Kidnapped!: by Alfred Nunez JR
Kidnapped!: by Alfred Nunez JR
Kidnapped!: by Alfred Nunez JR
KIDNAPPED!
By Alfred Nunez Jr.
The Plot:
In the winter of 2512 IC, Grand Duke Leopold von Bildhofen and his closest advisors discussed the increasing
power of Baroness Annalise over the Grand Duke's son and heir, Baron Siegfried. Their concerns were
understandable: she was uncovered as a Chaos cultist by one of the Grand Duke's agents. Should word leak of the
Baroness' true nature, the ensuing scandal may force Emperor Karl-Franz I to move against the Grand Duke.
With the utmost secrecy, the Grand Duke and his advisors hatched a most daring plan: arrange for the kidnapping
of Baroness Annalise and, though various intermediaries and blinds, pass her to the agents of the Governor of
Rijker's Isle in Marienburg. Thus, Baroness Annalise disappears by being consigned to a cell in the deepest levels
of Rijker's Isle for the rest of her days. To cover their own involvement, the Grand Duke and his advisors planned
to concoct a tale to be divulged several days after the Baroness' disappearance, attributing her disappearance to
subversive elements with Bretonnian connections.
Unfortunately for the Grand Duke, Imperial investigators found out about the kidnapping before the fabricated
story was released. Although they learned of a Marienburg connection, the investigators did not learn of its exact
nature nor the truth of the scandal. When approached, von Bildhofen's representative in Altdorf was forced to
dissimulate and accede to the Emperor's generous offer of help.
Prologue
The adventurers are summoned to the chambers of Gustav Schreiber, one of the Emperor’s counsellors.
"Thank you for responding to the summons. Please be seated. Comfortable? Good. As I'm not one for small
talk, I’ll come directly to the point. The Emperor has a task requiring utmost secrecy and discretion. Based upon
our information, we believe you are able to serve the Empire in this time of need.
"As you may be aware, Grand Duke Leopold von Bildhofen is an Elector and, thus, a very important and powerful
man. The wife of his heir, Baroness Annalise von Bildhofen was recently kidnapped from her Altdorf townhouse.
The only reliable information was that the Baroness was taken to Marienburg.
"Naturally I presumed that you will accept this task and have arranged for your transportation. An Imperial river
barge, the Reiklaüfen, has been commissioned to take you to Marienburg. There you will contact Terinal
Cahilindel, a Wood Elf employed to gather information vital to Imperial interests. He frequents the Ace in the
Hole Tavern. Once in Marienburg, you will be given directions to that establishment.
"To ensure that you properly identify yourself, the code phrase you are to greet Terinal is 'The fog in Altdorf is
unusually heavy this year.' Terinal's counter response is 'You haven't seen anything until you experience the
summer fog in Marienburg.' At that point, he'll provide you additional information.
"Before I take any questions, let me tell you that the Emperor will pay each of you 500 Gold Crowns for the safe
return of the Baroness. Should something untold happen, return here with the Baroness' body and a full report.
The Emperor will then decide what to do.
"One last thing. All your possessions are now on the Reiklaüfen. Any questions?"
Unfortunately for the adventurers, Counsellor Gustav Schreiber has no further information other than a
description of the Baroness. She is a beautiful 22 year old, 5 ft 4 in, medium built with light brown hair and blue
eyes and last seen wearing an elegant blue dress trimmed with white lace.
Arrival in Marienburg
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At about 200 miles from Altdorf, the voyage to Marienburg takes ten days. Captain Adolphus ”Stumpy“ Haarig,
an old river man and his young companion, Jeanette "Rosebud" Décharné, have guided the barge throughout the
journey. Eventually, the Reiklaüfen comes to Marienburg. As the Reiklaüfen draws near, a small vessel comes
alongside it. A man then boards and, after some discussion with Stumpy and Rosebud, takes the wheel of the
Reiklaüfen and guides her through the walled river gate.
Should the PCs inquire, the man is Anders Watergids, a pilot from the Brotherhood of Seamen and Pilots. If asked
about the comings and goings of ships over the previous two days, Anders responds that hundreds of ships arrive
in and depart from Marienburg over the course of several days. If pressed, he adds that logs of incoming and
outgoing ships can be found at the Harbourmaster’s offices on Hightower Isle.
Anders Watergids guides the Reiklaüfen to a large canal in the southern part of Marienburg. Upon docking,
Rosebud informs the PCs that they are on the southern bank of the Bruynwater Kanal in the Suiddock. She also
gives them directions to the Ace in the Hole. If the PCs inquire about directions to the Harbourmaster’s offices,
Rosebud provides that information.
Obviously the PCs look around to see if they can identify Terinal in the crowd. While there are some Elves here,
there is one in particular studying the PCs. Given the crowded conditions, only PCs with Sixth Sense can take an
I test to notice the Elf before he turns away.
The Elf is Narathiel Dugaloth, a Dark Elf assassin from Naggaroth. To most casual observers, Dark Elves are not
readily distinguishable from other Elves and Narathiel is no exception. His purpose here is as a red herring.
Narathiel is waiting for a Human contact whose description was so scant that the Dark Elf is forced to study all
Humans in hopes of identifying the contact. Unknown to Narathiel, his contact was waylaid by another assassin
hired by the double-dealing merchant whom Narathiel was hired to liquidate.
If not noticed earlier, any PC looking for an Elf who seems to be waiting for a contact will notice Narathiel after a
few minutes. When approached by the PCs, Narathiel is cold and unresponsive. Should the PCs use the code
phrase, Narathiel's responses with, "I doubt it could be any worse than the bloody fog in this damned city."
Provided that the PCs (in their wild imagination) consider this close enough to the proper response and continue
talking to him, Narathiel simply tells the PCs that he is not the person that they seek. At this point, the Dark Elf
simply walks away as the PCs have now called attention to him. Any PC following Narathiel will be eventually
attacked by the Dark Elf after leading the PC on a merry chase.
The only person who knows Terinal's comings and goings is the Dwarf barkeep, Hildy. She knows that Terinal is
one of the intelligence brokers in Marienburg that has the Empire as a customers. At this time, however, he is
deeply involved elsewhere and not available for (at least) one week. Hildy knows that Terinal assigned the
situation to one of his ablest informants, Dieter Uitkijken. She’ll not divulge any of this information unless the
PCs approach her and identify themselves with the proper code phrase. Naturally, Hildy won't ask them to do so
openly. Rather, she’ll be coy and elusive, forcing the PCs to confide in her. Once she’s convinced that the PCs are
the Imperial agents, Hildy replies with the correct response. She then informs the PCs their next contact is at the
western end of Stoessel Isle and gives them detailed directions to there. Hildy also tells the adventurers that the
code phrase they must use is, "A bit too cold this night to be out and about." In reply, the PCs should hear, "No
more than one can expect for this time of year."
