{ "label": "Acteurs (Ennemi dans l'Ombre)", "mapping": { "description": "system.details.biography.value", "gmnotes": "system.details.gmnotes.value", "items": { "path": "items", "converter": "bestiary_traits" }, "characteristics": { "path": "system.characteristics", "converter": "npc_characteristics" } }, "folder": { "Adventure": "Aventure", "Companion": "Compagnon" }, "entries": { "'Crusher' Braugen": { "name": "'Crusher' Braugen", "description": "" }, "'Granny' Haller": { "name": "'Granny' Haller", "description": "" }, "Adolphus Kuftsos": { "name": "Adolphus Kuftsos", "description": "" }, "Albert Pförtner": { "name": "Albert Pförtner", "description": "" }, "Aleanora ‘Al’ Shortbottom": { "name": "Aleanora ‘Al’ Shortbottom", "description": "" }, "Alette Zimmermann": { "name": "Alette Zimmermann", "description": "" }, "Amadeus von Drakensberg": { "name": "Amadeus von Drakensberg", "description": "" }, "Amoeba": { "name": "Amoeba", "description": "

Amoebae are formless masses of jelly-like slime. Commonly called ‘jellies’ or ‘blobs’, Amoebae are normally found in the sewers, swamplands, and riverlands of the Old World, feeding on anything organic they encounter, be it flora or fauna. They are drawn to body heat and disturbances in the water when hunting, and can send out tentacle-like pseudopods to drag opponents into their bodies for digestion. 

They are completely mindless, simply following their instincts wherever that leads them.

Organic material is digested once absorbed into an Amoeba’s body. Tough to digest material, such as bone and cartilage, can float inside their bodies for days, and sometimes weeks, betraying any recent victims. Amoebae cannot digest metals or minerals, which pass through their bodies unaffected.

It is recommended to use the supplied Characteristics for any Amoeba encountered in the sewers to ensure it’s not a particularly dangerous opponent. If you feel the party could do with facing a greater threat, use some of the Optional Traits or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

" }, "Anida Pflaster": { "name": "Anida Pflaster", "description": "" }, "Anke Dorflinger": { "name": "Anke Dorflinger", "description": "" }, "Annalisa Kessler": { "name": "Annalisa Kessler", "description": "" }, "Arwin (Guard)": { "name": "Arwin (Guard)", "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

" }, "Baldwin (Road Warden)": { "name": "Baldwin (Road Warden)", "description": "" }, "Benbow": { "name": "Benbow", "description": "" }, "Bengt": { "name": "Bengt", "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

" }, "Bertoldo": { "name": "Bertoldo", "description": "" }, "Big Anders": { "name": "Big Anders", "description": "" }, "Black Arrow": { "name": "Black Arrow", "description": "" }, "Blackie": { "name": "Blackie", "description": "

Blackie, @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav’s} pet crow, sits on a beam above the bar and can often be heard mimicking Gustav. The voice is spot on, but where Gustav is unstoppable, Blackie is incomprehensible: ‘Well, welcome, leaving so soon, how nice to see you, would you like a road to travel or have you just arrived? Oh! Of course, you have! Have a chicken to drink!’ Blackie can continue like this for a long time, and is almost as unrelenting as Gustav.

" }, "Blue Horror of Tzeentch": { "name": "Blue Horror of Tzeentch", "description": "

Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.

@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors} revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.

Should a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two Blue Horrors, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.

If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources  together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.

" }, "Boar (Vorbergland Hog)": { "name": "Boar (Vorbergland Hog)", "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

" }, "Bodyguards Aplenty": { "name": "Bodyguards Aplenty", "description": "" }, "Bögenhafen Watch Recruits": { "name": "Bögenhafen Watch Recruits", "description": "

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 @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

" }, "Bögenhafen Watch Sergeant": { "name": "Bögenhafen Watch Sergeant", "description": "

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 @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

" }, "Bögenhafen Watchman": { "name": "Bögenhafen Watchman", "description": "

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 @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

" }, "Brokur Zindrisson": { "name": "Brokur Zindrisson", "description": "" }, "Bruno": { "name": "Bruno", "description": "" }, "Carnivorous Snapper": { "name": "Carnivorous Snapper", "description": "

@UUID[JournalEntry.fLREtWAYHixfuvg3.JournalEntryPage.32bDNS8jRG1id9bO]{4. The Dungeons}

The Carnivorous Snapper is a bipedal reptile, about 10 feet long from nose to tail and standing about 5-ft high, although in combat it can rear to a height of 7 ft. Most of its weight is distributed around its hind legs, and it has a heavy tail that it uses for balance while running. Its forelimbs are small and almost useless. Its body is mottled, ranging from dark green to dark brown on the back and with a paler, buff-coloured belly.

