WFRP Adventure Blackheart
WFRP Adventure Blackheart
WFRP Adventure Blackheart
Adventure Summary
Let Justice Be Done.
Getting Started
Themes
Black Heart has a number of themes the
Games Master should try to bear in mind when
running, which influence its style.
The Sky is Falling In
The Adventure begins no more than a few
months since the end of the Chaos incursion
that nearly broke the Empire. Whilst the
southern regions of the Empire celebrate the
victory and see little change in their day-to-day
lives, northern regions continue to suffer.
The people of Ostland, though strong and
hardy, were hit perhaps worst of all. They see
the devastation around them and believe that
the End Times truly did come with Archaon.
Towns and farmsteads were sacked, many died
and thousands more refugees teem the streets
of those places that survived. Flagellants,
fanatics and hollow-eyed survivors wander the
wilderness. Harsh winter weathers; burnt crop
fields, contaminated water supplies and bandit
gangs mean even basic foods are in short
supply. In some places corpses can be found
unburied months later and only the cold winter
has prevented the rampant spread of disease.
More on the full extent of the horrors facing
Ostland after Archaons invasion can be found
in the Sigmars Heirs Sourcebook.
The Rule of Fear
For the Black Heart Adventure it is especially
important to emphasise the horror following
the Storm of Chaos to the Adventurers. It gives
them a sense of the fear that permeates the area
and helps explain how the citizens of
Staumludt would tolerate a regime where
people who are different (read: poor or
refugees) are sent to what is effectively a death
camp for little or no crime.
The populace accepts rule, even rule based on
fear, because it provides a sense of security
that the madness of the past year has gone. The
Chaos Cult has made good use of this fear to
instil compliance in the citizenry of Staumludt.
Linear or Freeform?
Black Heart is a mixture of both linear and
freeform game elements.
The first half of the Adventure is by necessity
quite linear in form the Adventurers are
sentenced to hard labour and are force-marched
to the camp in Tassenburg with certain
encounters along the way.
Once the Adventurers reach Tassenburg, the
adventure really opens up and the characters
are free to investigate, question, plot, rabblerouse, toady and scrap as they please.
Brigands, ye be warned.
Magnus Arms
Back Door
Debris
* Adventurers
* Claus Dekmar, Herbalist
Rear Gates
Sergeant Hartlip
Staumludt Watch Sergeant
and Slaaneshi Cultist
Careers: Sergeant, ExWatchman
Race: Human
Main Profile
WS BS S
T
49 47 51 48
Secondary Profile
A
W SB TB
2
18
5
4
AG
39
INT
37
WP
31
FEL
36
M
4
MG
0
IP
0
FP
0
The Wall
If any bright spark gets the idea of going over
the wall to escape, they will have to deal with
the following;
Over the Wall
Jumping the wall is a full turn action that
requires a Hard (-20%) Agility test, which
can be modified to Challenging (-10%) if
the character uses the rotting barrels to get
a boost.
Roll Fails: The Adventurer doesnt make it
to the wall top as the barrel has broken or
they have slipped on the rotting debris and
injured themselves in some way; they take
D10 damage to a random location.
0 Degrees of Success: The Adventurer
makes the jump but lands heavily on the
tarred glass at the top of the wall and takes
D10 Wounds, ignoring all armour as the
glass grinds into any soft points on their
body.
1 Degree of Success: The Adventurer lands
better but still takes D10 / 2 Wounds
ignoring armour, from the glass.
2 Degrees of Success or Higher: The
Adventurer clears the top of the wall
without being caught on the glass.
Attempting to climb the wall is slower but
safer, a Challenging (-10%) Scale Sheer
Tassenburg
Surface roll gets the character to the other
side of the wall without injury but it takes
two full actions.
Locked Up
Regardless of what hook you use to bait the
trap, and what the Adventurers try, they
should eventually be caught by the Watch; it is
after all the crux of the Black Heart adventure.
Once they are caught, the Adventurers are
manacled, and led to the Watch House where
they are processed, a practice that means
their possessions are removed and stored for
safe-keeping in a strong-box (in fact the
Watchmen divvy up the spoils at the end of
each month). Particularly cruel Games
Masters may wish to have the Characters fully
stripped, manacled to a wall while they are
drenched with buckets of ice-cold water,
scrubbed with hard brushes and given itchy,
lice-ridden rags to wear, not their own clothes.
Adelmanns Offer
Sargeant Hartlip conducts the Adventurers to
Captain Adelmanns office, giving them looks
that could kill all the way. He knocks on the
door and enters, rolling his eyes as he pulls off
a perfect salute with a ram-rod stiff back. He
presents the Adventurers as the first lot, Sir.
before stumping out of the room and up to the
roof to man Old Nell.
Captain Adelmanns office is sparse and with
little comforts, he sits behind a heavy wooden
desk covered in papers. Without looking up
from his papers he begins speaking.
AG
52
INT
48
WP
54
FEL
57
M
4
MG
0
IP
0
FP
0
Scene 2: Lock-Up
Overview
Dinnertime
Adelmanns Interviews
Over the course of the next two hours, Captain
Adelmann interviews all the other prisoners in
the Watch House Prison. The Adventurers
watch them being taken in and out, one cell at
a time (about four to six prisoners in each cell).
