0 Angestag (AN-ges-taag): ‘Start Day’ 0 Festag (FESS-taag): ‘Holiday’ Months The names of the months, and their meanings, are as follows. 0 Nachhexen (Nach-HEX’n): ‘After-Witching’ 0 Jahrdrung (YAAR-drung): ‘Year-Turn’ 0 Pflugzeit (pFLOOG-tsight): ‘Plough-Tide’ 0 Sigmarzeit (ZIGG-mar-tsight): ‘Sigmar-Tide’ 0 Sommerzeit (ZOMMER-tsight): ‘Summer-Time’ 0 Vorgeheim (FORR-g’hime): ‘Before Mystery’ 0 Nachgeheim (NACH-g’hime): ‘After Mystery’ 0 Erntezeit (ERN-t’sight): ‘Harvest Time’ 0 Brauzeit (BRAOW-tsight): ‘Brewing Time’ 0 Kaldezeit (KAL-tsight): ‘Cold Time’ 0 Ulriczeit (UL-rik-tsight): ‘Ulric-Tide’ 0 Vorhexen (FORR-hex’n): ‘Before Witching’ THE HARMONY OF THE SPHERES ‘They came in their silvery ships. Impossibly powerful. Mysterious. Then our world was frozen, huge, and empty, and life was simple and barbaric. But they changed us. They changed everything. We only know them as the Old Ones. ‘They had the power to move worlds to or from the eternal heat of Söll, which is how they brought our cold globe to life. But this unbalanced the other worlds, for everything is connected. So they moved them too, forming an impossible harmony among the spheres, a perfection that can be seen to this day by observing the heavens. ‘See the five Children of Asuryan: Charyb, the closest world to the sun, takes 80 days to orbit; while Deiamol takes 133 and a third of days; Tigris, 200; our world, 400; and Verdra, 800. ‘Compare this to the five Councilors of Asuryan: Lokratia takes 1,600 days to orbit, four of our years; Isharna, 10 years; Loekia, 30 years; Voelia, 150 years; and distant Obscuria takes 300 years to circumnavigate our sun. Even after so many millennia have passed, the harmony is a wonder beyond measure to behold and comprehend.’ — The Book of Days, Finreir of Saphery

AIII WARHAMMER FANTASY ROLEPLAY Hexenstag – New Year’s Day Nachhexen Wellentag 1 9 17* 25 Aubentag 2 10 18 26 Marktag 3 11 19 27 Backertag 4 12 20 28 Bezahltag 5 13 21 29 Konistag 6 14 22 30 Angestag 7 15 23 31 Festag 8 16 24 32 *First day of spring Sigmarzeit Wellentag – 7 15 23 31 Aubentag – 8 16 24 32 Marktag 1 9 17 25 33 Backertag 2 10 18* 26 Bezahltag 3 11 19 27 Konistag 4 12 20 28 Angestag 5 13 21 29 Festag 6 14 22 30 *First day of summer Geheimnistag – Night of Mystery Nachgeheim Wellentag – 4 12 20 28 Aubentag – 5 13 21 29 Marktag – 6 14 22 30 Backertag – 7 15 23 31 Bezahltag – 8 16 24 32 Konistag 1 9 17* 25 Angestag 2 10 18 26 Festag 3 11 19 27 *First day of autumn Kaldezeit Wellentag – 2 10 18* 26 Aubentag – 3 11 19 27 Marktag – 4 12 20 28 Backertag – 5 13 21 29 Bezahltag – 6 14 22 30 Konistag – 7 15 23 31 Angestag – 8 16 24 32 Festag 1 9 17 25 33 *First day of winter Jahrdrung Wellentag 1 9 17* 25 33 Aubentag 2 10 18 26 Marktag 3 11 19 27 Backertag 4 12 20 28 Bezahltag 5 13 21 29 Konistag 6 14 22 30 Angestag 7 15 23 31 Festag 8 16 24 32 Sommerzeit Wellentag – 6 14 22 30 Aubentag – 7 15 23 31 Marktag – 8 16 24 32 Backertag 1 9 17 25 33 Bezahltag 2 10 18 26 Konistag 3 11 19 27 Angestag 4 12 20 28 Festag 5 13 21 29 Erntezeit Wellentag – 4 12 20 28 Aubentag – 5 13 21 29 Marktag – 6 14 22 30 Backertag – 7 15 23 31 Bezahltag – 8 16 24 32 Konistag 1 9 17 25 33 Angestag 2 10 18 26 Festag 3 11 19 27 Ulriczeit Wellentag 1 9 17 25 33 Aubentag 2 10 18 26 Marktag 3 11 19 27 Backertag 4 12 20 28 Bezahltag 5 13 21 29 Konistag 6 14 22 30 Angestag 7 15 23 31 Festag 8 16 24 32 Mitterfruhl – Spring Equinox Pflugzeit Wellentag – 8 16 24 32 Aubentag 1 9 17 25 33 Marktag 2 10 18 26 Backertag 3 11 19 27 Bezahltag 4 12 20 28 Konistag 5 13 21 29 Angestag 6 14 22 30 Festag 7 15 23 31 Sonnstill – Summer Solstice Vorgeheim Wellentag – 5 13 21 29 Aubentag – 6 14 22 30 Marktag – 7 15 23 31 Backertag – 8 16 24 32 Bezahltag 1 9 17 25 33 Konistag 2 10 18 26 Angestag 3 11 19 27 Festag 4 12 20 28 Mittherbst – Autumn Equinox Brauzeit Wellentag – 3 11 19 27 Aubentag – 4 12 20 28 Marktag – 5 13 21 29 Backertag – 6 14 22 30 Bezahltag – 7 15 23 31 Konistag – 8 16 24 32 Angestag 1 9 17 25 33 Festag 2 10 18 26 Mondstille – Winter Solstice Vorhexen Wellentag – 8 16 24 32 Aubentag 1 9 17 25 33 Marktag 2 10 18 26 Backertag 3 11 19 27 Bezahltag 4 12 20 28 Konistag 5 13 21 29 Angestag 6 14 22 30 Festag 7 15 23 31 THE CALENDAR = Mannslieb Full 150


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