The outlaws captured this creature in the forest a few weeks ago, and have been keeping it as a kind of pet, feeding it scraps of game, and using it to scare prisoners.

" }, "Cart": { "name": "Cart" }, "Chair": { "name": "Chair" }, "Chaos Fury": { "name": "Chaos Fury", "description": "

In many ways Chaos Furies are considered the least of Daemons. They serve no particular Chaos god, and are atavistic manifestations of Chaos in its undivided form, primal and without distinctive personality. Their relative weakness, as well as the fact that no Chaos power would seek recompense should they be mistreated, means that they are often summoned by novice Daemonologists seeking a pliable and useful servant.

\n

For all their lack of power Furies are still stronger than most mortal humans, and capable of speeding flight on their leathern wings. In appearance they are mutable, as all servants of Chaos, but they tend to manifest along a rough outline not wholly unlike a winged Beastman.  Furies are often further characterised by long canine snouts, short sharp horns, burning-yellow eyes, and a hide patched in dark fur and red reptilian scales.

\n

Furies are weak-willed and cowardly by nature. A Daemonologist may easily bind one in order to deliver simple messages or prey upon isolated targets. However, tasked with anything too onerous, complex, or dangerous, they tend to grow resentful and uncooperative.

" }, "Charlotte-Samantha Maiers": { "name": "Charlotte-Samantha Maiers", "description": "" }, "Coach": { "name": "Coach" }, "Cow (Stimmigen Dairy Cattle)": { "name": "Cow (Stimmigen Dairy Cattle)", "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

" }, "Delberz Trötte": { "name": "Delberz Trötte", "description": "" }, "Dockland Drinkers": { "name": "Dockland Drinkers", "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The Characters are not the only people in the inn. Dockworkers are a famously tough bunch, but they aren’t foolish. 

So long as the toffs are not too annoying, and confine their attentions to strangers, the regulars avoid trouble and may even enjoy a laugh at the expense of some out-of-town idiot who catches a well-deserved soaking or worse. 

Sooner or later, though — which is to say, whenever you feel the adventurers might need some help or, more likely, that they are about to react with lethal violence rather than healthy brawling — a few of the regulars might step in. They will fight to subdue, intending to throw the toffs, their bodyguards, the Characters, and any other strangers out of the inn so they can get back to their drinking in peace. 

However, if anyone draws a weapon, they will respond with daggers, broken bottles, and whatever else comes to hand.

The regulars are an assortment of Boatmen, Riverwomen, and Stevedores, mostly Altdorfers, but with some from all the corners of the Empire, so accents are as varied as you wish.

" }, "Dog": { "name": "Dog", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Halflings, and many Humans in remote communities, breed large dogs to pull two-wheeled carts and carriages. A few Halflings have tried riding dogs but that rarely turns out well for the dog. Halflings may be short, but they are rarely light.

" }, "Donkey": { "name": "Donkey", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon. 

Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

" }, "Draught Horse": { "name": "Draught Horse", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These medium-sized horses are popular with farmers who can afford them and value their versatility. They pull ploughs or carts — a pair can handle all but the heaviest wagons — and make reasonably docile mounts for trips into town on market days.

" }, "Eberhart von Durbheim": { "name": "Eberhart von Durbheim", "description": "" }, "Elvyra Kleinestun": { "name": "Elvyra Kleinestun", "description": "" }, "Emmaretta": { "name": "Emmaretta", "description": "" }, "Erik (Mutant Brigand)": { "name": "Erik (Mutant Brigand)", "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has the legs of a goat, and speaks with a surprisingly refined Reiklander accent.

*2 Wounds Remaining

" }, "Ernst Heidlemann": { "name": "Ernst Heidlemann", "description": "" }, "Fang": { "name": "Fang", "description": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{The Steinhäger Offices}

@UUID[Actor.FF4U0ls9YObaK0q5]{Schutz} is accompanied by Fang, a large black dog with sharp teeth. However, for all Fang is a Telland Pit Bull, one of the fiercer breeds of @UUID[Compendium.wfrp4e-core.actors.R1iWvfV9EvgIc8bJ]{Dog}, she is much less intimidating than she looks. Ruled by her stomach, she befriends any  Character who offers her food or who passes an Average (+20) Charm Animal Test. She is a good girl.