Adelmanns Note
After all the wooden cups have been counted
back in, something unexpected happens, read
the next section out to the Player closest to the
cell bars;
Captain Adelmann comes storming into the
prison area, before you can react he
shouts, You took it didnt you!
A. Bench
B.
A.
B. Bucket
Cell 3
C. Cell 6
C. Cell Door
A. Bench.
A.
A.
B.
B.
A.
Cell 5
Cell 2
C.
C.
A.
W
A
A.
B.
L.
K
Cell 1
C.
W.
(Adventurers) A
A.
Y
A.
B.
A.
Other Characters may make a Challenging (10%) Perception roll to see the sleight of hand
drop made by Adelmann. If they get two
degrees of success or more, they also spot
Adelmann slip a small strip of paper inside the
shirt of the grabbed character.
At this point the whole prison block erupts
into shouting and the two bemused guards
rush forward to their Captains side.
Sah! Well take this piece of snot outside for
you now and cut his thieving hands off for
you!
C. Cell 4
A.
Lantern *
Reinforced Door
* Lantern
Just found
out that
Berkhopf has
a Spy
amongst the
Prisoners
During the Night
Lights Out
After the commotion has settled, the
Adventurers have about ten minutes before
the Watchmen douse the two lanterns that
provide the dim lighting in the cells and leave.
Once the lights have been put out, the only
light in the room is a faint glimmer from
underneath the oak door. This light is enough
to see outlines of people within about 3 yards.
Anything complex that relies on sight alone
(i.e. examining the faces of prisoners in other
cells) requires a Very Hard (-30%) Perception
test to undertake normally. Any actions that
can be conducted by touch and hearing but are
easier to perform with sight, require a
Challenging (-10%) Perception Test to
undertake normally (such as pick a lock).
Guards
During the night one Watchman sits on the
other side of the heavy oak door that lead into
the holding cells area and drinks grog until he
falls asleep. He will not enter the room unless
the Prisoners make too much noise and wake
him (GM Call). If he does have to enter he will
not approach the cells. He doesnt care if the
2.
3.
4.
Statue of Verena
Rollout
The next morning the prisoners are woken
early and slopped out by four Watchmen;
which involves one prisoner from each cell
being let out into the walkway between the
cells and emptying the buckets into a gully in
the centre of the room which flows into a tiny
cess drain, from which an awful smell
emanates.
Characters who worked free a section of the tin
bucket must succeed in an Average (-0%)
Sleight of Hand test to hide the damage.
Defence
Antechamber Door
Magistrates
Podium
Clerk
Prosecution
Defendant
Bailiff *
* Bailiff
Prisoners Pen
Courtroom
Door
Public Gallery
Dont ForgetGuilty Until Proven Innocent
The foundation of all Imperial Law is guilty
until proven innocent. Of course when the court
is acting with the power of martial law, there
may not be any requirement to even attempt to
prove innocence.
For more on Imperial law and conducting a
trial, see the Sigmars Heirs Supplement.
The Charge
The Bailiff to your right steps forward and
begins to read from a scroll of paper, as
the second Bailiff ushers you all out of the
Prisoners Pen and towards the
Defendants Dock.
Milud, the first case bought to you today
is the Grand Principality of Ostland Vs
these orrible brigands ye see here, for the
heinous crimes of smuggling of illegal
contraband, abetting a known seditionist,
resisting arrest and assaulting officers of
the Town Watch
Thank you Bailiff, replies Magistrate
Berkhopf Lets hear the case for the
Prosecution.
Sentencing
Magistrate Berkhopf, bangs his gavel and
pronounces the verdict and sentence upon the
Adventurers.
I pronounce the Defendants guilty of all
charges levelled against them and sentence
them to hard labour in the camp at
Tassenburg, where they will work for the
good of the community that their foul
criminal acts have hurt, there to work until
they have been judged to be rehabilitated.
Bailiff take them below and from there
prepare them for immediate transfer to the
place of their incarceration.
As you are led from the docks, down to a
holding pen away from the court room
Berkhopf bangs the gavel and says,
Bailiff, I think Ill retire for a quick
brandy before I hear the next case.
But he lied!
Perjuring the good name of a Sergeant of
the Watch now is it? Bailiff, add that to the
list of charges.
I call my first witness!
Im afraid there are no witnesses listed
on the defences summary submitted, it
would be unfair to the prosecution to allow
you to spring a surprise witness. You
should have thought of all this before
I am so-and-so of such-and-such and there
will be consequences for the way Ive been
treated!
If you are who you claim to be then you
should know better than to consort with
such villainous sorts. As a courtesy I shall
make enquiries as to the veracity of your
claim but in the meantime any verdict and
the punishment will stand.
Magistrate Keripadese
Berkhopf
Staumludt Town Magistrate and District
Judge, Member of the Staumludt District
Council and Cult Magus of the Black
Hearts Brotherhood Slaaneshi Cult
Main Profile
WS BS S
T
55 39 42 60
Secondary Profile
A
W SB TB
2
18
4
6
AG
45
INT
58
WP
40
FEL
68
M
4
MG
2
IP
2
FP
0
Skills: Academic Knowledge (Law +20 / Heraldry +10 / Daemonology +20), Gossip +20, Charm +20, Consume Alcohol
+20, Heal, Search, Perception +10, Read/Write +20, Speak Language (Classical +20 / Reikspiel +20 / Bretonnian),
Blather, Command, Common Knowledge (Empire +10), Evaluate +20, Haggle, Performer (Actor +20 / Dance),
Channelling +10, Intimidate +10, Magical Sense +10, Speak Arcane Language (Daemonic +10 / Magick), Disguise
Talents: Etiquette, Linguistics, Savvy, Suave, Super Numerate, Dealmaker, Schemer, Master Orator, Public Speaking,
Aethyric Attunement, Dark Magic, Inured to Chaos, Keen Senses, Petty Magic (Chaos), Streetwise, Dark Lore
(Slaanesh), Resistance to Poison, Strike to Stun, Frightening, Natural Weapons.
