Being a Supplement for Warhammer Fantasy Role Play
CREDITS
Conceived, designed and written by Tim Eccles Cover Artwork: Nancy Crichton Heraldry Artwork: John Keane Wolfenburg Artwork: Ryan Wileman
A general Thank You to members of the Collegium Historica and particularly to the following people who offered a variety of help and support: Nancy Crichton, Natascha Chrobok, Arne Dam, John Foody, Andrew Holt, Alfred Nunez Jnr, Anthony Ragan, Leif Schrader, Ryan Wileman.
Playtesting: Sean Hamill, Paul Meskill, Mark Moores, Ryan Wileman. Layout Assistance: John Foody
First edition. First printing. ©2000
This book continues a long tradition of fan writing for role-playing products, and in no way challenges ownership of any and all trademark and copyright ownership. Warhammer FRP, its mechanics and terms are owned by Games Workshop Ltd and under licence to Hogshead Publishing. The work was originally offered to Hogshead Publishing and rejected by them. It is not meant to commercially affect either company. This work is copyright the author, Tim Eccles. ©2000. However, permission is given for free use of the work, subject to normal considerations and international copyright law upon quotation and with appropriate reference to the author. This does not mean that commercial or similar organisations can simply reproduce it, or translate it for foreign language works without permission. Cover artwork is © 2000 Nancy Crichton. Heraldry artwork is © 2000 John Keane. Wolfenburg artwork is ©2000 Ryan Wileman.
This work is entirely fictional and is a piece of fantasy fiction. Any similarities to real persons, living or dead, are entirely coincidental.
Solkan the Vengeful watch over this work and punish anyone who may offend him.
Full details of the current availability of this and future works can be found on the Shadow Warriors club website (where I play). My thanks to Gerald Udowickzenco for setting up and maintaining the site. You will also find a write-up of the play-test campaign, and further material for running the campaign. The site also offers a contact address to heap praise upon me or query anything you find in here, though I would appreciate not receiving personal abuse. The site can be found at www.shadow-warriors.co.uk
This unofficial PDF version was made without the author's permission.
For non-commercial use only.
INTRODUCTION
This campaign aims to provide what I think is a unique type of adventure within WFRP: an epic chase through the northern and eastern regions of The Empire. At the same time, it is offered as a sourcebook for those regions and as a matrix for the GM to develop other scenarios or for the PCs to create their own problems. Since this is an amateur publication, and has not the same demands of space and cost, I have expanded much of the support material into complete discussions of aspects of The Empire and its people. I hope that this source material can be included in other adventures set elsewhere, and will form useful background to the WFRP milieu. I have tried to explain as much as possible of my views upon many of these institutions, social norms and modus operandi. This is not meant to be a blatant attempt to assign my own views upon these things – what a friend of mine terms “pissing on trees” in order to mark territory. Obviously it would be nice if others agreed they were valid and adopted them. The reason the information is here is in order to breathe life into the campaign. However, I am told that social and political detailing of The Empire is not commercial. I find this sad, because what I have tried to do with this detail is not to write a definitive statement upon Nordland and Ostland in itself, but to use those ideas to bring this – and other scenarios set in the regions – to life. I hope it has worked. The desire to cram so much information into the work has inevitably led to certain dryness in the text. I hope the quality and quantity of information makes up for this and simply allows for a better game. I can safely say (I think!) that the play testing was not dry. The adventure certainly should not play that way. The campaign is set within The Empire of the Old World, and conforms to the world presented by the officially produced supplements. The premise behind the game is that in addition to the usual international conflicts that may be occurring at any given time, and the actions of the enemy within, there are a whole series of private wars taking place at any given time. Within WFRP, the Sigmar-Ulric conflict is thoroughly mentioned, but within this campaign PCs will be introduced into other religious conflicts between faiths in addition to conflict within each faith. No longer can they assume that all Sigmarites will act in the same manner or believe the same things. In addition to such religious conflicts are a variety of other civil disagreements between political rulers and economic groups. Different regions of The Empire are in a state of almost constant war, banditry and border raiding are endemic, guilds are at war with each other over contracts and monopolies – even individual companies are prepared to bully, burn and kill for their businesses. Welcome to the real world of Warhammer, where chaos seems a minor irrelevance compared with the deviousness of the Old World’s most respected political and economic leaders.
It is worth noting two points about my own view of the world that are assumed within NPC behaviour during the campaign. Firstly, Old Worlders (including PCs) are largely ignorant of chaos and the
Ruinous Powers. They are not aware of the names of such gods, nor
will they mention them. PCs who insist upon discussing the nature of chaos in public or name these gods will very quickly find themselves hanging by the nearest tree. Encourage the players to role-play ignorance of the nature of chaos; this ignorance is one of the most powerful weapons of the enemy within. Certainly, Old Worlders know of the existence of chaos, but their stories are mostly of bogeymen and whispered atrocities. Secondly, the PCs will be required to interrogate their social superiors on a number of occasions. It is
imperative that they do so respectfully. Whilst most noble and upper middle class NPCs will deal with the PCs civilly, they will expect respect and deference. PCs who are rude, sarcastic or aggressive will be shown the door and possibly reported to the authorities. Whatever their status within the game, the PCs are adventurers, and this places them towards the bottom of the social hierarchy. They need to realise this if they are to obtain aid from powerful NPCs, and make sure that they follow social norms if they expect people to help them.
Statistics are, in general, provided with the text for the particular scenario. However, where NPCs are likely to re-appear or form a continuing part of the adventure, they are reproduced in Appendix B, C and D to aid administration. In addition, characteristics are only generated where they are specifically necessary. Otherwise GMs should either pre-generate random characters, or refer to the standard profiles published elsewhere. For example, Middenheim:
City of Chaos provides details for any Watch NPCs that the PCs
might tangle with for unforeseeable reasons.
The Appendices also provide a variety of background information for the GM on the areas being visited during the adventure. The information is divided into general information concerning the Old World, and that specific to Nordland and Ostland. There is also a handout for PCs reproduced in Appendix J and K, which are aimed at helping experienced players acclimatise into the appropriate atmosphere and introducing new players to the basic concepts. The various maps, plans and drawings are located as appropriate or in Appendix F.
Care needs to be taken in running this campaign, since some of the NPCs can prove quite powerful, and should be intelligently run. However, most have little interest in the PCs. Some are already preparing to flee, and the PCs are simply a catalyst. The campaign attempts to be realistic in that PCs should not expect to successfully “complete” every part of the adventure. Many of the NPCs are simply interested in escape, and will fight the PCs only as long as they seek to prevent this. Similarly, PCs should not be penalised for failing to kill or arrest these part-players in the hunt; they should be rewarded for simply managing to discover and/or stop NPCs in their current activities.