" }, "Fhluger'dagh": { "name": "Fhluger'dagh", "description": "" }, "Frank (Guard)": { "name": "Frank (Guard)", "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

" }, "Franz Baumann": { "name": "Franz Baumann", "description": "" }, "Franz Steinhäger": { "name": "Franz Steinhäger", "description": "" }, "Friedrich Magirius": { "name": "Friedrich Magirius", "description": "" }, "Georg Handelsson": { "name": "Georg Handelsson", "description": "

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

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 von Ostbrun": { "name": "Georg von Ostbrun", "description": "" }, "Gerhard Schutz": { "name": "Gerhard Schutz", "description": "" }, "Goat (Booted Rottgeist)": { "name": "Goat (Booted Rottgeist)", "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

" }, "Gorrof (Guard)": { "name": "Gorrof (Guard)", "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

" }, "Gottri Gurnisson": { "name": "Gottri Gurnisson", "description": "" }, "Great Cat": { "name": "Great Cat", "description": "

Great Cats live in forest and mountain areas away from Humans. They are slender, rangy creatures, about the size of a large Hunting Dog, standing about 2 ft at the shoulder and measuring almost 6 ft from nose to tail. Their fur is mottled with black and brown stripes, providing them with near-perfect camouflage in a shadowed forest. They feed on Deer, Giant Rats, and small game of various kinds.

" }, "Grunni": { "name": "Grunni", "description": "" }, "Guardian Daemon": { "name": "Guardian Daemon", "description": "

A gift of Tzeentch, the Guardian Daemon is one of the Lord of Change’s Heralds, an expendable slave to darkness that exists only to further the Great Plan of the Chaos God of Change. It shimmers and crackles with magic, its many-limbed form shifting and warping from one moment to the next. This recently summoned Daemon has orders to keep anyone from entering the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} except for senior members of the Ordo Septenarius. Although it has been in the material plane for a very short while, it has already decided that it enjoys the simple pleasures of breathing, feeling, and eating. Because of this, it will do whatever it can to avoid death whilst fulfilling the duties it has been commanded to perform.

If it talks, the Guardian Daemon’s voice comes in giggling fragments as a hundred mouths open across its body to offer sweet temptations. The largest mouth in its head is only used for snarling and eating, and has whip-like tongues that lash out at any who draw too close.

" }, "Gunnar": { "name": "Gunnar", "description": "" }, "Gurt": { "name": "Gurt", "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

" }, "Gustav Fondleburger": { "name": "Gustav Fondleburger", "description": "" }, "Handcart": { "name": "Handcart" }, "Hans Pfliefer": { "name": "Hans Pfliefer", "description": "" }, "Harbull Furfoot": { "name": "Harbull Furfoot", "description": "

Personality and Appearance

‘Nothing ventured, nothing gained.’ 

Like many Halflings, Harbull has a child-like cheerfulness and insatiable curiosity, especially by Human standards. ‘How does that work?’ is his favourite question, rather than the more typical, ‘What’s for dinner?’ However, his sunny disposition changes when confronted by Human prejudices about Halflings — in particular, in relation to food and cooking. He’s of medium height, and medium stoutness for a Halfling (so still very broad), with light-brown curly hair and dark-brown eyes.

Background

Born in Barliton on the border of Mootland to a chef and a herbalist, there was always uncertainty around Harbull’s future career. Whilst he begrudgingly admits that he loves his food, he much prefers others to cook. This oft-repeated distinction sat poorly with his parents, so Harbull eventually left home to seek his own way in life. Wherever Harbull travelled, he found ready employment, though his odd jobs always turned, inevitably, to cooking. Frustrated, he travelled on, and eventually met his current companions at The Travellers’ Rest coaching inn. Harbull quickly hit things off with Werner, and the group decided to try their luck travelling together, following a handbill calling for ‘adventurers’. (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1: Wanted! Bold Adventurers!} from Enemy in Shadows.)

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

" }, "Heavy Draught Horse": { "name": "Heavy Draught Horse", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These are the largest horses in the Empire, and probably the largest in the Old World. Large draught horses can weigh more than a ton and pull almost anything. They can be ridden, but few are trained to accept a rider. Although most nobles would deny it, draught horses are the original breeding stock used to produce heavy warhorses.