Mutations & Rewards: Illusion of Normality, Piercing Tongue (4yds, SB Dam, Precise), Poisonous Bite (Tongue, must
succeed on Toughness test or lose 1D10/2 W), Evil Eye (Willpower test or -10% to all tests), Face of a Keeper of Secrets
(Natural Weapons / Frightening), Curious Eruptions (Breast, Milk grants Sadist/Masochist gift to those who drink, if take
or give a Wound +10% to Strength, Toughness and Willpower for 1D10 Turns). See Tome of Corruption for full details.
Trappings: Best Quality Court Clothes, Best Quality Ritual Vestments, Best Quality Clothes, Best Quality Sword, Best
Quality Dagger, Slaaneshi Religious Symbol, Cult.
Description
Magistrate Berkhopf appears to be a tall, lean, pinch faced man, but this faade conceals the true hideous nature of his
degeneration. When he chooses to drop this mask he is awful to behold, a head of a daemonic Keeper of Secrets sits atop
his body with eyes that glower undiluted malice and a long, lascivious tongue that drips a sweet ichor caresses his body
with a will of its own. To finish the picture a row of five plump breasts run down the side of his body.
History
Berkhopf gained the position of Magistrate through his own talents but was relegated to the role of travelling judge
thanks to the annoyingly good health of Staumludts ancient Magistrate, Scholler. Increasingly impatient with the old
man, during a trip to nearby Tassenburg, Berkhopf was bemoaning his fate over a glass of brandy to anyone who would
listen, when he was approached by a stranger who promised all his dreams could come true. Intrigued and drunk,
Berkhopf agreed to go with the stranger; where he was introduced to a realm of sensual delight known as the Brotherhood
of the Black Heart. Encouraged by tales that the Brothers would help him gain what was rightfully his if he joined their
inner circle he willingly stepped into darkness, his initiation was to torture Scholler to death leaving no marks.
Berkhopf was the first recruit from outside Tassenburg and the Brothers used him to open up a new virgin field for their
corrupting influence in Staumludt. Over time, Berkhopfs mutations grew, thankfully concealed by powerful magics. It
was seen as a sign of favour by the Dark Prince and Berkopfs respect amongst the Cult grew.
When the Storm of Chaos hit the Empire, the Brothers were well aware of the goal of Archaon, Berkhopf and a few
others urged that they should throw off their cover and revel in the slaughter as their Dark Prince would wish, but the
decadent Cult Magus had other ideas and ordered the cult to conduct a ritual so that the Chaos Armies would pass by and
leave the cult to their petty vices. Berkhopf refused to participate and throwing off his disguise of normalcy stalked the
countryside indulging in every perverse fantasy he could conceive.
The Ritual of the Brothers backfired and caused the idol they worshipped, an icon made with a heart of darkest
Warpstone known as the Blackheart, to explode, killing most of the Cultists and destroying the towns meagre defences in
one go. Hearing of the destruction of Tassenburg and realising Slaanesh had punished those who tried to resist his will,
Berkhopf moved to gather the remnants of the Cult under his leadership, but by the time he had secured this, Archaons
forces had been broken and so there was no sense to playing his hand too soon. Convinced that Slaanesh wanted more
from them than just small scale decadence and perversion Berkhopf dreamt of a plan to reform the Black Heart, bind a
Daemon to it and use its power to turn the ruined town of Tassenburg into a portal allowing his master to send forth
legions of daemons to turn the whole of Ostland into a realm of pleasure and pain, a daemons playground.
History
Beginnings
The Brothers of the Black Heart have
worshipped Slaanesh for nearly fifty years.
They were founded in the back room of a
Tassenburg Burghers Gentlemans Club
named Obertos. Like many Slaanesh cults it
grew from orgies held by the bored and
curious into something darker and more
savage.
For the first few years the Brothers had no
name for their club, just a wild raw passion for
indulgence and perversion and the first
fumblings of worship to the Dark Prince. It
was this that the Brothers believe drew the
Stranger to them.
One night Obertos was penetrated by a
stranger, no-one knows how they entered, noone can remember whether it was male or
female for it seemed to be both or neither. The
Stranger presented the club with a gift, a statue
about two feet tall, the most beautiful and
terrifying thing they had ever seen, twisting
and sensual wrapped around a pulsating dark
green heart. The Stranger entrusted it to them
saying that it would lead them to the Serpent,
The Dark Lord of Pleasure and Pain.
The Black Heart filled the minds of all present
with an animal lust that could not be slaked
and even the Stranger joined their ecstatic
embrace.
When morning came the Stranger was gone
and more than half the fledgling cult was
found dead, locked in ecstatic rictus, some
having died by their own hand.