I should also point out that I am not a fan of the tendency to ascribe real world countries to those of the Old World. In my view, The Empire is neither Germany nor the Holy Roman Empire. Of course, I do use historical material, but this is applied from many sources. This is a fantasy setting, and I do not think that historical templates fit simply. The Cult of Sigmar is not the Roman Catholic Church, the Mourngols are not the Golden Horde (nor are the Ungols), and templars do not serve in Outremer. The tendency to try and assign countries stems from a simplification of history that I cannot condone. Therefore, you will find neither Ostland nor Garderike referred to as Poland, Hungary, Romania or the Czech Republic since they are not. Indeed, most of these nations would be relatively unrecognisable in the ‘equivalent’ historical period. If you really cannot play the game without it and a tag must be given, the region resembles the Baltic of the Baltic Crusades, and Ostland regards itself as Prussia in its superiority above the Latvian and Lithuanian heathens. However, the individuality found within Nordland and Ostland is also very similar to that found in the Old ‘Wild’ West, and that can also be used as a means of describing the region.
DEPARTURE
OVERVIEW
This scenario offers source material on the northern and eastern provinces of The Empire, and an adventure set within them. At its simplest, it is a chase. I am not aware of any WFRP scenario that offers a simple chase the crook adventure. Obviously, it is not that simple. Most notably the PCs are forced to act as part of a team with a number of NPCs, who are (at least initially) more powerful than themselves. Clever play should enable them to work both as a team and by themselves on a number of problems. The scenario also tries to offer an alternative view upon chaos, and its followers. Many of the cultists within the scenario do not regard themselves as such and those that do offer a more benign aspect to the worship. As an option, the GM might even decide that the opponents to the PCs are in fact not chaotics.
It is important that GMs stress to their players that this is a living vibrant world. Lots of things are happening, but very little is pertinent to this adventure. Make the PCs believe that they exist in a world in which they are almost insignificant and remind them of the rules and norms of behaviour of this environment. At the risk of repeating the introduction, a number of people they will meet are very important people and will expect to be treated accordingly no matter what the PCs unproven suspicions might be. Others will remember their treatment at the hands of the PCs and might bear grudges for further development. It is also important to stress to players that their characters are not experts in the study of chaos – even if the players are. Old Worlders – including the PCs – are essentially ignorant of the Ruinous Powers. At the first mention of disease, they should not be broadcasting the name of Nurgle; few know the name, and those that do will immediately burn the PCs for heresy! Encourage the players to read Appendix J and play along.
A LITTLE HELP FROM THE ENEMY WITHIN
It is worth noting the existence of certain Chaos cults operating within Middenheim, which play minor roles within this scenario. Of course, individual GMs are free to extend their influence within this adventure.
The Mighty Quill are a small sect of Tzeentch cultists operating within the nascent Middenheim bureaucracy, and who attempt to reap chaos within the burgeoning paperwork of the city state. They will misfile records, lose licences, and ensure that faulty permits are issued. Whilst this may seem mundane, it is a form of chaos that appeals to Tzeentch’s warped sense of humour. In the right hands, an incorrect form for the shipping of grain or the requisitioning of arrows instead of crossbow bolts can lead to as much mayhem and death as a warband. The Mighty Quill, however, do have a nemesis in the form
of Max Weber1, who is a bespectacled scribe working in the
Komission for Public Works. Having lost his family to the outbreak of Spotted Green Brainpox, he is determined to do what he can to stop the spread of chaos. He knows of the existence of The Mighty Quill, and has deduced certain of its members from analysing corrupted paperwork. His mission is to ensure that errors are corrected, and that the machinery of government works efficiently. He also ensures that certain items reach certain contacts when necessary. It is Weber, as a matter of interest, who discovered that checks of the sewer outlets beneath the wall had been omitted from work details and reinstated them thus setting into motion the creation of our party of heroes. These events will become clear later. Both The Mighty Quill and Max Weber possess a deal of power, in that they can control much of the resources of Middenheim through their bureaucratic paperwork. They have the power to destroy merchants by withholding travel permits or destroying chaos cultists by authorising patrols into specific areas. Both can misappropriate funds to support their causes.
A much more overtly powerful cult, however, is that of The Medical Union. This cult of Nurgle is one of the god’s most successful. Rather than following the common image of being a group of infected rabble, this cult consists of professionals within the Imperial medical community. As a chaos god, Nurgle is not simply interested in disease, but the spreading of many forms of bacteria – some of which will destroy other forms of infection. This makes it easy to corrupt physicians who might study infections, and inoculate minor forms, in order to cure them. It also means that certain Nurgle cultists, far from seeming sick, appear positively healthy as they are infected with apparently invigorating infections. The cult is well connected politically, has powerful members within the Physician’s Guild, and has even used these contacts to begin infiltrating the cult of Shallya. In addition, they have used their finances to secretly fund a number of small sects. These consist of frightened and ignorant peasants who either serve as fodder for infections or as stooges who are caught by the authorities, keeping the real chaotics free from the now complacent forces of law and order. Full details of this cult, and those players who appear within this story, are found in Appendix C.
WELL MET
The most important task at the start of the adventure for the GM is to assemble the party in a believable manner. When creating the characters it is suggested that the players create PCs who are either native to Middenheim, or here on business. This allows them to be sited in one place. However, do not exclude ranger careers from the game, as a well-balanced party has the best chance of success. It is also advisable that at least one character possesses the Read/Write skill.
1 My intention is that Weber should be simply a normal Imperialist doing his best to
oppose the enemy within that he has uncovered Should the GM regard it appropriate he may be developed into a rather unusual Doomed One of Malal, although a follower
It is next necessary to have them meet each other and form some attachment. For this purpose, we shall deal them the first in a series of fated opportunities for them to develop as heroes of The Empire. The PCs should all be in the same location for some reason, and they should be reasonably close to the city wall. The Westor-Sudgarten district [location J] offers plenty of alternatives, with its mix of lower and middle class residential, temples to Shallya, Myrmidia and Morr, the parks, and even The Laughing Jackass. Full details are located in Middenheim: City of Chaos, or any of the earlier GW incarnations2.
Something Smelly in Middenheim
It is 17th Nachexen, the first day of spring, in the year 2512,
and something is in the air. Specifically, there is the stench of excrement. However, rather more noticeable are the screams, and the mass exodus from the area. Players will see a large tentacle emerging from the sewer. For whatever reason (presumably defence), the sewer as it approaches the wall, opens out (like a tunnel) into a simple channel and deposits the effluent through a grating in the wall, and over the edge of Fauschlag. Something appears to be trying to escape from the sewer at this point, although currently only a tentacle has emerged. Remember to point out to them, that their PCs are lightly armed (as outlined in M:CoC, p 21). And then point out that a figure appears to be trapped by the tentacle up against the city wall. They should thus be encouraged to act like the heroes they are, or at least are about to become.
2 To encourage support of the Hogshead Publishing product all references are to their
edition of the WFRP product if appropriate
In reality, the PCs are in very little danger. As outlined in the statistics below, this creature is already almost dead and this is a simple plot device to bring our heroes together. As GM, you should play this out for as long as the players seem to be enjoying hacking off tentacles, but ensure that they are taking minimal damage. Once things have played out, or the creature has lost its tentacles, it will shudder and die.