" }, "Heavy Wagon": { "name": "Heavy Wagon" }, "Heavy Warhorse": { "name": "Heavy Warhorse", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

The largest warhorses, sometimes called ‘destriers’, are ridden by armoured knights and other heavy cavalry. These are rarely used for travelling, because it makes no sense to use such an expensive and battle-hardened animal for trivial tasks. While not as fast as their smaller counterparts, they are well trained and their charge is almost unstoppable.

" }, "Heinrich Marken": { "name": "Heinrich Marken", "description": "" }, "Heinrich Steele": { "name": "Heinrich Steele", "description": "" }, "Heinz Richter": { "name": "Heinz Richter", "description": "" }, "Helga Langstrasse": { "name": "Helga Langstrasse", "description": "" }, "Herpin Stiggerwurt": { "name": "Herpin Stiggerwurt", "description": "" }, "Hultz": { "name": "Hultz", "description": "" }, "Isolde von Strudeldorf": { "name": "Isolde von Strudeldorf", "description": "" }, "Ivan": { "name": "Ivan", "description": "" }, "Jacob von Katzenreik": { "name": "Jacob von Katzenreik", "description": "" }, "Janna Elleiner": { "name": "Janna Elleiner", "description": "" }, "Johann 'Rowlocks' Dassbüt": { "name": "Johann 'Rowlocks' Dassbüt", "description": "

Personality and Appearance

‘Whatever comes downstream, you deals with it. Then you don’t worry no more. ’Less’n you’re daft.’

Although very sociable, Johann prefers his own company. He says little unless absolutely sure of his facts, and prefers to reach his own conclusions. Johann often takes some time to mull over a new concept, but once he’s thought about things for a while he generally arrives at the right idea. He is of medium build, around 5’ 10” tall, but obviously healthy and strong as befits someone with a hard, physical job. He has mid-brown hair and a moustache which gives him a slightly sad air, and light-blue eyes that sometimes go a little distant when he is thinking.

Background

Johann has been travelling up and down the River Reik and its many tributaries for as long as he can remember. His family was killed by bandits when he was young, so he has grown used to relying on his own skills. A boatman’s lot has suited Johann’s temperament, with its outdoor life, a chance to watch the world float by, and no one to rely on beyond himself. Given the opportunities for money-making are somewhat limited, and since Johann has never owned anything larger than a two-man rowing boat, he was forced to hire out his services to other barge owners. Most of his work consists of ferrying passengers and small cargoes up and down the Reik. Suffering from a mid-decade crisis, he has started to re-examine his life, and has decided that he’s had enough of making money for other people. To that end, he’s sold his rowing boat to his old employer, and fallen in with a group of vagabonds headed for Altdorf.

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

" }, "Johann (Mutant Brigand)": { "name": "Johann (Mutant Brigand)", "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a distinctively pointed head, and emits a near-constant, pain-laced groan.

" }, "Johann Hindersson": { "name": "Johann Hindersson", "description": "" }, "Johann The Ghost": { "name": "Johann The Ghost", "description": "

@UUID[JournalEntry.8nRRXBpv18FDsG8d.JournalEntryPage.itIjEiNtkkGBZRql]{A Friend In Need}

Johann is not evil by nature, nor controlled by a necromancer, so he has a Fellowship score.

" }, "Johannes Teugen": { "name": "Johannes Teugen", "description": "" }, "Josef Quartjin": { "name": "Josef Quartjin", "description": "" }, "Kaden": { "name": "Kaden", "description": "

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

" }, "Kasper Lauengram": { "name": "Kasper Lauengram", "description": "" }, "Keiti Ouala": { "name": "Keiti Ouala", "description": "" }, "Khornate Beastmen": { "name": "Khornate Beastmen", "description": "

Normally savage creatures, the three Khornate Beastmen have been cowed. They are now terrified of fire, and will do anything to stay away from a flame, even something as innocuous as a candle. A live goat is thrown into their cage at feeding time, which is always a crowd-pleasing event. 

\n

These Beastmen all bear the mark of the Blood God somewhere on their bodies. One has a massive chest scar in the form of the skull-rune, another’s face has been warped into the same symbol, and the third has the design picked out in yellow fur on its dark-red back. All have wickedly sharp horns, long fangs, and clawed hands and feet. Unlike Urzo, these three are still full of blood-lust, and their ferocity is no act. They will happily destroy anyone or anything they can reach. Luckily, they can only reach a couple of feet beyond the bars of their cage.