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Should the PCs get tired of Hildy’s coy manner and threaten the Dwarf, they will face Terinal's fiery partner, Henri
L'Amate. There are a number of patrons who’ll join in against hostile outsiders. Only by profusely apologizing to
the Dwarf and buying everyone a round of drinks will the PCs extract themselves from any trouble.
The adventurers may decide to search on their own once they determine Terinal is unavailable. They have only
one option open to them: check the logs at the Harbourmaster’s offices. If they haven't obtained the directions to
there, the PCs can get the information for a price (like anything else in Marienburg). The minimum price a
Marienburger accepts is 5 shillings. Naturally, if any PC offers more, the Marienburger is more than happy to
accept the offer. In the event less is offered, successful Haggle tests are required. [Should the PCs pursue this
line of investigation, go to "The Lord Harbourmaster’s."]
**********Sidebar**********
Skills: Concealment-Rural, Concealment-Urban, Disguise, Follow Trail, Marksmanship, Prepare Poisons, Scale
Sheer Surface, Shadowing, Silent Move-Rural, Silent Move-Urban, Sixth Sense, Speak Additional Language
(Reikspiel), Specialist Weapon-Blowpipe, Specialist Weapon-Fist Weapon, Specialist Weapon-Lasso, Specialist
Weapon-Parrying Weapon, Specialist Weapon-Throwing Knife, Specialist Weapon-Two-Handed Weapon, Strike
Mighty Blow.
Possessions: Mail Shirt (1AP body), Magical Sword (+3 Damage), 4 Throwing Knives (R 4/8/20, ES C),
Garrotte, 3 doses of blade venom (2 Manbane, 1 Elfbane), Pouch (4d6 Gu, 2d6 shillings), Medallion with
Scorpion symbol.
Personal Details: Originally from Naggaroth, Narathiel found his way to Marienburg. Although he despises
Humankind with slightly less intensity than other Elves, Narathiel has adjusted to life in Marienburg...in a manner
of speaking. He has become one of the Marienburg’s top notch assassins. As a free lancer, Narathiel is not easily
contacted, although most of his business comes from the upper echelon of the ”Guild We’ve Never Heard Of“ as
well as referrals by the same people. It should be noted that Narathiel is a follower of Kháine. Thus, any business
dealings with the Dark Elf carries certain risks (e.g., Kháine demands a sacrifice of the person hiring the assassin).
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Skills: Animal Care, Blather, Consume Alcohol, Dodge Blow, Drive Cart, Evaluate, Haggle, Law, Mining,
Numismatics, Read/Write Old Worlder (Reikspiel), Secret Language-Merchant Guilder, Sixth Sense, Smithing,
Strike Mighty Blow, Supernumerate.
Possessions: Leather Jack (0/1AP body/arms), Sword, Abacus, Writing Kit, and Pouch (d10 Gu).
Personal Details: Although born into one of the Marienburg Dwarf clans, Hildy was more intrigued with the world
of Humans and wanted to interact with them more. She ignored tradition and found employment with Humans.
She even put aside the Dwarfen distrust of Elves. A good trait given her employment at the "Ace in the Hole"
where the Wood Elf, Terinal Cahilindel, is owner. Unlike her clansmen, Hildy is easy-going, jovial, and talkative
(but not to the point of betraying secrets). In addition, Hildy has the confidence of Terinal and, oftentimes, covers
for him whenever he is busy elsewhere.
Skills: Ambidextrous, Consume Alcohol, Disarm, Gamble, Night Vision-9 yards, Ride-Horse, Secret Language-
Battle Tongue, Speak Additional Language (Reikspiel), Specialist Weapon-Fist Weapon, Streetfighting, Strike
Mighty Blow, Strike to Stun, Swim.
Possessions: Sleeved Mail Shirt (1AP body/arms), Shield (1AP all over), Helm (1AP head), Battle-Axe,
Knuckledusters (to hit -10, D -1), and Purse (2d6 Gu, 2d6 shillings).
Personal Detail: Possessing the typical fiery temper and meteoric mood swings of a Bretonnian, Henri is the co-
owner of the "Ace in the Hole" (along with Terinal) and its bouncer. Unlike Hildy the Barkeep, Henri has no
knowledge of his partner's other line of business (and really doesn't care). Henri's major concern is that
troublemakers are not tolerated in his establishment and leave...one way or another.
**************************
As the PCs cross the Stoessel Isle, they attract the attention of the Straatratten, a gang of violent youths led by a
cutthroat Johannes Boosaardig. Any PC with Sixth Sense may test vs. I. Success means that PC knows that the
party is being followed. A second successful I test spots one of the Straatratten (PCs with Rogue backgrounds
may also test vs. I if alerted that the party is being followed). Should any of the PCs try to close on the gang, their
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opponents run away in hopes of separating the party. If the party separates, the Straatratten pick off the PCs one
by one.
When the PCs reach their destination, they’ll see someone waiting for them under one of the few streetlamps in
Stoessel. This is not their contact Dieter, rather it is one of Boosaardig's thugs. The adventurers may give him the
code phrase. The Straatrat counters with, "Then you ought to be inside somewhere if you can't take it." His sole
purpose is to distract the PCs long enough for Johannes and the other Straatratten to ambush them (the thugs are
waiting in the shadows). Once again PCs with Sixth Sense will sniff out the ambush by making a successful I test
before it’s sprung. Naturally, only the PC who passed the I test will not be surprised by the attack. The
Straatratten flee as soon as half are wounded or killed.
Once the fight is finished, a small skiff approaches from the canal. A twelve year old boy who hails the PCs,
"'Ello Guv’nors. Got a shillin' you can spare to a 'elpless waif as meself?" This is Dieter Uitkijken, the PCs'
contact. As expected, he won’t identify himself as such until the PCs give the proper code phrase. Once they have
done so, Dieter replies the proper response. The Channel Rat then waits until the PCs give him a shilling or two
before informing them that the people they're looking for are in Warehouse 66 at the southeast corner of Stoessel
Isle. Dieter left the warehouse ten minutes earlier to meet the PCs. If asked, Dieter did observe a woman in her
early 20s ("leastways, she's older than meself") and in good health, but none too happy, in the company of ten
men. If the PCs provide Dieter a description of the Baroness, the boy confirms that she’s the woman he saw and
gives the PCs directions to the warehouse. Should the PCs insist that Dieter take them there, the informant points
out (in not so polite terms) that his skiff is too small. [Go to "Stakeout in Stoessel."]