At this point a Watch patrol will charge onto the scene followed by a second and a group of hastily arming militiamen. Whilst this is not the standard of service our heroes can generally expect from members of the watch, allow them to be congratulated as heroes and revel in the accolades. In particular, the trapped individual proves to be a city surveyor (Ruprecht Sachs) who was inspecting the grate, and whose companion ran off to get the help. He is particularly thankful, as he is taken away for treatment. Once the general congratulations have died down, one of the group will begin barking orders concerning clearing away the carcass, and moving on the gawks. He then introduces himself as Serjeant Udo Hintzer and offers to buy the PCs a drink. Being offered a free drink by a member of the watch should be too much to turn down.
A FREE DRINK - OR THERE'S NO SUCH THING
AS A FREE DRINK
Assuming the PCs accept, he will take them to a nearby lower middle class tavern, which is clean and serves a reasonable drink. After he has bought them each a drink, he will engage them in small talk whereby you as GM can encourage the PCs to introduce their characters to each other. He will also produce a small bone wand, inscribed with a number of words. Those with the Read/Write skill will be able to make out the words Citizen Reward Baton for Service to the City State, the Graf and the Citizenry. He will explain that should they hand it in to the Komission for Commerce, Trade and Taxation, upon which they will be rewarded with 5 GCs. What he will not tell them, is that under a very old statute the Komission is obliged to pay this sum out, but will do so as resentfully and slowly as possible in order to try and persuade the PCs to give up. They are owed the money on demand, but the merchants will try all in their power to evade payment.
As the conversation dies down, draw the players attention to the fact that the barkeep begins to close the shutters on the shop, and that there appears to be some noise coming from outside. Udo will walk over and look out. He will then swear, and turn to the PCs. “If you would do another favour for the city this morn, please keep an eye on this”, he says and rushes off before anyone can query him. If the PCs look out the window, they will see the scene described below. However, in order to continue watching they will have to move outside as the barkeep closes the final shutter on that side of the building.
Debating WFRP Style
Standing on a couple of boxes and lecturing a small crowd is a very earnest young man, dressed in worn but respectable clothing. By his side is an attractive girl, who clearly bears
Dying Chaos Sewage Octopus
M WS BS S T W I
0 23 0 2 7 0* 10
A Dex Ld Int Cl WP Fel
8** 0 99 0 0 0 0
Physique: The octopus is a form of bog octopus that has been living in the sewer system beneath the city. It is mottled and tainted with the smell and stain of effluent. Its body is wedged in the outflow pipe, and invisible to the PCs.
Alignment: Chaos (insane)
Psychological Traits: The octopus is dying, having lost a territorial fight to another of its ilk. Disorientated, it is attempting to leave the sewer system, and has become stuck. It feels its dying pains, and is completely mad, simply lashing out at the creatures it senses beyond its confines.
Special Rules: Since the creature is dying, it effectively has 0 Wounds. However, each arm can be regarded as having 5 Wounds, before being hacked off. The creature begins with a single Attack, but manages to extricate one additional attack per turn. It is only possible for a number of PCs equal to the octopus’ arms able to attack plus one, due to space confines.
a family resemblance, and is dressed as a cleric of Shallya. She is obviously uneasy, and occasionally pulls at the youth’s leg. He, however, ignores her tugging, and continues with his speech. He is extremely earnest in what he is saying, waving his arms around to add effect, and banging his fist into his palm to underline a point. Despite some minor heckling and chuckles from the crowd, his audience appears to be indulgently amused by this terribly serious young man. Have the PCs make an Initiative test. Those making the test, notice that amongst the crowd there appear to be a number of individuals who are rather less enjoying the spectacle, and at the back there appear to be a number of rough-looking youths. The former are members of the Sigmarite Brotherhood; the latter are rakes looking for trouble.
There is little that the PCs can do as the speech continues “structural oppression by the merchant classes who have created monopolistic practices to exclude real economic competition … the guilds who claim to represent the professions and the workers simply continue this cartel and forbid work and training to the masses … institutionalised by the Graf and his lackeys, the nobles, smug in their landed estates … Sigmar was not a noble or a Graf or a guildsman, Ulric our noble patron talks about survival in the harshness of winter – not in the repression of free trade … Sigmar …”
Have the PCs make an Initiative test. Those who are successful will notice the three knights who emerge from a building across the street, accompanied by a nondescript fourth. Full details of these four appear in the text later, for they are Danderich Flisshausten and his gleven. The obvious leader bellows “Hold. Who dares profane the name of Sigmar? Klaus Grebel, you are under arrest in the name of the Inquisition. Take him.”
Three things happen at this point. Klaus, the young man, groans and collapses falling off his makeshift stand. The initiate (his
sister) shrieks, and, attempting to catch him, disappears in a heap behind the boxes. Whilst the majority of the crowd immediately begins to disappear on very urgent business elsewhere, six (the Brotherhood) in the crowd begin to move
towards the boxes and the young couple, drawing out clubs. However, the youths (rakes) at the back, also draw makeshift weapons, and with a cry of “Sigmarite scum”, launch a number of rocks at the six, and charge into them. This unforeseen
The Brotherhood
Six Thugs
M WS BS S T W I
1 33 25 3 1 8 30
A Dex Ld Int Cl WP Fel
1 34 28 22 30 32 27
Skills: Street Fighting
Equipment: Club, Dagger, Leather Jerkin, d6 shillings
Ruffians
Ten Poor Rakes
M WS BS S T W I
4 23 25 3 3 5 31
A Dex Ld Int Cl WP Fel
1 30 29 28 32 30 30
Skills: Evaluate, Flee, Haggle Equipment: Club, Rock, d6 pennies
Klaus Grebel
Agitator, ex-Initiate (Shallya)
M WS BS S T W I
4 28 34 3 3 7 35
A Dex Ld Int Cl WP Fel
1 30 28 35 30 32 37
Skills: Night Vision, Public Speaking, Read/Write (Classical), Read/Write (Old Worlder – Reikspiel), Scroll Lore, Secret Language – Classical, Theology
Age: 21
Equipment: Religious Symbol, 6 Pamphlets
Description: An archetypal Unberogen, Klaus is terribly serious with little time to waste on matters, besides saving The Empire. He is extremely genuine, and can be very boring. He is still rather naïve, although will be seriously affected by the trial. It will not change his opinions, but will make him smarter. His future depends upon whether the Shallyan sisters can turn his radicalism into a more pragmatic form within their ranks.
Elke Grebel
Initiate (Shallya)
M WS BS S T W I
4 28 27 3 3 5 35
A Dex Ld Int Cl WP Fel
1 33 28 34 31 36 41
Skills: Dance, Read/Write (Classical), Read/Write (Old Worlder – Reikspiel), Scroll Lore, Secret Language – Classical, Theology
Equipment: Robes, Religious Symbol Age: 18
Description: An extremely attractive young initiate, Elke is another non-traditional WFRP character. She is physically and spiritually beautiful, without understanding it. As an initiate of Shallya and a favourite of the High Matriarch, she has been very sheltered. In particular, she is ludicrously naïve and believes completely in everyone and their natural goodness. Her immediate reaction to the PCs will be hero worship and to follow them wide-eyed. However, her friends will be there to ensure that Elke is not taken advantage of in any way. She can be used to perform useful functions for the PCs; in play testing, for example, she persuaded a Grey within the city to obtain a sword for a PC who could not afford to purchase one.
event appears to stun the knights for a moment, as battle is joined between the thugs and the servants of the Sigmarite
Inquisition. The PCs must now
decide on their actions.