" }, "Kirsten Krank": { "name": "Kirsten Krank", "description": "

Personality and Appearance

 ‘Never look a gift horse in the mouth, not that I have much choice with horses, at my lofty height.’ 

For Kirsten, though, ‘gift horses’ are anything, horse-shaped or otherwise, that can be purloined. She’s not completely dishonest: it’s more that she doesn’t have any kind of conscience about other people’s things remaining with other people. Kirsten is short, wiry and has brown hair and mischievous pale-blue eyes. She insists on the extra inch over five feet being counted, and is about nine feet tall — if self-confidence is being measured. She is a natural rogue with a cheeky, even dangerous, sense of humour. Practical jokes, quips and blowing raspberries are all in her armoury. This even extends to authority figures when she really should know better. 

Background

Brought up in the seedier part of Delbren in Middenland, Kirsten is the youngest of a very large, very poor family. The exact number of siblings varies depending on who is listening, and the chances of a free meal or drink from her audience. Kirsten was always quick-witted, and she soon learnt that life was a battle against hunger and the rich, unless some disease took you. Her parents left her to fend for herself, and fending meant breaking the rules. Soon shopkeepers and stallholders wouldn’t let her within snatching distance of their wares. She really crossed the line when she booby-trapped a chair under the backside of the master of the Merchants’ Guild. After that, and the manhunt that followed, Kirsten realised life might be more pleasant and longer elsewhere. She helped herself to a pile of fliers someone had ‘left lying around’, and headed towards Altdorf. By strange coincidence, she learned (by asking an intelligent-looking stranger) that the leaflets she was carrying began with the words: ‘Wanted! Bold adventurers!’ She could do ‘bold’.

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

" }, "Klaus Schattiger": { "name": "Klaus Schattiger", "description": "" }, "Knud Cratinx": { "name": "Knud Cratinx", "description": "

In poor lighting, Knud can almost pass for Human. However, in the cold light of day, the stain of his corruption is plain to see — thick, dark-green scales cover every inch of his skin. Knud’s voice is similarly afflicted, taking on an inhuman sibilance as his forked tongue flickers between his crooked yellowed teeth. He speaks with a strong, lisping Altdorf accent, though only to insult, threaten, or intimidate, activities he enjoys immensely.

" }, "Konrad Brecht": { "name": "Konrad Brecht", "description": "" }, "Large Litter": { "name": "Large Litter" }, "Leopold (Road Warden)": { "name": "Leopold (Road Warden)", "description": "" }, "Light Wagon": { "name": "Light Wagon" }, "Light Warhorse": { "name": "Light Warhorse", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These horses are used by light and medium cavalry, as well as by certain nobles who find normal riding horses too tame for their tastes. These animals are trained for war, and the more expensive and highly trained examples will have additional Traits. These are sometimes referred to as ‘hobbies’ by traditionalists.

" }, "Little Anders": { "name": "Little Anders", "description": "" }, "Magda": { "name": "Magda", "description": "" }, "Magnus Bugman": { "name": "Magnus Bugman", "description": "" }, "Magnus Pflaster": { "name": "Magnus Pflaster", "description": "" }, "Malmir Giluviel": { "name": "Malmir Giluviel", "description": "

Personality and Appearance

‘So much to see. So much to do. So many new leaves to turn over!’

Malmir always found woodland life claustrophobic, and his kithband too detached from the world around them. He knows little of Human society, but what he has encountered fascinates him. He is eager to see more of the Empire, with its cities, towns, villages, and hamlets, and yes, the vast forests and swift-flowing rivers if he must. Though he’d never admit it, he thinks that once you’ve seen one tree, you’ve pretty much seen them all. Like most Wood Elves, Malmir is slender and tall. He has shiny chestnut-brown hair and eye-catching emerald-green eyes.