**********Sidebar**********
Watch Sergeant
5 Watchmen
Possessions: Mail Shirt (1AP body), Sword, Club, Lantern and Pole.
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Skills: Ambidextrous, Disarm, Fleet-Footed*, Gamble, Silent Move-Rural, Silent Move-Urban, Specialist
Weapon-Fist Weapon, Strike Mighty Blow, Strike to Stun, Swim.
Possessions: Leather Jack (0/1AP body/arms), Hood, Club, Crossbow (R 32/64/300, ES 4, Rld 1) with 20 bolts,
Knuckledusters (to hit -10, D -1), and Purse (d6-2 Gu, 2d10 shillings).
Personal Detail: Johannes is a punk, pure and simple. With delusions of grandeur, Johannes' goal in life is to be
one of the criminal leaders in Marienburg. Of course, he must first be accepted into one of those criminal outfits
so he can really show them how tough he is. Until then, Johannes is just have to settle being the leader of a bunch
of losers.
Possessions: Leather Jerkin (0/1AP body), Dagger (I +10, D -2, P -20), Club, 2d6 shillings.
Skills: Blather, Concealment-Urban, Fish, Orientation, River Lore, Row, Sailing, Secret Language-Channel Rat,
Secret Signs-Channel Rat, Silent Move-Urban, Swim.
Possessions: Leather Jerkin (0/1AP body), Dagger (I +10, D -2, P -20), Small Skiff, Fishing Lines and Hooks, and
Purse (d6 shillings, 2d6 pennies).
Personal Detail: Orphaned at an early age, Dieter's survival instincts have served him well. Like other Channel
Rats, Dieter sees things to which ordinary people blind themselves -- namely, the grim side of life. Dieter's quick
wit and intelligence caught the eye of Terinal Cahilindel. The Wood Elf recruited the Channel Rat to be one of his
network of "eyes" in Marienburg. Since then, Dieter’s value to Terinal has risen.
**************************
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Adventurers concocting a cover story get a Bluff test with proper modifiers to convince the reluctant Johannes of
their need. In the event the first story fails, any subsequent fable should receive an increasing negative modifier
(to reflect the PCs' ever shrinking credibility). Otherwise, any PC may try a Bribe test with any appropriate
modifiers. Under no circumstances will threats intimidate Johannes (in fact, the River Watch may find it amusing
as the PCs are tossed into the brig).
Successfully viewing the records presents some new problems for the PCs. For one thing, river traffic between
Marienburg and Altdorf is quite common. The vessels are usually the larger, ocean going variety, but a number of
river barges also make the journey. Unless the adventurers clearly state that they are looking for anything odd,
this approach rapidly reaches a dead-end. PCs stating they are looking for the unusual must test versus Int ( +10
modifier for those experience trading merchandise or working on boats). Those successful find that only one river
barge arriving from Altdorf is registered as a Marienburg ship (all others are Imperial). More unusual was its
returning cargo of Albion whiskey (a successful Int test reveals that Albion whiskey would never come to
Marienburg via Altdorf. Rather, it passes through the seaport to the Imperial capital). Additionally, the cargo was
never inspected.
By now, the sufficiently suspicious PCs notice the cargo is stored in Warehouse 66 on Stoessel Isle. Further
remuneration to Johannes (or anyone else) gives the PCs directions.
**********Sidebar**********
Skills: Animal Training-Parrot, Boatbuilding, Consume Alcohol, Disarm, Dodge Blow, Law, Numismatics, Row,
Sailing, Secret Language-Battle Tongue, Speak Additional Language (Breton), Specialist Weapon-Fencing
Weapon, Storytelling, Streetfighting, Strike Mighty Blow, Strike to Stun, Swim.
Possessions: Mail Shirt (1AP body), Rapier (I +20, D -1), Dagger (I +10, D -2, P -20), and Purse (3d6 Gu, 4d6
shillings).
Personal Detail: Johannes is the only assistant to the Lord Harbourmaster who is not a political appointee, which
explains why he is the only one of night duty (late evenings to dawn). Relative to other city officials, Johannes is
considered incorruptible. In Marienburg, this term doesn't infer that one cannot be bribed. Fact is Johannes has
some information for sale -- like all good Marienburgers. The nature of this information is not the type which
would put his command and position at risk. Instead, Johannes sells minor information such as directions, ship
arrivals (if name of ship known) and departures, and national registry of any specific ship. The only requirement
Johannes has is that any attempt at bribery be discreet. Clumsy and obvious attempts will land the briber in the
brig.
Riverwatchmen (Marines)
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Skills: Consume Alcohol, Disarm, Dodge Blow, Row, Secret Language-Battle Tongue, Strike Mighty Blow, Strike
to Stun, 25% chance of Swim.
Possessions: Mail Shirt (1AP body), Shield (1AP all over), Hand Weapon, Crossbow (R 32/64/300, ES 4, Rld 1)
with 20 bolts, Grapple, Hook, and 10 yards of rope.
*************************
Stakeout in Stoessel
Following directions, the adventurers wind through the streets until they arrive at the rows of warehouses facing
the Bruynwater Kanal. Crates, boxes, and barrels line the dockside amid the pilings of the wharf. Each
warehouse is numbered above the large double doors facing the waterfront. As elsewhere, there are people lurking
in the darkness. Should the PCs make good time, have those with Sixth Sense make I tests. Success means that
the PC knows that the party is being observed, but not followed. Closer to the warehouses, weird noises or
whistles can be heard. A successful Int test by a PC with a Rogue background indicate that these are warning
calls (PCs with the Secret Language-Thieves' Tongue skill identify the nature of the calls automatically). The
adventurers will probably be on their toes awaiting a possible attack. None will be forthcoming from that quarter.
The night people of Stoessel Isle have already heard of the fate of the Straatratten at the hands of the adventurers
and want no part of them. If the party did not encounter the Straatratten (since they didn't seek out Dieter
Uitkijken), they still will not be attacked by those watching.
It doesn't matter whether the PCs boldly stride to Warehouse 66 or stealthily approach it. They arrive without
incidence to its doors. Most likely, the PCs observe the warehouse for a while and plan their move. On a
successful Listen test for soft noise, the PCs hear nothing more than the faint moan of pain (actually, the last
utterance of a dying man). If they inspect the double doors, they find a pool of blood seeping from the other side.