The Brotherhood is aiming to reach Klaus and capture him. In the process, both he and Elke will receive a kicking. However, the shower of stones will force them to react to the rakes, who will use their Flee ability to try and avoid melee. The knights will drive the rakes away, and the capture will then proceed. Of course, the PCs are likely to react to events and change the situation.
The knights and the six members of the Brotherhood, are members of the Inquisition, who were acting on information that Klaus would be lecturing here. Within The Empire, the official inquisition into matters of daemonology, chaos and religious deviance is carried out by the Cult of Sigmar, although other cults are allowed to internally police themselves according to their own doctrines. It is theoretically possible for the Sigmarite Inquisition to investigate other cults should they be suspected of carrying out proscribed rituals, and at the behest of The Emperor. However, according to the city state law, in Middenheim only the Cult of Ulric may try religious cases. The technical term for members of the inquisition is the Warrior Guild of the Inquisition, but it is better known by its Classical term Ordo Inquisita Sancti. The Inquisition consists of the Inquisitor Priesthood. Acolytes (sometimes formally known as Zealots) seek to be elected as Warrior Priests via a process of examination and practical success. The Ordo is a hierarchical structure with a number of Warrior Deacons who manage through a Council, and report directly to the Grand Theogonist, who retains direct control of the Ordo. The statistics for the major characters are found in Appendix B to allow easy reference throughout this adventure; the part-players are on the previous page.
Allow the PCs to involve themselves in the fight as they wish. The Watch will arrive quickly after being summoned by Serjeant Hintzer, but you can determine their precise arrival as the evolving battle dictates. Experienced players will realise that such promptness cannot be expected when the PCs need help from the law! Again, do not allow either the PCs or any of the major NPCs get too damaged; do, however, note any particular occurrences that can be used in future group role-playing situations. Most of the Sigmarites will bear grudges. In the aftermath of the fight, a number of things will happen. • The Watch will arrest Klaus. PCs will witness some
objection to this by the Sigmarites, but they will not force the issue, particularly as more of the police arrive. Klaus is a shivering wreck in his fear of the Inquisition.
• Elke will be utterly devastated once she realises that her brother has been arrested at the behest of the Inquisition. She will cling to Klaus, weeping and then be gently removed by the serjeant.
• Whether any move will be made to arrest the PCs depends on their actions. Since most of the ruffians (who were able) will have run as soon as the Watch arrived, the PCs will likely stand out. Indeed, Danderich will make a point of insisting on their arrest. This alone is likely to prove enough for the Watch to send them on their way, but Serjeant Hintzer will once again vouch for them. Only if they are clearly guilty of a serious assault (murder) or commit some stupidity will they be arrested – and in the haze of the fight, there will be no witnesses the court will deem suitable to pursue any case in the light of the PCs earlier good deed. In this case, they will be freed after a night in the cells, but will have lost much of their earned goodwill.
If the PCs cannot be tempted into involving themselves in some way, either as selfless heroes (one can hope!) or to impress a pretty Shallyan innocent, then they are probably in the wrong game. However, the Inquisition will be more than happy to arrest them as accomplices, and force them into the action. The world is a harsh place.
Once the area has been cleared, the serjeant will take his leave and wish them the best. At this point, Elke, who is still unable to contain her tears, will accost the PCs. She will beg them to help her, and try and drag them to the Temple of Shallya to consult with the High Priestess. The GM should note their first reactions, in the interests of future role-play. Elke is at an age when she makes quick impressions, and can be easily impressed. A noble PC, who immediately offers comfort and aid, will have a friend for life. It should be noted, however, that Elke is a favourite of the High Priestess Isolde Begegnen, who will take care that no unwarranted advantage is taken of her. The GM should play up the fact that a naïve, young, hysterical and attractive initiate of Shallya is throwing herself at the PCs and their generosity – and take note of their reactions as the gods will no doubt also be doing. Heroism is not simply being awarded fate points – they must be earned by generous and heroic deeds!
Assuming the PCs return Elke, Isolde is grateful and will arrange for a meal and drink for the PCs whilst she takes her off to bed. She will then return, and explain the situation to the PCs. Since Klaus is no longer an initiate, there is a limit to what she is able to do. Whilst she might be able to arrange for a legal defence, the cult has other things to spend its meagre resources on, and there is, in any event, little chance of anyone but Elke taking the witness stand in defence of a suspect of the Inquisition. She will stress that Klaus is a good lad, and simply a little wayward in his thinking about the means to help the poor. He is neither heretic nor a follower of chaos. She harboured hope of his rejoining the church when he had blown off some steam. Now all that seems to be unlikely.
The Inquisition
Of course, once again, this is another opportunity for the PCs to show why they are going to prove themselves such worthy opponents to the forces of chaos. There are two ways that PCs can offer to help. Firstly, they can testify that Klaus said nothing heretical, which is quite true. His crimes might be marginally treasonous, but are certainly not heresy, and are pretty much the thoughts of many in The Empire – even of some in positions of power. Secondly, they can offer to defend him. As will be shown, there is little real danger of the PCs losing the case, but the PC who offers should ideally have the skill Law, but the skills Read/Write, Public Speaking and Blather will suffice at a pinch.
Should the PCs offer their services, Isolde will be most grateful. She can arrange for the appropriate PC to borrow books from the Temple of Verena, should they enquire. She will also offer to put them up in the temple, although they will have to sleep on the floor. The GM can use this as an opportunity to remind the PCs of those less fortunate than themselves, and outline the nature of the work of the cult. Isolde, herself, will show the PCs around, and will proudly display the orphanage. Isolde – who will assume that both, the food and accommodation, and the PCs aid, are being offered freely, will make no mention of any payment. Of course, since many PCs are based in Middenheim, they will probably have more comfortable alternatives.
Word will come that the trial is to be the following day. Apparently, the City authorities want the process dealt with quickly. The PCs are free to spend their time as they wish, and will be accommodated by the cult.
FREE TIME
Allow the PCs do whatever they wish in the time leading up to the trial. Some suggestions include:
• Preparations for the case, including reading texts on the law.
• Encourage the players to round out their characters by talking to each other, and by purchasing appropriate items to their class and character from traders within the city. • Interacting with NPCs already met is plausible, although
they will likely be busy and limited in their ability to deal with the characters.
• The Church of Sigmar within the city is very ambivalent to the case, and will not prevent any Sigmarite PCs from “doing their duty”. The Church in Middenheim tends to a rather liberal view of the Sigmarite faith, and dislikes the Inquisition as a whole and this gleven in particular. Sigmarites within the city tend to stress Imperial unity over cult domination, and are willing to live in a polytheistic Empire (albeit predominantly Sigmarite) rather than risk its breaking up. The Inquisition has stirred up some rather more fanatical feelings, including a number of Sons of Sigmar who plan to disrupt a lecture as explained later (in The Lecture). Willi Krantz, a first level priest, is the informal organiser and confidante of the extremists.