The Brothers are Born
The survivors took up the name of Brothers of
the Black Heart and worshipped the idol as an
Berkhopfs Rise
It was clear from the moment he was recruited
that Keripadise Berkhopf was something
special; he spread the Cults membership
further than ever before and was blessed by
Slaanesh with marks of favour.
Quickly, Berkhopf became a power to be
reckoned with amongst the Cult and it was
clear that there would soon be some sort of
clash between the Cult Magus and Berkhopf. It
never came because the whole cult felt the call
of Archaons war host as it marched on the
Empire.
The Storm of Chaos
The Cult Magus, desperate to maintain the
status quo where all pleasure and vice flowed
through him, forbade the Cult from joining
Archaons crusade. He claimed that the Lord
of Pleasure wanted nothing more from them
than to protect the Black Heart and explore
their every whim, and so he devised a Ritual
that would use the power of the Black Heart to
divert the forces of Chaos to leave Tassenburg
alone.
Berkhopf and his supporters argued that
Slaanesh wanted them to bring his ecstatic
embrace to everyone in the Empire and would
not participate in the Ritual.
The ritual backfired, the Black Heart was too
powerful for the Magus to contain and the
magical energy ripped through the Cultists and
Obertos and fully a third of Tassenburg,
destroying everything in its wake and leaving
the town open to the marauding chaos army.
Berkhopfs Plan
Taking the failure of the ritual and the loss of
the Black Heart and so many of their brethren
as a sign of Slaaneshs displeasure, Berkhopf
has convinced the remains of the cult that they
need to serve their dark master more actively
and has began a plan to bring the nearby town
of Staumludt under his heel, whilst
simultaneously using slave labour to find the
warpstone shards of the Black Heart. When the
cult have enough pieces they will slaughter the
slaves in an orgy of violence to power the
ritual to reform the Black Heart, but this time
Berkhopf intends to leave the Black Heart as a
portal to the Realm of Chaos.
Organisation
Recruiting
Before the influence of Magistrate Berkhopf,
the cult was quite conservative in their
recruiting, spending years indoctrinating
potential recruits, and even then the selection
tended to be limited to friends and family of
those cultists who were already members.
Since Berkhopf has entered the Brothers fold,
recruiting has been far more aggressive and the
group doubled in size in less than five years.
The disaster at Tassenburg thinned the Cults
numbers somewhat but they have already
begun recruiting again.
Symbol
Although the Brothers use all sorts of images
associated with Slaanesh in their rituals, each
cult members vestments will have a crude,
stylized Black Heart sewn onto it, on the left
hand breast.
Since the destruction in Tassenburg and
Berkhopfs new vision of the role of the Cult,
many of the acolytes who supported Berkhopf
(now his trusted lieutenants) have taken to
showing the Black Heart shattered until such
time as their plans to reform it have come to
fruition.
Ceremonies
Orgiastic rituals celebrating Slaanesh are the
mainstay for the cult but one of Berkhopfs
own versions of these rituals involves giving
the victim drugs (his current favourite being
Devils Cap) and alternately tantalising and
scaring them, all the while licking the fevered
sweat from their bodies with his whip like
tongue. Finally he convinces them that the
only way to escape their nightmare is to kill
themselves, most often with a razor, whilst
repeating the word Slaanesh. When confused,
terrified and despairing, they finally do kill
themselves, the cult rush in to rip their body
apart and feast on the blood.
Since becoming Magus of the Cult, Berkhopf
has made changes so that each ritual begins by
his followers suckling at his Slaanesh granted
teats. This sweet lactation fires up all those
who taste it into a frenzied ecstasy where
giving or receiving pain is the greatest bliss.
Kastor Gundred
The Real Spy
AG
42
INT
50
WP
51
FEL
47
M
4
MG
1
IP
0
FP
0
To Catch a Spy
The Adventurers should be encouraged to find the Spy in their midsts (and hopefully interrogate and dispose of
him before he can warn anyone), before he finds them.
Im Watching You!
Whilst much of the Adventurers information should come from roleplaying the interactions between themselves
and the other prisoners, the Adventurers can nominate one prisoner each day to watch closely.
To observe a prisoner without looking suspicious yourself requires a successful Shadowing Test, the difficulty
depends on whether just one character is watching the Prisoner (Very Hard, -30%; it tends to be a bit suspect one
person staring at you all day), or whether the whole Adventuring group is taking turns watching them (Challenging
-10%, for a group use the Agility of the Character with the lowest stat to make the roll). Any Adventurer who
spends the day shadowing a suspect can take no other major actions that day (other than reacting to situations
presented by the GM).
Ideally thie Adventurers should makeup their own minds about a suspect but if you want to make it a bit easier for
your players, if they successfully Shadow someone, they can The
makeTassenburg
a Hard (-20%)
Intelligence Test to determine
Secret
whether the NPC is Suspicious (though not necessarily the Spy) or Innocent.
Adventurers who are very good might be able
Watching the Watchers
to
Kastor is also looking for trouble makers and Adventurers tend to be quite suspicious. To keep things simple
Kastor has a base 20% chance of making one of the Adventurers as Spies each day, this roll can be modified by
how (in)conspicuous they have been that day. See below for Kastors response to discovering a threat.