The blood is fresh (in the cool night air of Marienburg, the warm blood gives off vapour similar to that of warm
breath exhaled)..
The PCs should decide to burst in. If they're indecisive, have each PC test vs. Int to realize that the relative
silence, coupled with a pool of blood, warrants immediate action. They have little trouble entering the warehouse
where the scene is a grisly one. In the cleared portion lie the remains of fifteen bodies. While several are intact,
evidently killed by hand weapons, and the others brutally ripped and torn apart. Blood is everywhere, splattered
over the surrounding crates and congealing in pools throughout the floor. There is no sign of a 22 year old
woman's body.
The horrific scene requires each PC take a Cl test. Success means that the PC fights down the bile rising up to
their throat while a failure means that the PC is so shaken and overwhelmed that they gain 1 Insanity Point. To
make matters worse, the culprits of the massacre are still there. PCs with Sixth Sense will sense a presence and be
prepared when they attack from the shadows. Unfortunately for the adventurers, nothing prepares them for fear
exuded by d3+1 Pink Horrors.
The Chaos Sorcerer Hermann Snavelneus summoned the Pink Horrors when he arrived too late to snatch the
Baroness from the Marienburgers. Momentarily weakened by the summoning, Hermann could only watch as
Bretonnians abducted the captive from the Marienburgers just as the Lesser Daemons jumped into the fray. By
the time the PCs arrived, the Chaos sorcerer is somewhat replenished. Still, he is not ready to meet the PCs and
withdraws.
Once the PCs defeat the daemons, they can search the bodies for clues. On one of the Bretonnian bodies (exercise
imagination when describing the condition of the corpse), the PCs find a note with the words "Ber 21 Nor Stoes"
(obviously, Berth 21 North Stoessel). In the unlikely event that the PCs are stumped by so obvious a clue, any one
with a career involving merchant or nautical skills understand the reference on a successful Int+20 test. All others
will have to test at Int-10. By the time the adventurers begin pondering how to get to their next destination, Dieter
appears. If asked, the boy gives them clear and concise directions to Berth 21.
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**********Sidebar**********
Pink Horrors
Special Rules: A Pink Horror has 2 claw attacks and causes fear. When reduced to zero wounds a Pink Horror is
not slain- it divides into two Blue Horrors instead. Daemons are subject to Instability.
Blue Horrors
Special Rules: A Blue Horror has 1 claw attack and causes fear. When reduced to zero wounds a Blue Horror
does not further divide like a Pink Horror, but is slain. Daemons are subject to Instability.
**************************
The Bretonnians proceeded very deliberately in their investigation as they did not wish to tip their hand to any
Imperial spy. Thus, they arrived at Warehouse 66 just as the Marienburg kidnappers were turning the Baroness
over to the agents of the Governor of Rijker's Isle. Into this tangled web, the Pink Horrors entered the fray. In
their lust of blood, the daemons were oblivious to the few Bretonnians running off with the unwilling Baroness.
The Chase
The PCs must hurry even though the adventurers arrived at Warehouse 66 just minutes after the Bretonnians
departed. While moving as swiftly as possible through the maze of streets, the PCs probably hope (and pray) that
the Bretonnians are as unfamiliar with Marienburg as they are. After some time (draw it out to heighten tension),
the adventurers reach Berth 21 just mere seconds too late. An old coastal barge bearing a coat of arms is twenty
yards from the docks and heading towards the sea.
Anyone with the Heraldry skill should take an Int test. Success means that the PC recognizes the coat of arms of
the Duc du L'Anguille. Anyone with Sailing skill making a successful Int test to realize the Bretonnian coastal
barge is one of the slowest vessels in the Old World and wholly dependent upon sails. A second successful Int test
indicates that any Marienburg ship will eventually catch the Bretonnians.
As it is late in the night (or very early in the morning), the PCs have an interesting time obtaining a ship.
Purchasing a boat is definitely out as is renting a boat without the captain (not that they have the funds to
persuade a ship’s captain to do so). To the people of Stoessel, their boats are their livelihood as well as their living
quarters. Thus the PCs have two likely options: (1) steal an unoccupied vessel or (2) steal an occupied vessel. In
the case of option one, any boat in good condition will have a guard either on deck (likely about 70% of the time)
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or nearby on the docks. Otherwise, the boat will be in poor condition (85% chance). Anyone with Boating skills
recognize a poor conditioned vessel on a successful Int+20 test.
Nearby, there are a couple of good-conditioned seaworthy vessels (small enough that the PCs should be able to
handle without additional hands). One, the "Zeehondlever" is a medium-sized coastal barge with a much sleeker
design than the Bretonnians' larger barge. The captain of the ship (Horatio Zoutogen) and the first mate (Leopold
Mistigolf) stay in their cabins below deck. Neither are particularly pleased to have the PCs steal their vessel, but
would rather stay than be put ashore. Being typical Marienburgers, both men overcome their hostility if
compensated appropriately (at least 30 GCs each) for their troubles.
The second vessel, the "Nachtvlotter," is a sailing ship with a small hold (and many secret compartments) owed by
a family of fisherfolk (actually, smugglers) headed by Anton Vishaak, his wife Gerda, and three children. He’s not
be too keen to let the PCs on his ship and may have to be threatened as much as bribed into agreeing (he's still a
Marienburger, after all). Anton will not risk his family and puts all, save Stefan, ashore before accompanying the
PCs. Anton won’t allow the PCs to commandeer his vessel and put him ashore.
Should the PCs threaten or do bodily harm to any of the occupants of the two vessels, the shouts of the
Marienburgers will bring a Watch patrol or two within d6+2 rounds. If needed, the patrol will be reinforced with
d6 rounds. Keep in mind that the Watch likes nothing better than locking up Imperials!
Once underway, any PC should be able to spot the Bretonnian vessel in the far distance on a successful I test (+10
for Excellent Vision).
**********Sidebar***********
Skills: Ambidextrous, Boatbuilding, Consume Alcohol, Disarm, Dodge Blow, Gamble, Orientation, Row, Sailing,
Scale Sheer Surface, Speak Additional Languages (Breton, Slavic), Specialist Weapon-Fencing Weapon,
Storytelling, Streetfighting, Strike Mighty Blow, Swim.
Possessions: Leather Jack (0/1AP body/arms), Rapier (I +20, D -1), Telescope, Ship, and Purse (2d6 Gu, 3d6
shillings).