A DAY AT THE COURT
For the GM, the issue here is to show players the relative status of classes within The Empire, and allow for some role-playing and social interaction. They are simply witnesses to a serious assault, allegedly by a known social activist and ex-initiate of Shallya. They are aware of that party’s innocence (in this case), but the chief witnesses are a noble who lies under oath (since this is Middenheim, it is an oath to Ulric) and a priest of Sigmar who was not even present at the scene. The court will believe the cleric, and PCs protesting may find themselves in trouble. The message in this part of the scenario is not to believe in justice for all, and to recognise the power of the elite.
The trial is held at the Fusspulver Court at the Worshipful Guild of Legalists [p22/36-7]. It is being held here since it is currently a civil case, hearing exactly what crime has been committed, and where it should be tried. The whole case is rather an embarrassment, but it clearly cannot be held before an Ulrican religious court without due process.
The Court Scene
The GM may wish to play the court case as if the PCs have a chance of altering the decision, and allow them the full play of lawyers and court procedure. You may even allow PCs to use relevant Blather, Law and similar skills. However, the essential point of the case is that the prime prosecution witness is a cleric of Sigmar. The court recognises him as an expert witness, and his testimony, in direct contradiction to their own, is given more credence because he is both a servant of Sigmar and of a higher social rank.
GMs need to be aware of the role of the courts and religion in maintaining social order. In reality, in The Empire, the courts exist to keep social order, and have little or nothing to do with justice. Religion is a powerful tool to maintain social order, especially the church of Sigmar. There is no such thing as “innocent until proven guilty”.
The prosecution first presents its witnesses. The first is Danderich Flisshausten, who will describe the scene he witnesses with the exaggeration of a bigot. The court then accepts written testimony from Herman Wurt and Heinz Benz to the same affect. The second is a priest, Willi Krantz, who has been working with the Inquisition during their visit. The priest simply presents an argument of some holy-sounding mumbo-jumbo and then calmly pronounces that the accused is guilty as charged.
There is little that the PCs can do to contradict the word of the patron god of the nation, but they may present their case. Elke will be refused testimony as a biased witness, but the PCs will be heard. The prosecution will not bring Heidi Ubermann as a witness since she is extremely unhappy at this whole affair; this has further soured her relationship with Danderich. However, it will need a successful Fel test to persuade the court to allow her as a defence witness. In any event, she will state that she had a head cold that affected her hearing and cannot testify to what was said by whom.
whilst the nobility and church both work to maintain social order through both secular and religious institutions, there are intense rivalries between state and church, and between the warring noble families and the many different religions. In particular, of course, Middenheim is an Ulrican city and bears little love for the followers of Sigmar. However, the Church of Sigmar within the city finds the Inquisition rather distasteful, and is livid at the creation of this entire case. Besides Willi, the clerics all dislike the Inquisition, and see them as simply stirring up factional disagreements within the city.
In his summary, the judge will point to the testimony of the PCs (making particular reference to any particularly fluent PC) in mitigation and reject demands for the accused’s life. In fact, the Court simply bounds the prisoner over into the care of the Cult of Shallya with an order for community service. PCs with legal training will realise that this is practically unheard of, and a snub to the prosecution.
At this point it is worth noting that PCs have made a number of friends and a number of enemies. The judge as a follower of Verena feels well inclined towards the proceedings, as does the Church of Ulric; social order is maintained, the guilty are punished (albeit nominally) and the Sigmarites are reminded of whose city this is. It is the Sigmarites who are upset with the PCs, and one group in particular. Danderich and the Ordo Inquisita will not forget this affront….
However, the PCs will earn the thanks of the cult of Shallya for standing up for their initiate and for right. Perhaps they are also the right people to help in another job…?
ANOTHER LITTLE FAVOUR
The noble mother, and important lay member of the cult, of a student at the Collegium is in desperate need of help. One of the professors was arrested under charges of sedition and heresy. He is accused of suggesting that there is little to support the existence of the gods, despite their power purportedly revealing itself through the spells of their clerics. Having studied the similarities in many spells, he suggested that one might philosophise that clerics are simply deluded wizards with even more deluded worshippers.
Since he is technically under the jurisdiction of the University Court, he was allowed to collect his defence materials from the University and be tried there subject to his submission of a Bond. The system of bonding is allowed where a person under trial is kept under arrest for a period of time, such that they need to arrange for bail in order to undertake business interests or arrange their defence. Whilst monetary deposits might be considered, and is becoming acceptable, the older system of bonding is still prevalent, especially for nobles with few monetary resources but a strong code of honour.
Under this system of bonding, one person may replace another in prison while the accused goes about some business, promising to return before the date of adjudication. If the defendant fails to return the penalty falls upon the person held in bond/hostage. A student of the said Professor, who was in awe of “the great man”, agreed to act as his bond. Since he
good man”, the bond was accepted. Of course, the defendant has disappeared and thus the student is facing trial.
This whole situation has caused total confusion, and much legal debate, as all parties seek to use the case to enforce their own authority within this area.
Traditionally, University Courts have come under the auspices of the Law Department, which are authorised under the Charter for Imperial University Authority to try cases occurring within a university. The University Vice Chancellors Committee in turn granted the University of Altdorf central authority in a codicil to prevent later attempts by the Electors to withdraw this right. Like most universities, the departments of the Collegium tend to forge links with religious institutions as fellow scholars and as political allies. The Law Department is heavily involved with the Temple of Verena in addition to the college’s more general tendency to Ulric. However, the University of Altdorf’s Law Department has strong links to the cult of Solkan, and it is proposing to try the case as is its right under the codicil.
Notwithstanding the objections of other parties to the University Courts, it has also been claimed that the Collegium is not a university and therefore within civil jurisdiction. The Guild of Legalists in particular are keen to pursue this point, and are generally supported by the Middenheim authorities, particularly as an alternative has been proposed by Werner Stolz, the High Capitular of Sigmar.
The Sigmarites claim that since heresy against Sigmar is involved, then it is clearly a case for the religious courts. However, they are also proposing that heresy against Sigmar is a crime against the Emperor as a descendent of the god, a notion that horrifies the priesthood of Ulric who would lose much of their power should this case ever be successful. All of this is very academic to the PCs, of course, except that whilst the internal wrangling is carrying on, each group has determined to issue a warrant for the arrest of the criminal and authorise their own search party.
Both the Cults of Sigmar and Ulric have employed Court Knights and their entourage. An Imperialist knight’s entourage is called their Gleven. Ideally, it consists of the knight and a second heavy cavalryman (called Panzerati), a light cavalryman (sometimes a crossbowman) and a servant. Alternatively, poorer knights simply employ three armoured
sergeants. Danderich Flisshausten is a wealthy knight of
Sigmar, employed on the court’s business and so has a full gleven. On the other hand, Jurgen Klempf is a Templar of Ulric who has no personal followers, but is supported by three well-armed followers of the cult.
In addition, the Cult of Verena has determined to simply send one of its Guardians, since it is more interested in the cause of truth and justice, than internal politics. This may prove to be a mistake by Etalka Mueller, who has a tendency to be naively trusting in the principles of others. The cult of Solkan has agreed, at the request of the University of Altdorf, to “assist” and place the resources of The Fraternal Brotherhood Chapter House in Ostland at her service. Unfortunately, the Fraternal Brotherhood is witch-hunters….