Travelling Arrangements
Encounter
Beastman Ambush
Bareknuckle Brawls
Trapping Food
Finding Herbs
Beatings
Murder
Mudslide
10
11
12
13
14
15
Bandit Trap
16
Ghost Village
17
Wiegels Trials
18
19
Heres Nickolas!
20
Kastor Revealed
Beastman Ambush
Suitable for any point in the journey either day
or night, this encounter focuses on an attack by
one of the many Beastmen herds roaming the
Forest of Shadows since the end of the Storm
of Chaos. The party is beset by a score of
Beastmen (see WFRP Bestiary for details).
The Beastmen are after an easy meal, if it
becomes too difficult for them then they will
withdraw, for now.
Its a straight forward combat; however the
characters will have some additional problems
to cope with, such as the chains and packs they
have to wear, being chained to their neighbour
and their lack of any real weapons. Suddenly a
straight forward fight becomes far trickier.
Bare-knuckle Brawl
One drunken night Sergeant Hartlip and the
boys decide to bet on which of the prisoners
would be the best pugilist. They then round up
their pick of their choices and stage the fights.
Trapping Food
Eomund the one armed trapper approaches one
of the Adventurers with an idea; during the
nights whilst theyve been in their makeshift
camps, Eomund has seen rabbits and other
small forest creatures pass nearby whilst
everyone was asleep. If they could be snared it
would be a good source of food and a great
boost to morale.
Eomund has a plan to make a snare from fibre
strands of the short rope belt the Adventurer
has on his rags, and to skin anything caught
with a flint shard he found in the dust and
finally smuggle the meat into the embers of the
fire late at night when the guards are asleep or
earlier if they are distracted or not looking.
Not only is that an extremely audacious plan,
its very tricky for a man with only one hand to
achieve; Eomund will talk the Adventurer(s)
through the steps of snaring and skinning in
exchange for some of the meat (in game terms,
Eomund can add a +10% bonus to any rolls
related to trapping or other survival skills).
Finding Herbs
From the journeys start Claus Dekmar the
Herbalist has been collecting whatever herbs
he can find by the side of the road (almost
causing the line to fall, and barely avoiding the
notice of the guards) and at the sites where
they have stopped. By the time they are half
way to Tassenburg he has collected quite a few
samples and may be able to make some sort of
herbal concoction. If the adventurers have
befriended Claus they could benefit from the
brew. Roll 1D10 to determine what Claus
could concoct;
1-2: Contact/Blade Poison (use stats for
WFRP, P.
3-4: Ingestion Poison (use stats for Heartkill,
WFRP P. )
, WFRP
Beatings
Pretty much all the guards are sadists who will
have no compunction administering
correction at the slightest provocation; so
when in doubt throw in a minor beating. Any
reason will do; talking loudly, stepping out of
line, looking at the guards funny etc, just one
or two hits a day should be enough to really
make your players want to tear into these guys.
Wiegel (and his cat-o-nines), Berthold (and his
fists) and Hartlip (and his billy club) are
undoubtedly the worst offenders.
The guards always make an example of one
person early on in the trip, to show that
resisting corrections will be severely
punished. The first time someone fights back
or tries to intervene in someone elses defence
the Guards will grind that person into the
ground, with no mercy. Its actually a very
effective technique for instilling fear and cooperation. Ideally use an NPC to demonstrate
Murder
One of the prisoners is found murdered, adding
a whodunit twist to the mix and perhaps a
new sense of urgency to the efforts to find the
Spy. Exactly who is killed, by whom and why
is left for you to decide but there are a couple
of likely options
Firstly, Kastor Gundred (the Spy) might kill
Olga Ublingen (the prostitute with the ruined
face) because she has been talking to the
Adventurers about her experience at the hands
of Magistrate Berkhopf and may have (or may
have been about to) mentioned Kastors part in
that, thus blowing his cover. This can be a
great way of drawing Kastor out into the open
and he could either poison her food or kill her
with his thorns (should he be able to get her
alone). Kastor could also kill the little street
urchin Hans if necessary, again if he feared
Hans had seen or heard something that could
blow Kastors cover.
Mudslide
During a torrential rainstorm (a common
occurrence in Ostland), the road the Chain
Gang are on crosses the side of a hill in the
middle of the forest when the ground
underfoot starts to slide away. Suddenly the
whole world is travelling down hill, fast.
Every person in the group must make five
Challenging (-10%) Agility tests (even if they
fail the first one) to determine if they make it
across to solid ground or if not, where they
slipped and how far they went down. Matters
are made more difficult by the fact that the
prisoners are chained in pairs.
The first test to be failed causes a slip (and
forces the person on the other end of the chain
to take a Hard 20% Agility Test to stay on
their feet).
If the partner succeeds in keeping their balance
they can make a Challenging Strength test to
get the other person back on their feet, if they
fail all they can do is try to keep their own
balance again until next turn (i.e. both attempt
their next Challenging Agility rolls).
If a pair of chained characters make enough
rolls not to fall but not enough to make any
progress for the full five turns then they are
stuck, but will eventually be rescued by the
guards.
If both parties fail their Agility rolls then they
slither down the hillside, they can attempt to
stop themselves usually by impacting into a
rock or tree, with the next Agility roll or
choose to take the ride to the bottom. If only
one character makes the test, they must make a
Challenging Strength test or be dragged down
again by the other person. The next Agility test
is to right oneself again.