Background

From an early age, Malmir showed an unseemly interest in life beyond the Laurelorn forest. Although he readily adopted the customs and behaviour of polite Elven society, his mind was fixated on the Empire’s Humans. Their strange cities of stone and deadwood and their obsession with all matters material were so… different. Eventually, his home forest began to seem boringly familiar. Despite the hardship he knew it would cause, Malmir’s will was steadfast. His kinfolk, one by one, turned their backs on him. Like all Elves who forsake their home for a life of adventure, Malmir no longer exists to his people. The last words he heard in his mother tongue came from the Priestess of Liadriel: ‘Go then, Malmir. Return not, unless in dire need. But think on this: if ever one of the Chaos-touched should find their way here by your direction, we shall not rest until you are brought to justice!’ He has set his heart on seeing Altdorf, the city of gold. And so it is that he now finds himself at The Traveller’s Rest, in the company of his new companions.

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

" }, "Maria Braund": { "name": "Maria Braund", "description": "" }, "Marie Schutz": { "name": "Marie Schutz", "description": "" }, "Max Ernst": { "name": "Max Ernst", "description": "" }, "Medium Wagon": { "name": "Medium Wagon" }, "Megret See": { "name": "Megret See", "description": "" }, "Mikael (Mutant Brigand)": { "name": "Mikael (Mutant Brigand)", "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one bears the head of a vicious dog, and is capable only of animalistic barks, yelps, and whines.

*1 Wound Remaining

" }, "Mikhail": { "name": "Mikhail", "description": "" }, "Miltrud (Guard)": { "name": "Miltrud (Guard)", "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

" }, "Mule": { "name": "Mule", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon. 

Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

" }, "Mutant Goblin": { "name": "Mutant Goblin", "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#key-scene:-the-runaway-goblin]{Key Scene: The Runaway Goblin}

The three-legged Goblin in the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Zoocopeia} is a rare creature. Whether it’s because Greenskins cull their own numbers, or they are simply more resistant to the depredations of Chaos, it is not common to find them mutated. Captured by mercenaries in the Grey Mountains, this Goblin is stunted, confused, and miserable, and wants only one thing: to be away from @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} at any cost. Whenever the Dwarf is close, it flinches and its eyes widen in terror.

@UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} knows that keeping a Mutant is illegal (or, at least, was — news from Altdorf suggests this has changed), but he has never let the legality of a situation get between him and a heavy bag of coins. Should he be confronted about this, he will claim he thought the creature was some form of Lesser Goblin, a little known species with three legs rather than two. He will feign shock and horror should anyone claim the Goblin is actually a Mutant.

" }, "Ox": { "name": "Ox", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Oxen are slow, but immensely tough, bovines. Farmers commonly use them to pull carts and wagons, and some merchants prefer them for pulling heavy cargo wagons.

" }, "Pandora Lostpocket": { "name": "Pandora Lostpocket", "description": "" }, "Phillipe Descartes": { "name": "Phillipe Descartes", "description": "" }, "Pink Horror of Tzeentch": { "name": "Pink Horror of Tzeentch", "description": "

Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.

Pink Horrors revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.

Should a Pink Horror receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two @UUID[Actor.cLOGeMqUty61nYB9]{Blue Horrors}, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.

If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.

" }, "Pompai Ricolma": { "name": "Pompai Ricolma", "description": "" }, "Pony": { "name": "Pony", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon.

" }, "Rassarak": { "name": "Rassarak", "description": "

Note that Rassarak cannot use missile weapons effectively due to his blindness.

\n

Rassarak is a pure-white Skaven, a Clanrat who has been blind from birth. His hearing, smell and whiskers have become incredibly sensitive to compensate for his loss of vision. He can ‘watch’ spectators with uncanny and alarming accuracy. He is chafing at his imprisonment, but is patiently waiting for the right opportunity to escape.

" }, "Reiner Goertrin": { "name": "Reiner Goertrin", "description": "" }, "Reinhardt": { "name": "Reinhardt", "description": "" }, "Reinholdt": { "name": "Reinholdt", "description": "" }, "Rembrandt Haube": { "name": "Rembrandt Haube", "description": "" }, "Reynald Verstand": { "name": "Reynald Verstand", "description": "" }, "Riding Horse": { "name": "Riding Horse", "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

This profile represents the most common riding horse available in the Empire. Estalian and Arabyan purebloods are rarer, better-looking, much more expensive, and also have the Fast Trait. Often a noble will have a ‘palfrey’ as an everyday riding horse, reserving a heavy warhorse for use in battle.