As representatives of the bonded prisoner and the cult of Shallya, are the PCs. They too will be awarded a warrant to seek the fugitive. The race is on.
The Fine Print
The Shallyans can immediately present the PCs to the Fusspulver Court and have them sworn in [M:CoC, p21]. Refer to the section Joining Up for further details. They will have an appropriate warrant drawn up, describing them – by name, profession, address and general description – and stating the power of this warrant. This will take two hours. Since the writ is authorised by the City, the local coroner and four religions, it is technically valid throughout The Empire upon the task of returning the accused to the city. In reality, this will not necessarily be the case, of course. It will allow them to commence investigation within the city, and allow them to obtain information from a variety of sources. Certain institutions might need an appropriate Bluff test in order to prevent obfuscation, but none will actually refuse the warrant, particularly as they are all aware of the case.
The missing academic is Professor Udo Stradovski, a senior member of the Collegium’s Faculty of Medicine and an important member of the Physician’s Guild. Given his prestige, and the number of influential friends that he is able to call upon, no one is quite sure why he has fled. He claimed that he needed to tie up his affairs in the city, with both patients and students, but made no attempt to do so. Udo was seen taking a coach to Beeckerhoven. Obviously, the hunters should set off in that direction first.
The Professor has a brother, Anton Stradovski, who is a merchant and one of the lay priests of Handrich within the city. Anton trades primarily with southern Kislev.
The student is Augustus Steiner, who by all accounts is an excellent young medical student. He gives much of his time freely to the cult of Shallya, and is known to believe in the need for freely available medical care for the poor. However, even his Guild has nothing ill to say of him, since he is conscientious and follows their protocols.
TIME TO PLAN
So. What's in it for Us?
At this point, PCs might be wondering why they are involving themselves in this adventure, and exactly what rewards they are receiving in return for their work. Let’s have a look at the benefits.
• The PCs are meant to be heroes. GMs should not feel ashamed at pointing out that PCs are awarded Fate Points precisely because they are fated to involve themselves in events such as this. Ignoring fate can lead to a loss of FPs. • Payment. As noted below, the PCs are to be paid. It is
worth stressing that they are earning a guaranteed daily salary for as long as the job may take, their daily expenses including food and lodging are being taken care of, and
all reasonable equipment requests will be honoured. GMs should determine what is reasonable, and a small deposit might be necessary. Should PCs in your campaign expect to earn more than this, or be already in positions of higher paid employment, the GM can utilise a mysterious sponsor for the cult of Shallya to offer additional funds to the PCs. This benefactor is actually Max Weber, who will divert funds for the purpose, but the PCs should remain ignorant of his existence. It is worth pointing out at this stage, that PCs working purely for the money will earn fewer of the non-material benefits awarded – their status in the eyes of both Old Worlders and gods is partially linked to their levels of heroic altruism.
• Status. PCs are aiding the cult of Shallya, the government of Middenheim and the Inquisition. This is no mean feat. All PCs may immediately raise their Social Level to class
C. Those already in that class, or in a higher one, may roll
a 1d6 to gain further standing (up to the limit available to them within their current career). This is because what they are doing is worthy of respect.
• Friends. By taking this job, the PCs are earning a number of important friendships with the cult of Shallya, the court, the Middenheim authorities, the university and some powerful individuals. Even the Inquisition will respect the PCs’ zeal for justice and fair play. Allow them to call in favours at a later date to reflect this.
• Alignment. GMs should note that the PCs are doing a good thing. This should be born in mind when considering alignment shifts. Not only might it count towards a shift towards a Good alignment, but it will also offset future evil deeds to retain a Neutral alignment.
Remember that most of these bonuses reflect the honourable actions of the PCs. Should they be demanding more money, or generally acting like the typical Old World mercenary, then do not award them.
How Much Time?
The PCs will probably have 1½ days to investigate before they set off. They have the remainder of today (18th Nachexen) until
the lecture and most of tomorrow (19th Nachexen). The hunt
will commence upon the 20th Nachexen.
Joining Up
The PCs will be escorted to the Worshipful Guild of Legalists [15, p37-8]. As servants of the court, the PCs are effectively enlisted into the Middenheim militia, and will be expected to swear an allegiance (M:CoC, p21). Since their militia service is only part-time, they are not expected to serve the career, although whilst they are employed, they may do so if they wish. Considering what was discussed above, GMs might wish to consider allowing the PCs to enter the career free of charge as further payment for their apparent altruism.
The PCs will be paid the ordinary rate of 8/- per day, unless they can persuade the authorities to take them on as specialists, who are paid 10/- per day. The GM can encourage players to
role-play this, but the only definite place available as a specialist is the driver, a Teamster Guild member who is paid their out of city rates. He is provided as an NPC, but can be replaced by an appropriately qualified PC. You should judge the merit of other arguments as they are presented, with appropriate Bluff tests. The Courts have authorised payment of a fortnight’s payment in advance [128/- or 160/-], and will provide each PC with a written authorisation to claim a further two weeks salary from the Graf’s agent in Beeckerhoven and two weeks salary from the small temple to Verena in Wolfenburg. PCs will only be paid this money in Beeckerhoven and Wolfenburg respectively, or should they return the paper (complete) to the court; if they lose their paper, they lose their money. These two locations will also pay their authorised expenses, including those on their return. However, they will only pay wages on the outward journey.
As militia, they are entitled to the supply of the following equipment: crossbow, mail shirt, shield, and spear. However, they must sign (or make their mark) to confirm receipt, and deposit 5 GCs (pro-rata) for its safe return. Note also that garrison equipment is not well maintained, and unless PCs state that they are carefully checking the equipment, there is a 50% chance of some problem with it. In this case, there is a 20% chance it is a serious fault that renders the equipment useless. Minor faults will cost 2d6 shillings to correct, major ones will cost 1d6 GCs. Note that once the equipment is signed for, the equipment has been accepted.
The players should be reminded that they have a long journey to plan for, and limited time to achieve it.
But I Have a Job
Many PC careers are effectively self-employed, and there are no obstacles to the adventure. It is also the aim of the introduction to feed that wanderlust which infects all fated characters to give up their mundane jobs, and take up the life of an adventurer. However, if some are not convinced, there are two additional options.
1. PCs are probably earning more as militia than they would as apprentices in their current careers. Therefore, the authorities can pay their wage to their current master, who will happily instruct them to go. This is rather unfair upon the PC who thus gets no pay, but serves them right for not having the strength of their convictions!
2. Since all citizens are obliged to serve within the citizen levy as required, their employers are simply informed that the PCs have been drafted. They have no say in the matter, though they may lodge a protest via their guild. This is, of course, irrelevant to the PCs.
In reality, it is highly unlikely that the PCs will be retained by their existing employers, nor are the players likely to wish to once they have seen the world. However, having a PC return after 6 months to find someone else in his or her lodging and position might provide an amusing aside – to the GM, at least!