Personal Detail: Horatio has travelled the coastal waters from Brionne to Erengrad extensively. Horatio's
knowledge of these waters is very good, though not as great as he thinks. Horatio occasionally makes small
mistakes (though his arrogance doesn’t allow him to recognize these) and blames others when the mistakes become
evident. Still, Horatio is a very competent captain who usually accomplishes whatever task he is commissioned to
do.
Hair: Lt Brown
Eyes: Med Brown
Age: 31
Alignment: Neutral (Manann)
Traits: Bushy Eyebrows, Excessively Hairy
Skills: Boatbuilding, Consume Alcohol, Dodge Blow, Orientation, Row, Sailing, Scale Sheer Surface, Speak
Additional Language (Breton), Storytelling, Streetfighting, Strike Mighty Blow, Swim.
Possessions: Leather Jack (0/1AP body/arms), Cutlass, Club, and Purse (2d6 Gu, 2d6 shillings).
Personal Detail: Leopold is a rather reserve man, not the type given to boasting or other "loud" activities for which
seaman are known. He is loyal to Horatio Zoutogen and won’t betray the captain (even for money). Leopold is
very sensitive to his hairiness and will react violently to anyone who continuously make sport of that fact (one or
two jokes he'll let pass, any more after that requires a Cl test. Success means that Leopold ignores the jest.
Failure by 30 or less results in Leopold issuing warnings. Failure of over 30 means that Leopold attacks).
Possessions: Leather Jack (0/1AP body), Club, Boat, and Purse (d6 Gu, 2d6 shillings).
Personal Detail: Anton's domineering wife Gerda pushed him into a career of smuggler. Now, he’s a nervous
fellow and always fearful that he will be caught. The punishment for someone who is a poor smuggler is not a
pleasure think about. As much as Anton secretly dreams of leaving his wife, he doesn’t have the guts.
Skills: Drive Cart, Orientation, Row, Sailing, Secret Language-Thieves' Tongue, Silent Move-Urban, Speak
Additional Language (Breton), Swim.
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Possessions: Leather Jack (0/1AP body), Club, Boat, and Purse (2d6 Gu, 2d6 shillings).
Personal Detail: Both domineering and demanding, Gerda wants a better life for herself and pushed her husband to
become a smuggler (like herself). She knew Anton didn't have the stomach to handle this which is why Gerda
rarely lets Anton out of her sight.
Possessions: Leather Jack (0/1AP body/arms), Club, and Purse (2d6 shillings).
Personal Detail: Stefan has come to realize just how weak his father is and how domineering is his mother. Shy
and somewhat insecure, Stefan is looking for a way out. He dreams of joining a group of adventurers as that type
of life seems so worldly and exciting to him. If only he could meet some...
***************************
Struggle at Sea
The PCs follow the Bretonnian vessel into the Sea of Claws. Clearly, the adventurers are gaining and should plan
their attack (give them fifteen minutes real time).
As the adventurers are closing within boarding distance, the Bretonnians ready themselves to repel the inevitable
assault. Closing within bowshot, a thick fog rises and surrounds both vessels. PCs looking starboard (ship's right
to landlubbers) see a larger ship rapidly closing in on the Bretonnians. This ship is like nothing the PCs have ever
beheld. More terrifying is the larger ship’s timbers moaning like tortured souls as some parts continuously change
shape before their eyes. All PCs need to make a Terror test. Those passing remain steadfast as the fog reduces
visibility reduced to 50 yards. Those failing collapse on the spot, sobbing uncontrollably and gaining 1 Insanity
Point.
Any one with Cult Lore or a history of dealing with Chaos cults must make an Int test if they are trying to identify
the Chaos deity. Success means that they recognize the signs that the ship is manned by followers of Tzeentch.
The Tzeentchian ship pulls up to the opposite side of the Bretonnian barge within five rounds of being spotted by
the PCs. The PCs' vessel closes within bordering distance of the Bretonnian ship two rounds earlier. Naturally,
the weaken Bretonnians turn to face the Tzeentchian ship, as it’s the stronger force. Although a number were
initially overcome by Terror, the Bretonnians snap out of it when the Tzeentchian forces begin to board.
If the PCs react quickly, they board the Bretonnian vessel before the Tzeentchian force. If they delay, the PCs
board as the Tzeentchians slaughter the Bretonnians (and potentially make off with the Baroness). Should the PCs
intend to await the outcome of the battle between the two opponents, have each roll an Int test. Any PC
successfully passing realizes that waiting will doom their mission (and the Baroness).
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Kidnapped! By Alfred Nunez Jr.
The Tzeentchian force consists of a Chaos Sorcerer, a Chaos Warrior, 10 Beastmen, and 5 Chaos Thugs.
Opposing them are the remaining Bretonnian force of a Sea Captain, First Mate, and 8 Marines (some of whom
were wounded in the skirmish at Warehouse 66). Obviously with forces like these and the PCs, the GM could
wind up rolling lots of dice. The best way to handle the situation for the GM is simply use a narrative. The
Bretonnian Marines and the Chaos Thugs are fodder and annihilate one another. This leaves Francoise Chienmar
and Jacques Fendant to struggle with four Beastmen (the outcome of which is determined in advance). The PCs
get the pleasure of facing the remaining Tzeentchians. Reasonable odds for the climatic battle (unless the
adventurers have fared badly in previous encounters. Reduce the number of Beastmen if need be to ensure the
Tzeentchians do not have an easy time slaughtering the PCs).
How the PCs fare directly impacts the future of Annalise von Bildhofen who is in the captain's quarters.
Unfortunately for the adventurers, the Baroness is a Chaos Sorceress of Tzeentch. Should the PCs dispatch the
Chaos force quickly, they will unfortunately find the Baroness in good health. Unknown to them (and most who
thought they knew her in the Empire), Baroness Annalise von Bildhofen is a Chaos Sorcerer of Tzeentch. She
reveals herself by attacking the most powerful PC surviving. If the PCs struggle with the Chaos force, she
appears above deck within 1d6 + 3 rounds after combat starts. Her attack is sudden and takes the adventurers by
surprise. Baroness Annalise sees this as the perfect opportunity to escape and vanish. Only the PCs stand in her
way. If she gets pass them, the Baroness leaps into the sea. Should the PCs let her go, the power of Tzeentch
allows Annalise to make her escape.
Once the fight is over, the PCs may be faced with a potential loose end: What to do with the remaining
Bretonnians (if any)?. Should the captain and first mate survive, the PCs have a choice either to set the two free
(presumably on shore) or return them to Marienburg in chains to stand trial (otherwise these two might create
problems). Another alternative is for something innovative, like executing the two Bretonnians for crimes against
the Empire. Let the PCs tidy up as they see fit.