" }, "Rolf Hurtsis": { "name": "Rolf Hurtsis", "description": "

Rolf was once an average man, of average height and build, but now he bears the mark of a hideous mutation that has left his face a grotesque, festering ruin, the skin having sloughed fromhis pus-riddled visage. He is dressed in dirty, tattered rags that are stained with his previous meals and his own blood. Thanks to his Mutation, Rolf ’s vocal cords have atrophied and rotted, leaving him incapable of uttering anything more than a low, menacing growl

" }, "Schaffenfest Burgher": { "name": "Schaffenfest Burgher", "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

" }, "Schaffenfest Peasant": { "name": "Schaffenfest Peasant", "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

" }, "Schaffenfest Rogue": { "name": "Schaffenfest Rogue", "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

" }, "Schaffenfest Warrior": { "name": "Schaffenfest Warrior", "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

" }, "Sheep (Hugeltal Longwool)": { "name": "Sheep (Hugeltal Longwool)", "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

" }, "Sheru-tar Gee'taru": { "name": "Sheru-tar Gee'taru", "description": "

@UUID[Actor.LG5qATEIFPE9bezB]{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.

\n

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!

\n

Gideon is a master illusionist and can take other forms. Its natural form appears like a @UUID[Actor.iDy8SDTwJSlCzZMl]{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.

\n

In the early months in Nuln, the Daemon most commonly wore the flesh of Nina Dietrich, a famous actress of the @UUID[Scene.g07sPqjuua3lSWLk]{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.

\n

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 amusement 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.

" }, "Sleeves": { "name": "Sleeves", "description": "" }, "Small Litter": { "name": "Small Litter" }, "Sonny Rags": { "name": "Sonny Rags", "description": "" }, "Sunna (Road Warden)": { "name": "Sunna (Road Warden)", "description": "" }, "Terenz (Mutant Brigand)": { "name": "Terenz (Mutant Brigand)", "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a tiny head, speaking (and often giggling) with the high-pitched, lisping voice of a child.

" }, "The Farmyard Beasts": { "name": "The Farmyard Beasts", "description": "

The ‘farmyard’ collection of a goat-headed, a cow-headed, and two chicken-headed Beastmen is the menagerie’s ‘comedy item’. However, all four are more dangerous than they appear due to their venomous spittle. Each Beastman can spit poison up to 3 yards, using their BS score. Those struck must make a Challenging (+0) Endurance Test or receive a @Condition[Poisoned] Condition.

\n

The workers are always careful to keep the paying public at a safe distance, and to have buckets of water to wash anyone unlucky enough to be spat upon.

" }, "The Imperial Beast": { "name": "The Imperial Beast", "description": "

The Imperial Beast is about the size of a Halfling and bears an assortment of animal features. His most notable feature, however, is his fur which is pure metallic gold! Wolfgang occasionally jokes that the Beastman will finally pay his way when he’s dead. He knows that the creature is a real marvel and too valuable an attraction to simply kill for his pelt. The pelt itself confers immunity from some forms of threat such as acid, electricity, and fire.

\n

If the Imperial Beast were killed, his pelt would be worth a minimum of [[/r 2d100]] gold crowns, as its fur could be spun into fine gold thread and made into superlative cloth of gold. However, anyone wearing such a garment would suffer Minor exposure to corruption every hour that they wore it.

\n

Alternatively, the pelt could be melted down to make coinage, although it will only yield enough gold to make [[/r 10d10]] gold crowns. Anyone involved in this smelting process would suffer @Corruption[moderate]{Moderate exposure} to Corruption. Anyone handling ingots or coins made from the pelt would suffer @Corruption[minor]{Minor exposure}, but gloves would provide adequate protection. There is no way of removing the taint of Chaos from the gold. If it is smelted with gold from another source all the castings will carry the taint.

" }, "The Twins": { "name": "The Twins", "description": "

The Twins occupy about one third of cage 4, with the Imperial Beast in the remaining section. The Twins are tiny Beastmen less than a foot tall, but they are fierce out of all proportion to their size and will hurl themselves at the bars of their cage, snarling and snapping at anything that moves.

" }, "Thug": { "name": "Thug", "description": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}

There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.

Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.

" }, "Thug Boss": { "name": "Thug Boss", "description": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}

There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.

Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.

" }, "Ulthar the Unstable": { "name": "Ulthar the Unstable", "description": "" }, "Una Mühlmauer": { "name": "Una Mühlmauer", "description": "" }, "Urzo": { "name": "Urzo", "description": "

The largest Beastman is also the most passive. Rather old for a Beastman, Urzo actually looks a little tatty, and has been ill for some time. Wolfgang suspects that Urzo needs something extra in his diet, but has yet to work out that this ‘extra’ is human flesh!