PREPARATIONS
Baggage Handling
It is probably simplest to leave the provisioning to the NPCs, who are clearly experienced in matters of travel and provisioning. The issue here is for players to decide the items that they wish to carry, but not the quantity (within reason). For example, a PC requesting quarrels for a crossbow, can be deemed to have ammunition so long as the cart (see below) accompanies them. Failure to state the item, means that only those on the character sheet are taken. The cart can only be re-stocked where the writ is valid, and so PCs need to make sure that they start with full provisions. However, most towns and cities have Imperialist garrisons that can provide supplies in accordance with the writ. In addition, there will be an Imperial warehouse in the caravanserai of each town where the cart can be left. Should the PCs wish accommodation, there will be some available here but as it is outside the city, they will have to pay entry charges each time they enter.
Firstly, it is likely that most of the PCs, as well as one of the NPCs, will have no means of travel. This is easily solved as Four Seasons will make a coach available as far as Beeckerhoven (and on to Salzenmund, if PCs wish for some reason). They will also provide a driver, Pengel Halder. Halder will drive the coach, but have little to do with the PCs. He dislikes Sigmarites, and fears the law since his brother Waldo was hung as a highwayman.
Whilst Four Seasons’ actions might seem fortuitous, they are simply making a sensible business decision and an attempt to curry favour with the city authorities. On the strength of the guard available by the PCs and templars, they have managed to arrange a good deal of commercial business together with additional passenger transport. Therefore, as far as Beeckerhoven, two additional coaches will accompany the PCs. Of course, beyond Beeckerhoven the PCs must walk and/ or ride the cart.
Each passenger coach is a four-wheeled, horse-drawn carriage. The undercarriage of the coach has a pair of solid wooden axles, the front one able to swivel, connected rigidly with a wooden beam or iron bar. A wooden framed body hangs by leather springs attached to upright posts fixed to the axles. The body design for the coach includes cloth (very generous indeed) side panels, side doors, front and rear seats inside, and a roof that forms part of the body. An elevated seat for the driver attaches to the front. The coaches use radial spoke wheels to reduce weight and increase wheel strength, and bearings to allow the wheels to spin smoothly around the fixed axle. GMs should note that, despite this detail, the coaches offer a far from smooth journey, and offer only minimal suspension to absorb the unevenness of the road.
In addition, the provisions will need a wagon and Teamster Guild driver (unless the PCs can fulfil this roll, and are a member of the Guild). The wagon is a four-wheeled horse (or ox if necessary) drawn vehicle able to transport heavy loads. It
has a heavy frame, a high walled, long, rectangular body with a driver’s seat connected to the top of the front edge. Our heroes are provided with a sturdy freight wagon, of the type produced by merchants for overland goods transportation. It is supplied with four draught horses, although they are of poor quality. The wagon is manufactured by skilled cartwrights for strength and speed. This particular specimen is quite short, for whilst it needs to carry equipment and supplies for the long journey, it must also be able to navigate small areas including town roads and narrow trails. This also negates the need to leave the cart outside a town and/or have it unloaded by teamsters and stored whilst the group are in a town. The cart can be led by only two horses, should it prove necessary, although any two of the nags provided would struggle. The authorities make it very clear that the cart belongs to the city, and they expect its return. Beyond Beeckerhoven, those without horses can use it to carry themselves as well. One seat is available by the driver, and normally two sitting in the back.
General Rumours
The PCs should not always be given accurate information, and the story has passed into many parts of the society. At the same time, other stories are circulating about the city. After all, not everyone has heard the story and other things are happening besides those events involving our heroes. Most stories are based upon some truth, and embellished. Use the following to mislead PCs and bring the city to life.
A patient of the Professor’s died, and the family is suing. A surviving patient is suing the Professor for medical negligence.
The Professor was found to be having sex with one of his students. If the PCs are suitably unimpressed, the informant adds that it was a male student, or that it was being done on the operating table, or that the student also happened to be a dead patient.
The Professor was about to be fired by the Collegium.
The Professor was in trouble with the guild for under-charging for treatments.
The Professor was in trouble with the guild for over-charging for treatments.
Some new physician has been appointed to minister to the Graf’s son, Stefan. He’s a foreigner, which has upset the Physicians’ Guild.
The Graf’s son, Stefan, has made a miraculous recovery. There was a small riot at the South Gate, when the tollgate tried to charge an exit toll on those leaving the city. Most refused to pay, and then tried to return up the viaduct causing congestion. The other gates did not implement any such tax, and officials put it down as an “administrative error”. In fact this was the work of the Mighty Quill cult forging an order to the gate.
Everyone knows that the Fusspulver Court decides its verdict upon the toss of a coin. That is why they can deal with cases so quickly.
The Imperial Poll Tax is being collated for the year. Keep your head down.
An Imperial edict is circulating demanding equality for mutants. No one has actually seen the edict.
Norderingen, which was wiped out by the Green Brainpox, is to be re-populated. The witch-hunter Rutger Wolfrick has recently returned from cleansing the site.
Arrests were made earlier in the Ostwald [F] district. It appears to have been a narcotics raid by elements of the Templars of the White Wolf. This was actually a group of Nurgle cultists being captured as part of The Medical Union’s cover.
There are some funny stories about things in the sewers. The Komission for Public Works is running out of rat catchers, and they have to rely on dwarfs to patrol down there now. It isn’t as secure as they claim.
Norderingen, which was wiped out by the Green Brainpox, is to be forcibly re-populated as part of the Graf’s “Decent Housing For All” public works programme.
The roads to the north are very dangerous, and there are many lone travellers who have been picked off by forest creatures. The roads to the north are much safer after last year’s defeat of a fearsome gang of mutants and other creatures by a road warden patrol.
The roads are getting worse because the Emperor is not bothering to maintain them. He thinks that making the coaching inns responsible for their condition is going to solve the problem.
Visiting the Temple of Shallya
The PCs are welcome at any time, and will have any reasonable request dealt with promptly. Of course, the cult has limited resources, and can only offer help within its areas of expertise and influence. However, it will do what it can. Elke will always be willing to drop everything and do whatever PCs request, although Isolde will try to stop PCs taking advantage of her good nature.
The cult knows the arrested student, Augustus Steiner, and can provide details. The Professor they know as an occasional worshipper. He would offer his services on his birthday and cult holy days, and his students were all made to serve in the infirmary for a week. The cult will (politely) dispute others interpretations that he was a devout follower. They are unsure of the accuser, but if informed by the PCs can offer little information; Professor Humpis rarely leaves the Collegium.
Visiting Serjeant Hintzer
The Serjeant is grateful to the PCs and will offer any (legal) aid that he can, but he knows nothing of direct relevance to the scenario. He is aware of most of the rumours concerning the city, and can confirm that there is a proposal to forcibly eject a number of the homeless (and non-tax payers) by re-settling Norderingen.
Visiting the Worshipful Guild of Legalists
PCs will swear their oath of allegiance at The Worshipful Guild [15, p37-8]. Here also they can be provided with details of the case. Should they return at a later date the PCs will be required to suffer the usual 30 minutes wait. However, the Guild can offer little additional direct help.