**********Sidebar***********
Hermann Snavelneus, Chaos Sorcerer Lvl 2
Height: 5 ft 6 in
Weight: 142 lbs.
Hair: Black
Eyes: Red
Age: 35
Alignment: Chaos (Tzeentch)
Gifts of Tzeentch: Blood Substitution- Molten Metal (+2 T*. Whenever wounded molten metal jets from wound.
Any opponent takes one S3 hit. If killed, explodes causing one S4 hit to everyone within 10 yards), Mark of
Tzeentch.
Possessions: Chaos Armour (2AP all over), Daemonic Sword-Will (WP +10*)
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Kidnapped! By Alfred Nunez Jr.
Personal Detail: Once, Hermann was the most promising wizard of his class in the Toverinstelling at the
University of Marienburg. His ability to learn magic came so easy that his peers and teachers claimed Hermann
was gifted. Soon, Hermann found Battle Magic too mundane for his tastes and delved into matters best left alone.
Hermann's over-confidence led him into corruption before he realized it. The appearance of the Mark of Tzeentch
completed Hermann’s conversion. Now recognizing he served a master greater than himself, Hermann is
dedicated to fulfilling Tzeentch’s schemes.
Gifts of Tzeentch: Mark of Tzeentch, Horns (+1 A*- Gore Attack), Irrational Hatred (Dwarfs), Magic Resistance
(+20 WP*).
Possessions: Chaos Armour (2AP all over), Daemonic Sword-Ferocity (+1 A*).
Personal Detail: Reiner was once a marine sergeant employed by one of the Marienburg merchant families.
Searching for pirates in the Sea of Claws years ago, Reiner's ship was attacked by a ship bearing Servants of
Nurgle (including Chaos Dwarfs). The fight was ferocious with the Marienburgers on the losing end. Fighting for
his life, Reiner called for any god to grant him the strength to continue fighting. Tzeentch answered Reiner's pleas
and transformed the bleeding wreck of a man into a Chaos Warrior. Reiner then slew all before him (including the
few of his former comrades who were still alive). From then on, Reiner served the will of Tzeentch.
10 Beastmen
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Kidnapped! By Alfred Nunez Jr.
5 Chaos Thugs
Possessions: Mail Shirt (1AP body), Shield (1AP all over), Axe.
Skills: Ambidextrous, Boatbuilding, Consume Alcohol, Disarm, Dodge Blow, Gamble, Orientation, Row, Sailing,
Scale Sheer Surface, Speak Additional Languages (Estalian, Reikspiel, Slavic, Tilean), Specialist Weapon-Fencing
Weapon, Storytelling, Streetfighting, Strike Mighty Blow, Swim.
Possessions: Leather Jack (0/1AP body/arms), Rapier (I+20, D-1), Telescope, Ship, and Purse (5d6 Gu, 3d6
shillings).
Personal Detail: Francoise has sailed the coasts of the Old World from Miragliano to Erengrad and knows the
coasts between them fairly well. Additionally, he is one of the Duc du L’Anguille's most trusted agents. Very
confident (arrogant) in his abilities, Francoise is prone to make some misjudgements. One such was his choice of
vessel for this assignment. Certain that his Bretonnian marines were more than a match for Marienburgers (and
desirous of advancing his own reputation for daring), Francoise chose one of the slowest Bretonnian vessels. In
this way, his ship would be able to arrive unpretentiously and leave nonchalantly with his prized cargo. The
incident at the warehouse, however, left his force sorely depleted. Now Francoise must rely upon his expertise to
see this venture reach a successful conclusion.
Skills: Boatbuilding, Consume Alcohol, Dodge Blow, Orientation, Row, Sailing, Scale Sheer Surface, Speak
Additional Language (Estalian, Reikspiel), Storytelling, Streetfighting, Strike Mighty Blow, Swim.
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Kidnapped! By Alfred Nunez Jr.
Possessions: Leather Jack (0/1AP body/arms), Cutlass, Club, and Purse (3d6 Gu, 2d6 shillings).
Personal Detail: Jacques' loyalty to Captain Chienmar is unquestioned and unwavering. This were many
occasions in the past where Jacques saved Francoise from situations that could have ended with the Captain's
disgrace. Jacques could do no less without loss of honour. In a fight, Jacques is a determined opponent who
continues to press the attack.
8 Bretonnian Marines
Skills: Consume Alcohol, Disarm, Dodge Blow, Row, Strike Mighty Blow, Strike to Stun, 25% chance to Swim.
Possessions: Mail Shirt (1AP body), Shield (1AP all over), Cutlass, Crossbow (R 32/64/300, ES 4, Rld 1) with 20
bolts, and Purse (2d6 shillings).
Gifts of Slaanesh: Evil Eye (Creature within 8 yards must successfully pass an I test to avoid gaze. Creatures
meeting gaze have penalty of -10 or +10 as appropriate on all dice rolls until Chaos servant dies), Fast (+3 M*),
Mark of Tzeentch.
Personal Detail: A daughter of a very successful merchant, Annalise Kohl was a student at the Zaubercollegium in
the University of Altdorf. Annalise demonstrated a high aptitude for magic and, in a short amount of time, quickly
became a full-fledge Battle Wizard and faculty member. Always open for new experiences, Annalise joined the
"Spectrum of Change Society" whose members questions most of society's conventions. She soon found that this
"society" was a cover for the Cult of the Rainbow Serpent. By then, Annalise was enmeshed in the web of
Tzeentch. A short time later, Annalise received an invitation to a party thrown by Baron Siegfried von Bildhofen
of Middenland. Annalise attended the function where her beauty, spirit, and intelligence enchanted the Baron.
Eventually, they married.
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Kidnapped! By Alfred Nunez Jr.
Enthralled with her, the Baron doted on Annalise's every whim, even including her in his meetings with his
counsellors. His father, the Grand Duke, became concerned and assigned one of his chief spies to follow the
Baroness. Within a fortnight, Annalise's cult affiliation was exposed.