Whenever the characters stop sliding (even if
they then start again) take a hit, Wounds
caused are D10 + 1 for every failed Agility test
since their last success.
Characters who take the ride to the bottom of
the mudslide take a D10 +5 Wound hit.
They must then spend the next hour wading
out of the mud.
Any Character who fails a test gets muddy,
anyone who fails three or more gets plastered
from head to foot.
Mutant Wolf
Main Profile
WS BS
S
T
AG INT WP FEL
35
0
40
40
30
15
19
0
Secondary Profile
A
W
SB TB
M
MG
IP
FP
3
10
4
4
6
0
0
0
Skills: Concealment, Silent Move, Perception +10
Talents: Keen Senses, Natural Weapons,
Mutations: Skinless, Second Head.
Bandit Trap
Forest bandits attack, they are not interested in
butchering everyone, but neither do they care
about the prisoners (the last thing they want is
more mouths to feed). They are after the heavy
packs of food and luxuries that the prisoners
have been made to carry and will target the
people carrying them, if the Prisoners drop the
bags they will be allowed to escape but they
can expect one hell of a beating from the
Guards.
The trap is sprung when a tree falls onto the
path in front of the column and several bandits
swing down from the trees. The bandits use the
Bandit NPC profile in WFRP.
Ghost Village
The Chain Gang stops to rest for the night in
an abandoned hamlet, the skeletons of its
inhabitants, brutally killed during the Storm of
Chaos still hang from the creaking trees. The
guards think nothing of stopping in such a
foreboding place but many of the prisoners
whisper of the place being cursed.
In truth, the place is cursed, the hamlet was
one of those that Berkhopf in his hideous true
form descended upon and killed and tortured
and revelled in the beautiful freedom of it all.
During the night, everyone dreams of the sick
acts, the foul deeds and the sheer butchery that
took place here, seeing Berkhopfs true form
over and over, laughing at them and even
feeling the sick pleasure who took and a
measure of the pain and suffering he inflicted.
Everyone gains an insanity point from this
terrible experience (with the exception of the
Cultists). Nikolas Schon and and mad Andreas
as the two least stable minds are particularly
effected by the experience, and Schon, who
encountered Berkhopf before may well go on
an attempted killing spree during the night.
Wiegels Trials
During one rest period, Wiegel the Weasel
spends a long time expounding the virtues of
the old justice system, in particular, trial by
ordeal.
He concludes by deciding to hold court and
re-try some of the prisoners.
Ordeals might include being branded without
screaming, holding a red-hot rock in your hand
for as long as it takes to repeat a devotional
prayer to Sigmar, holding a sword above your
head, point down using only your teeth whilst
walking backwards in a circle saying the
widdershins nursery rhyme or any other
manner of madness.
Rather than devise individual tests Ill leave
this to your own twisted imaginings but suffice
Heres Nickolas!
If he hasnt already gone loopy and tried to kill
people anyway, the Adventurers can attempt to
set Nickolas of into a murderous rage by
whispering strange things to him, this is a Hard
(20%) Charm test, or a Challenging (10%)
Blather Test. Characters with Ventriloquism
can reduce the difficulty of the test by one
level.
The exact effects will depend on what the
Adventurers do to him, they could want him to
attack the guards (probably resulting in
Nickolas death and possibly that of the
guard), or attack one of the prisoners resulting
in most of the guards trying to separate the
two, etc.
Kastor Revealed
This is a special encounter that should be
saved in case the Adventurers fail to identify
the spy any other way, the night before they
reach Tassenburg, whilst the guards are getting
drunk. The Adventurers see Kastor briefly
allow his thorns to emerge from his skin before
pulling them back in. He also slips free of his
chains and begins to sneak in the direction of
Tassenburg. The PCs have this one last
chance to get him and stop him reporting them
to the Camp Commandant (which is just where
he was heading), that is something they do
NOT want to happen.
Tassenburg History
Until ninety years ago, Tassenburg was a small
village; its growth to a small town in such a
short space of time was due to its use by
nearby farms and villages as the local cattle
market and abattoir.
This growth was mostly due to one man,
Frederich Tasse, an accomplished businessman
whose went from a Pie Man selling
miscellaneous meat products from a tray, to
butchers store owner, to abattoir owner, to
cattle market auctioneer, to employer of over a
quarter of the towns populace and finally to
Burgomaster. In the thirty years since his death
the town has grown rapidly as farmers and
livestock owners from an ever-increasing
radius make their way to Tassenburg to buy
and sell cattle and other livestock.
Tassenburg Defences
No settlement of any size can ever be without
some defences in Ostland, it being on the
forefront of the northern Imperial borders.
However, Tassenburg being less than a
hundred years old as a large had never had to
withstand any serious attacks and certainly
never the ravages of a concerted Chaos Horde.
Therefore when the Storm of Chaos struck,
they were woefully under prepared.
The Rot in Tassenburg
Such rapid expansion and influx of people to
the burgeoning area was bound to create
discontent and bring all manner of
undesirables to exploit the niche opening there.
It was under these conditions that the
Brotherhodd of the Black Heart first formed,
from bored burghers and tradesmen, from
merchants and racketeers, all of whom came to
Tassenburg wanting more, and when they
found that the new town could not stop them
wanting they turned to increasingly darker
desires to fill the void (see above for the full
details on the Brotherhood).