The Guild will:
• Write a warrant for the arrest of the wanted man, and authorisation for the PCs by name, description and profession. It is valid in all Imperial provinces, upon all vassals of the Emperor, and upon the four churches witnessing the document. It demands all these to render “complete assistance” in all matters pertaining to this case. • Provide a description of the wanted man: about 50, dark
hair, brown eyes, average height, own teeth. Note that PCs will be able to get a better description elsewhere, and that the Guild scribe will point this out on a successful Fel test. It is normal to produce vague descriptions on warrants to allow the agents of the law flexibility in bringing to justice the “correct” person….
• On the morning of the 20th Nachexen, arrange for their
first two weeks pay to be paid, and provide them with two payment authorisation notes, one for the Graf’s representative in Beeckerhoven and one for the Temple of Verena in Wolfenburg. Each is for two weeks pay, for the described PCs, and will only be paid to those individuals. However, if the scroll is lost, so is the payment.
• Provide them with a receipt scroll. At each location they are forced to pay a toll, they should obtain a seal in wax attached to the scroll as proof of payment. The scroll can be traded in at either of the two payment points, or at the Worshipful Guild of Legalists. If the scroll is lost, so is the payment. Either of the other two locations will provide the PCs with another on redeeming this one. Since the Graf’s representative and the local coroner witness the warrant, the PCs will be exempt from all Middenheim and Imperial duties. However, they are not exempt from town tolls or non-Imperial road tariffs.
With regard to the case, the scribe can: • Arrange a visit to the prisoner
• Provide the name of the accuser, Professor Humpis, and his address at the Collegium Theologica [32, p44]
• Advise the PCs that Professor Stradovski was seen on a Wolf Runner coach on his way to Beeckerhoven by a witness, one Caspar Anckenreuter, resident at the Minter’s, Amboss Platz, Beeckerhoven. The witness statement is available. It simply states that the coach was full, that the Professor was in a hurry, and that Herr Anckenreuter gave up his seat
for the Professor as he was known to the man through his employers. The driver, Fritz Dreilbern, also remembers the professor leaving the coach at Beeckerhoven. His statement is also available.
• Arrange entry to the Professor’s house and surgery. The authorities broke into his house on the 14th Nachexen,
because of his apparent disappearance. They then padlocked the door, and placed a watchman on guard. An elite watch serjeant will be sent with the key together with the PCs to the house in Ulricsmund [d].
• Provide the address of the Professor’s maid, Fya Veter, who was unceremoniously ejected from her live-in quarters on the 14th Nachexen. She is given as at The Pit Fight in the
Altquartier [E].
No magistrate is available without an appointment. The appointment will take 7 days, and even 2 days with someone like Adolph Steiner calling a favour. In other words, they cannot see a magistrate.
Visiting the Prisoner
The prisoner is currently being held in a cell at the Worshipful Guild of Legalists [15, p37-8], having been transferred from the Collegium “for security reasons”. However, his cell has been upgraded a little – at his parents’ expense of course! A visit can be arranged via the authorities, but apart from the gratitude of an earnest young man, little else can be gleaned. Augustus Steiner is a Faculty Scholar, which means that he lives on the premises, and sees to a variety of mundane tasks for the Faculty staff. He agreed to act as bond simply for the Professor to arrange his affairs, and visit his patients. He has always thought of the Professor as a decent man, a good teacher and someone who gave his time to the cult of Shallya. He knew nothing about the charges, but just thought it was Collegium politics. He seems rather confused. GMs might like to imply that he seems unnaturally so, if they are so minded.
Visiting the Parents
Isolde cannot, in all conscience, refuse to arrange a meeting between the student’s parents and the party. Devious PCs may also take the opportunity to attempt to obtain payment from the mother, in addition to their official payment. Both parents will readily meet the party. The Steiners are new nobility, essentially merchants who have bought themselves nobility. Since their son lives at the Collegium they were unaware of his foolish actions for some days. Madela Steiner is located at the family home in the Geldmund district [K]. Her husband, Adolph Steiner, might be found at home, in his office in the Brotkopfs district [K], in his office at the Merchants Guild in the Geldmund district [K, 45] or at his warehouse in The Wynd [I]. Steiners are reputable import/export agents. He is an extremely ruthless businessman who expects the PCs to carry out the task for the remuneration they have agreed. Either a successful Haggle test, or appropriate role-playing and mentioning that the wanted person need not be found for them to be paid, will result in a 100 GC bonus for his safe return being offered. An elder brother, Matthius, helps run the business.
Adolph knows Anton Stradovski through business and that he is one of those pushing the worship of Handrich at the Merchants Guild. He believes the Stradovski family originates from somewhere in Ostland, and that Anton deals primarily with southern Kislev. He can arrange a meeting given some notice.
Visiting the Collegium Theologica
Security is quite tight at the Collegium [32, p44], particularly if the visit occurs after the lecture (see below). If the PCs enter after the lecture, they will see a Notice of Expulsion is posted upon the main gate, naming six students. All those entering the college are politely stopped by Gabriel the Doorman (see below) and asked their business. Whoever they ask for, assuming it is on the basis of their warrant, they will be firstly directed to the Chancellor, Lienhard von Altenhaus. He is an elderly man, well dressed and wearing an Ulrican chain of office. He is polite, but can tell the party little. This is all very embarrassing and nonsensical to him. Professor Stradovski is a respected member of the college, a respected practising physician, a devout follower of Shallya and generally well liked. His particular specialism was the study of disease. If prodded by good role-playing and a Fel test, he will reveal that intra-departmental jealousy was responsible for the claims against the Professor. The Dean of Faculty post was currently vacant, and the two candidates for the post were Professors Stradovski and Humpis. The latter’s claims were simply an attempt to discredit the former, but had to be acted upon. The Collegium has its own Watch and jail, where the Professor was to be kept. The Collegium Court would have sat once the Cult of Ulric had appointed an appropriate representative, to join himself and the Dean of the DHSS. The Professor would, of course, have been found innocent. This charge might be a little excessive, but similar claims are not unusual between competing academics.
The Chancellor can arrange a meeting with the Watch Captain, Registrar and/or Professor Humpis. He can also arrange for entry to Professor Stradovski’s office.
The Theological Watch captain is quartered in the Collegium. He has a command of two watchmen, plus the bouncers described below. Tringen Melber is highly worried, since he allowed the bond to go ahead without authorisation. In reality, he did nothing wrong, since the system is allowed. However, the following disaster has him convinced that he will be blamed. He will be very helpful. When the Professor was arrested late on 2nd Nachexen, he was at first amused but had
to be physically restrained as they were placing him in the cell. A little later, he calmed down and asked to see Steiner, which Melber allowed. Although it was very late, the Professor insisted that this be done at once. The two were together for approximately 30 minutes, and then Melber called again (at which he was unimpressed). The Professor explained that he had urgent business to attend to, and that Steiner had agreed to act as bond. Melber suggested that they wait until daybreak, but Stradovski insisted. Since he had the right, Melber agreed. Steiner was very subdued, but signed the appropriate forms, which Melber had to have drawn up by the Registrar. Should the PCs enquire, the Collegium’s cell is extremely comfortable.