*****************************
Experience Points
10-40 Roleplay
10 Not following the Dark Elf assassin Narathiel Dugaloth
15 Determining that Hildy the Dwarf might be the contact in place of Terinal
5 Handling the Straatratten Gang decisively
5 Establishing contact with Dieter Uitkijken
15 Gaining access to the Lord Harbourmaster’s records
20 Handling the Pink Horrors
5 Deciphering the less than subtle clue in Warehouse 66
20 Obtaining a boat through bribing the owners
5 Obtaining a boat through violent means
30 Boarding the Bretonnian ship before the Chaos warband
30 Defeating the Chaos warband
15 Capturing the Baroness
5 Killing the Baroness
***************
Boon of Tzeentch
Spell Level: 1
Magic Points: 5
Range: Self
Duration: 1d6+3 rounds
Ingredients: None
This spell enables the caster to make an appeal to Tzeentch for more power. The caster chooses any an additional
Battle or Daemonic spell from a level appropriate to that caster. The new spell can be cast immediately if the
player wants, even though they have already cast Boon of Tzeentch. No Magic Points are expended the first time
this new spell is cast, but thereafter the appropriate Magic Points are expended as normal.
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Kidnapped! By Alfred Nunez Jr.
Duration: Instantaneous
Ingredients: None
Guttering flames of pink fire spout from the caster’s outstretched fingertips and strike the intended victim. Any
one struck by the pink fire of Tzeentch will suffer d6 hits at strength d6+4 -- all hits have the same strength. The
damage is not reduced by armour, not even Chaos Armour. The victim may dodge and receive half damage if they
successfully pass an I test.
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Kidnapped! By Alfred Nunez Jr.
Age: 65
Height: 4 ft. 5 in.
Weight: 116 lbs.
Hair: Light Brown
Eyes: Blue
Fate Points: 1
Alignment: Neutral (Grungni)
Place of Birth: Mining Community outside Weissbrück
Psychology: Hatred for Goblins and Orcs; Animosity Against Elves
Distinguished Traits: Scar on Face.
Current Profile
M WS BS S T W I A Dex Ld Int Cl WP Fel
3 39 20 5 5* 11 34 1 42 72 65 68 71 19
Skills: Acute Hearing, Arcane Language-Magick, Brewing, Cast Spells-Petty Magic, Chemistry, Cure Disease, Evaluate, Heal Wounds,
Immunity to Poison, Manufacture Drugs, Metallurgy, Mining, Prepare Poison, Read/Write (Khazalid, Reikspiel), Secret Language-
Guilder, Sixth Sense, Surgery, Very Resilient*
Spells: 4 Magic Points
Petty Magic: Glowing Lights, Magic Alarm, Magic Flame, Open, Sleep, Zone of Silence
Possessions: Magical Bane Sword (double damage to Chaos creatures including Chaos Warriors), Wizard’s Staff, Backpack with two
Books (De Lapis Philosophorum and Rudiments of Alchemy), Black Bag (containing medical instruments), and Purse (16 GCs, 17 Gu,
18 shillings)
Background:
Some years ago, you left your clan (after some dispute about which you don’t speak) and journeyed from the mines near Weissbrück
to Altdorf. There, you apprenticed yourself to Stefan Pillemacher and learned the craft of a Pharmacist. You became quite good at what
you did, even though one day (in the early morning hours) you made a mistake in mixing two chemicals. You survived the resulting
explosion, but your face was scarred. Unsurprisingly, Stefan dismissed you. You looked for some sort of employment when one of your
customers, Doktor Franz Heinkel, hired you. In time, you became a physician in your own right until you decided to leave the comforts
of Altdorf. At the Hungry Griffon Tavern on the Streets of a Hundred Taverns, you met a mercenary captain who needed a physician for
his mercenary band. You leapt at the chance and travelled to Stirland with them (to patrol the forests for murderous bands of Goblins
and Beastmen).
In 2509 an Orc army invaded the eastern Empire. After a few battles where you witnessed the horrors of war, you were reassigned to
the Imperial Medical Corp. Upon victory, the Imperial Corp disbanded. You returned to Altdorf and found the Imperial capital
experienced large scale rioting and arson. You used your medical training to help those suffering from injury and illness. One you
helped was an alchemist, Albrecht Gräumacher. In return, he took you in as his apprentice. You found alchemy very interesting and
completed your studies. Just as you established your own business, you received a summons from the Imperial Court.
Imrathola Talloth: A restless, irritating, condescending Elf of all things. Shortly after you joined Tobias Schlaghart’s band of
mercenaries, Tobias allowed this Elf to join. By your ancestor, you would have walked out then and there had you not given your word
to the Mercenary Captain. While you eventually came to grudgingly admire her fighting skills (even if she’s an Elf), you kept your
distance from her. That worked out well then and you plan to do so now (especially since you sense Imrathola will assume the
leadership of this group). Unfortunately, if she were injured, you’d have to remember your oath as a physician.
Katrina Nachtrenner: This one bears watching. You get the impression that Katrina sees herself as some great predator (like the
Mountain Cat of the Grey Mountains) and everybody else as prey. Bloody weird. You also remember hearing her name in the streets of
Altdorf after the riots. She was a notorious Bounty Hunter back then rounding up those she believed victimized the people. All of a
sudden she seemed to disappear like a ghost. Now she’s back and probably will contend for the group’s leadership.
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Kidnapped! By Alfred Nunez Jr.
Josef Wasserkäfer: Your dealings with this Priest of Manann has always been friendly and respectful. You treated some of the
dockside derelicts Josef brought you during the past year or so. Even though it is against your nature to do charity work, your
admiration for Josef’s hard work overcame your natural tendencies.
Klaus Feuerweber: The Wizard in your old mercenary unit, Klaus was not one of the front-line fighters. On his first tour with the
mercenary band, Klaus’ repertoire of spells seemed rather limited. You sensed he was only an apprentice although Klaus never stated
such. When he rejoined the band after Orc invasion, you noticed an air of arrogance that Klaus did not exhibit previously.
Unfortunately, you left the unit before seeing how Klaus acquitted himself. Now Klaus definitely seems much more arrogant. You
certainly hope that his arrogance will not be his (or the group’s) undoing.
Waldemar Eschestock: Another Manling Bounty Hunter, like Katrina. Unlike her, Waldemar seems to be an honest, straight-forward
individual. His occupation means that he can handle himself in a tight spot and his large size confirms your impression. You wonder if
he had been included to provide some muscle and balance to the group as a counter to the two ambitious women.
20
Kidnapped! By Alfred Nunez Jr.
Age: 63
Height: 6 ft. 0 in.
Weight: 125 lbs.