The Storm Comes
By the time the forces of Chaos were in the
ares of Tassenburg, the Magus of the Black
Heart Brothers, being scared for what he had
achieved and still always the wanting of more
decided to use the power of the Black Heart to
have the Chaos army by-pass the town without
even giving it a thought. But Slaanesh did not
look kindly upon the endeavour to deny his
children more the playthings of Tassenburg
and the ritual failed in such spectacular style
Burnt Ruins
Gallows Corner
Stores
Prisoners
Area
Town Wall
Stores
Wooden
Pallisade
The Camp
Tool
Store
Commandant
Rooms
The Pit
(was Horntempel)
Watchtower
Camp Gates
Watchtower
Booty
Guard
Armoury House
Explosion Ruins
Location
When Berkhopf fand the Brotherhod first
began to search the rubble for signs of the
Black Heart, Berkhopf had always believed
that the raw matter of the idol was
indestructible, he was wrong.
But just as they began to believe that the idol
was lost forever, they discovered a single shard
of the wyrdstone heart of the idol. Guessing
that there must be more scattered all over the
area that was destroyed by the explosion, the
cult set to work on the plan to have prisoners
and criminals dig the shards out for them.
They set up the Camp that was to house the
forced labourers on the very Northern edge of
the area of the town devastated by the
explosion. Of course, Chaos cultists being
what they are, the provisions for the workforce
were never going to be more than assigning an
area to the prisoners and ensuring there was no
way for them to escape.
Layout and Security
The camp has been slightly improved on over
time, but only for the comfort of the guards
and to introduce slightly more robust security
measures (which happened once the corrupted
Staumludt Town Watch became involved).
The camp has a few basic features, detailed
below.
Camp Layout
The Camp sits on the Northern side of the
section of rubble and ruins in which the Black
Heart exploded.
Security
The camp is tucked into the main town wall
which protects it fairly well from that side and
provides good viewing positions for the guards
to watch both inside and outside the camp. The
rest of the camp is surrounded by an eight foot
wooden palisade wall constructed by the
prisoners themselves. There is only one gate
into the camp, which leads directly into the
ruined sections the prisoners search daily.
In addition two simple raised platforms have
been errected at the gates for guards to keep
watch at.
Prisoners Area
The guards purposefully picked a building
(formerly the Cattle Auctioning Shed) with no
roof and not a lot wall left standing either,
prisoners have very little privacy or warmth. It
does still contain a sluice and sewer
connection that smart Adventurers may be able
to discover.
Gallows Corner
Used by the townfolk of Tassenburg to hang
criminals, the Guards now use it to display the
corpses of the losers from the Pit Fights.
Stores
A section of small dwellings that have been
converted to be used as stores, they contain the
camps food and water supply, lamp oil,
blankets etc. The tool store is right by the gates
to ensure prisoners sign any tools in and out
properly.
Commandants Rooms and Booty Store
Taking over the remains of a large house,
Commandant Erkenbraund has his personal
quarters, his office and his lab all in this
building, and in a small annex is stored all the
items found by the Prisoners, including the
wyrdstone shards, in their own locked chest,
everything except the pieces of the Black Heart
is waiting to be divvied up amongst the
Guards. The Commandants quarters are also
home to cells used for solitary confinement
(usually only used for housing the mutants
who will fight in the pits).
Guard House and Armoury
In a similarly large house next to the
Commandants, the rest of the guards have
their somewhat cramped but comfortable
quarters and behind it their armoury, which is
where all the weapons they dont carry are
stored.
The Pit
The shattered remains of the Horntempel are
now used as an assembly point for the camp, in
the centre of the floor is a large, deep hole
filled with muddy water and debris from the
collapsed roof, they call this the Pit and it is
where the guards stage pit fights to the death
between any prisoner who has mutated due to
contact with the warpstone or any other
troublemakers.
Commandant Erkenbraund
Faustus Erkenbraund loved his work; he was a
studying physician in the University of Nuln,
in fact he loved it a little too much. It is a wellknown but overlooked secret that physicians
and anatomists snatch corpses from the
graveyards to practice upon and learn from and
Faustus was no exception.
Except that he was the exceptionrumours
began to circulate that he had been seen
through the windows of his lab at night, laying
with the bodies he used and engaging in
unwholesome practices with them. Finally
rumours spread that screams and whimpers
were coming from his lab.
Faustus Erkenbraund
Camp Commandant, Slaaneshi
Acolyte and Doctor of
Anatomy
Careers: Cult Acolyte, ExStudent, Ex-Physician
Main Profile
WS BS
S
T
AG INT WP FEL
36
48
35
45
43
62
43
39
Secondary Profile
A
W
SB TB
M
MG
IP
FP
1
12
3
4
4
0
0
0
Skills: Academic Knowledge (Science +20 / Daemonology),
Heal +10, Gossip, Perception +10, Prepare Poison,
Read/Write +10, Speak Language (Classical +10), Trade
(Apothecary), Torture, Charm +10, Channelling, Evaluate,
Inimidate, Magical Sense, Read/Write, Speak Arcane
Language (Daemonic)
Talents: Resistance to Disease, Strike to Stun, Surgery,
Aethyric Attunement, Dark Magic, Etiquette, Inured to
Chaos, Keen Senses Petty Magic (Chaos).