\n

Urzo is a massive creature almost the size of an Ogre. His goatlike head is armed with impressive horns; together with his hoofed legs they give him a daemonic appearance that makes him quite a money-spinner. His skin is covered in horny plates like those of an armadillo, and his hands are large enough to crush a human skull. Despite this, Urzo is a docile beast, used to being in a moving cage and being fed regularly. When faced with a crowd, he will rattle the cage bars in a most convincing manner, snarl, growl, and reach out between the bars as if to tear an unwary yokel limb from limb, but this is an act.

\n

While he could be dangerous — if roused — Urzo has been with Wolfgang long enough to know what is expected, and that acting fierce (within bounds) results in bigger rations. He thinks of the menagerie staff as sources of food, and has a [[/r 1d4]]{25%} chance of going into a Frenzy if anyone attacks them.

" }, "Volker Drauchen": { "name": "Volker Drauchen", "description": "" }, "Wanda Weltschmertz": { "name": "Wanda Weltschmertz", "description": "

Personality and Appearance

‘I understand you’re a very important person, but I’m a fully licensed Wizard, don’t you know! I don’t have to stand here and listen to your nonsense. There’s nothing you can do to make me. So, piss off!’ 

Wanda is not one to suffer fools gladly, and prefers to trust her instincts and first assumptions about people. She is also prone to impatience with those who aren’t as clever as she is, which is sadly most of the Empire. Nevertheless, she is kind towards those less fortunate than herself, and has a soft spot for the downtrodden and oppressed. She is just shy of athletic, is of average height, and has shoulder-length blonde hair. Her sharp, blue eyes seem to measure everyone she sees.

Background

Born into a middle-class family in the market town of Delberz in Middenland, Wanda was always a wilful child. During one of her many tantrums, her parents were horrified to note that every lock in the house flew open, and people up and down her street fell instantly asleep! Fearful of what might happen to her, her parents were only too eager for Heironymus Blitzen, a well-known local Wizard, to take her as his apprentice. Wanda had a natural talent, proved to be a quick learner, and was not to be put off by the mundane chores Blitzen assigned her. After a few years, Heironymus told her that the time had come for her to return to the world, and put her skills into practice. To that end he would teach her three spells to aid her on her adventures. When she had, ‘seen the truth of our Old World’, and learned enough, she could return to him. To that end, she’s not sure if her new travelling companions are aware of what they’ve gotten themselves involved with.

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

" }, "Werner Murrmann": { "name": "Werner Murrmann", "description": "

Personality and Appearance

 ‘If you think your life is boring, have you tried drilling holes in wood all day?’

Werner has short dark-brown hair and intense dark-blue eyes. He is a trusting, scrupulously honest individual, always prepared to give people the benefit of the doubt. A lover of strong Reikland ales, Werner is slow to anger but terribly hot-headed once roused, the glare of his dark-blue eyes giving others pause for thought. Being twice the height of Harbull with a strong, muscular build, he and the stout-ish Halfling make an odd-looking couple. But despite their physical differences, the two have become fast friends. However, the young man’s infectious personality has made him a good travelling companion with all members of the group.

Background

Werner was raised at his parents’ coaching inn, The Travellers’ Rest, near the village of Mittelmund. But the boring, easy life of an innkeeper’s son — doing odd jobs about the place, helping the coachmen, working behind the bar, mending the odd broken table — has made Werner grow tired of hearing about other people’s adventures. Since his parents can now afford help running the inn, he has been on the look-out for likely travelling companions. As chance would have it, an assortment of odd individuals have recently arrived, and with the flash of Werner’s easy smile, a pact was made. Now, the motley crew has set off for Altdorf: the Empire’s glittering capital!

Secrets

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

" }, "Wilhelm Kind": { "name": "Wilhelm Kind", "description": "" }, "Willie": { "name": "Willie", "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

" }, "Willirun (Road Warden)": { "name": "Willirun (Road Warden)", "description": "" }, "Wolfgang Hollseher": { "name": "Wolfgang Hollseher", "description": "" }, "Wolfgang Kellermann": { "name": "Wolfgang Kellermann", "description": "" }, "Wolmar Rotte": { "name": "Wolmar Rotte", "description": "" }, "Wrench": { "name": "Wrench", "description": "

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

" } } }