Mutations: Blood Substitution Maggots
Trappings: Good Quality clothes, Scalpels and instruments,
Pistol and shot, Cadavers, Labour Camp
Input Vs Output
The idea is to put as little in as is needed to
sustain a high output. So, its cheaper to get
more prisoners to march to the camp, carrying
supplies for the guards than it is to feed the
prisoners you already have and keep them
healthy you give them just enough food that
they can last until you have enough new
prisoners that it doesnt matter if some of the
old ones die.
However, an occasional treat conditional on
good working, can increase productivity for
next to no additional input, like double rations
to anyone who finds a warpstone shard, this
can also work in reverse, that anyone who finds
nothing, eats nothing.
The same apples to medical treatment for
wounds, it may be cost effective to do some
small amount of treatment but dont waste time
or resources on anyone seriously hurt.
Divide & Conquer
The prisoners always seriously outnumber the
guards, enough so that if they attacked enmasse they would undoubtedly win (the
casualties might be pretty horrendous but sheer
weight of numbers would win out). The reason
they dont is that the guards operate by singling
out and punishing anyone who tries to organise
the prisoners and they reward those who betray
their fellows.
Additionally, any rewards are aimed at
individuals not groups. Doesnt matter if
twenty people slogged all day digging in the
dirt to find your trinket, only the one who
brings it to you is rewarded, this encourages
competition and a lack of team work.
Finally, fear is what makes a labour camp run,
fear of the guards, fear of the consequences of
failing, fear that your fellow prisoners will sell
you out for an extra ration or the chance to stay
alive just one more day.
Camp Life
Random Encounters
Numbers
The camp is home to thirty Guards, these are a
mix of Watchmen and Volunteers (read:
Cultists), divided into three watches; Morning,
Afternoon and Night. There are around ninety
Prisoners, including those who have mutated
who are kept purely for the pit.
Routine
Special Events
1.
2.
3.
4.
5.
Booty
When Adventurers roll to indicate theyve
found some Booty, roll below to determine
what theyve found.
#
Booty
10
Drowning
Attempting to drown someone in the muddy
water is one unusual way to win. Firstly, the
attacker has to successfully grapple their
opponent as usual and then win on opposed
Strength rolls as usual, however, instead of
inflicting normal unarmed damage the Damage
is D10 + the number of turns they have been
held underwater.
Adelmann is Waiting
As long as the Adventurers escape at the right
time, Adelmann is waiting for them with their
equipment. He listens incredulously as they explain
what is happening and he agrees to help in any way.
If nothing else, he has two horses (one for riding,
one for the pack containing the Adventurers gear
that can be used to raise the alarm and get the
Warpstone to a safer place as soon as possible)
Mass Breakout
In fact, the only way to get all those prisoners
out will likely be to organise a rush of the
guards, tool shed and armoury all at once, with
the armed Adventurers leading the way and
then storming the gates.
If the Adventurers and/or Aria the Halfling
can pick as many manacles as possible before
hand this frees the prisoners and gives them an
instant weapon.
Of course, their best chance of succeeding is
right when the Skaven attack (or if they choose
to go sooner, so should the Skaven) and the
guards attentions will be turned to more
aggressive foes.
This will also be a great chance for the
Characters to get their revenge for all those
things they have had to suffer at the hands of
the guards and for what they have seen done to
others. No matter how desperate the rush to
escape, let them have their moment with at
least one of the bullies.
Thats not forgetting the need to steal the
Warpstone and get away from two sets of foes
who both want them back.
Wont be easy Best of luck!
Outcomes
So, once its all over where are you? And
whats next?
Depending on how well the Adventurers did,
they may have killed all the bad guys, be
holding a bag of Warpstone, considerably
richer (if they raided the booty stash),
pardoned and heroes to boot!
More likely is that they will be running from
two powerful enemies with a property that is
so rare that people will kill to get their hands
on it. They may also have split up, some
Adventurers protecting the escaped prisoners
and some going on ahead, or in a different
direction with the Warpstone.
What about the rest of the Cult, even if
Berkhopf and the others are dead, the
Brotherhood of the Black Heart still has
members out there. Well, Im afraid you are on
your own with that little lot!
Rewards
GMs should be encouraged to be generous
with their rewards for Black Heart; your
players have taken a lot of abuse and may have
been quite frustrated at times. Show them you
noticed and give big bonuses for their grace
under fire.
Incidentally, Adventurers can now take Bone
Picker or Pit Fighter as legitimate Career Exits
for 100XP.
Other rewards might include the chance to
recruit some of the prisoners from Tassenburg,
they are all deeply indebted to the Adventurers
and there are people from all walks of life from
criminals and bandits to make your own gang,
to soldiers for mercenary companies and
broken minded zealots to accompany wannabe
Witchhunters.
Thats it! Hope you enjoy the Adventure and
have fun playing it.
Ben.
By Lines
Ben Dell Ben works in an office somewhere
quite dull and loves his wife and new baby
daughter very much. He also managed to
work in a number of personal references in
the game including his daughters name and
personality (Aria can escape from anything!)
and two references to his home town
(Hornchurch).
Steve Mann Steven is currently studying for
his BA Illustration at Hereford college of
arts, if you like Steves art in this adventure
why not visit his My Space site for further
info at myspace.com/stevmann