Hair: Dark Brown
Eyes: Pale Grey
Fate Points: 1
Alignment: Good (Liadriel)
Place of Birth: Laurelorn Forest
Psychology: Agoraphobia, Claustrophobia
Current Profile
M WS BS S T W I A Dex Ld Int Cl WP Fel
3 65 48 5 5 9 78 2 48 63 53 55 58 48
Skills: Consume Alcohol, Dance, Disarm, Dodge Blow, Drive Cart, Excellent Vision, Gamble, Heraldry, Ride Horse, Secret Language-
Battle tongue, Specialist Weapon-Fist, Specialist Weapon-Flail, Specialist Weapon-Parrying, Specialist Weapon-2-Handed, Street
Fighting, Strike Mighty Blow, Strike to Stun.
Possessions: Magical Full Helm with Enhanced Protection (3AP head), Mail Coif (1AP head), Enchanted Mail Shirt (1AP body,
enchantment adds +1 T), Leggings (1AP legs), Shield (1AP all over), Sword, Bow (R 24/48/250, ES 3) with 20 arrows, and Purse (13
GCs, 24 Gu, 7 shillings).
Background:
You were born in the Laurelorn Forest where you found life in an Elven village to be boring. Sure the singing, dancing, and wine
drinking were fine, but that’s it. One day you gathered your things and left to seek your fame and fortune (although you were warned
about the uncouth and unscrupulous Humans).
The first Human city you entered was Middenheim which was full of the life and vigour you found lacking in your home. There,
some poor witless Middenheimer badly mistook your look of wonderment for bewilderment. You aptly demonstrated to the unfortunate
chap his error. Soon you found employment as a bodyguard to an Altdorf merchant who decided to return to following the Carnival.
You accompanied him on a Four Seasons coach along with his scribe and manservant. Two days before your arrival, a warband led by
an eagle-headed Chaos Warrior attacked. Unfortunately, none of the others were much in a fight. You were the only one to escape by
“strategically withdrawing.”
Days later you arrived in Altdorf on foot and minus one patron. You took up “residence” on the Street of a Hundred Taverns where
you met Captain Tobias Schlaghart. After some negotiation, you joined his band of mercenaries (bound for Stirland to patrol the forests
and handle murderous bands of Goblins and Beastmen).
An Orc army invaded the eastern Empire in 2509. Tobias fell in a skirmish against the Greenskins and his second in command took
over. You were elevated to Sergeant and your unit fought well throughout the war. After the war, your group disbanded. You enlisted
with another mercenary unit which was reassigned to the eastern border of the League of Ostermark. Now a Captain, you recently
arrived in Altdorf when you received an Imperial Court summons.
Dimzad Gottrisson: You thought you saw the last of this dour Dwarf years ago. Unlike his brethren (whom you respect for their
fighting abilities), Dimzad is not even a fighter. He’s a physician of some skill (and therefore useful), but he never fought to your
knowledge. Clearly if any fighting breaks out, Dimzad stays in the back tending the wounded.
Katrina Nachtrenner: Now here’s a woman you can respect. Katrina is definitely an intelligent, independent thinker. You hope she’s
smart enough to realize that you are in charge of this motley group. Other than that, Katrina is a mystery to you and seems to be more
intense than any other Bounty Hunter you’ve come across.
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Kidnapped! By Alfred Nunez Jr.
Josef Wasserkäfer: If it’s one thing you’ve learned in the your time in the Empire it is that Human clerics are a rather inflexible and
unreasonable lot (even if some disguise it well). You aren’t sure if this Priest of Manann is of the same ilk, but you wouldn’t be
surprised. You only hope that Josef keeps his ramblings about his deity infrequent and follows orders precisely.
Klaus Feuerweber: He was your unit’s Wizard. On his first tour, he was humble and a bit unsure of himself. During the Orc War,
however, Klaus was pretty cocky and started to dispute his orders. You thought that a few set backs would have humbled him, but it did
not. So, you were happy to see him leave after the war. Now you’re working with him again. Gods, he seems even worse now!
Waldemar Eschestock: You remember Waldemar as the Scout assigned to your mercenary unit during the 2509 Orc War. As you
recall, he was quite capable and got your unit out of a few rough spots. Unlike most of the jaded mercenaries with whom you dealt,
Waldemar never got use to the horrors of war. Waldemar had the appearance of someone taking mental notes of all the pain and
suffering he encountered for later reckoning. Little surprise that he became a Bounty Hunter.
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Kidnapped! By Alfred Nunez Jr.
Age: 24
Height: 5 ft. 4 in.
Weight: 122 lbs.
Hair: Dark Brown
Eyes: Brown
Fate Points: 2
Alignment: Neutral (Mórr)
Place of Birth: Altdorf, City-State
Distinguished Traits: Very White Teeth, Very Short Hair, Pale Skin.
Current Profile
M WS BS S T W I A Dex Ld Int Cl WP Fel
4* 45 49 3 4 9 41 2 42 36 39 43 31 45
Skills: Concealment-Urban, Disarm, Disguise, Excellent Vision, Flee!*, Follow Trail, Pick Lock, Read/Write, Ride-Horse, Scale Sheer
Surface, Secret Language-Thieves’, Secret Signs-Thieves’, Sense Magical Alarm, Shadowing, Silent Move Urban, Specialist Weapon-
Fist, Specialist Weapon-Lasso, Specialist Weapon-Net, Spot Trap, Street Fighting, Strike Mighty Blow, Strike to Stun
Possessions: Mail Shirt (1AP body), Shield (1AP all over), Garrotte, Magical Bane Sword (adds +10 Int and +2 S, double damage to
Elves), 4 Throwing Knives (R 4/8/20, ES C), and Purse (20 GCs, 35 Gu, 28 shillings).
Background:
You were born to a poor, hard working family (with five brothers) in the east side of Altdorf near the docks. At 13, you began a life of
crime, allowing you to become one of society’s predators rather than one of its victims. You fell in with the local Dockside gang, the
Heimknaben, and gained some skill at petty thievery. You graduated to break-ins, but soon became bored. You wanted more action and
found it as a bodyguard for gang leader, Rolf Flinkfinger, whom you found rather dreamy. Unfortunately, Rolf kept associating with
those street tarts instead of looking your way (you were hardly chopped liver).
During the 2509 Tax Riot, some fools put Altdorf to the torch and many eastside districts burned. Your family and fellow gang
members perished. You were determined to find those responsible and fell in with Sigismund Jäger. He taught you many things,
including the skills to become a successful Bounty Hunter. In time, you helped him capture those responsible for the Great Fire,
including Rolf Flinkfinger. You then learned Rolf was a member of the Cult of the Rainbow Serpent (dedicated to the Chaos deity
Tzeentch). As the authorities weren’t particular about the condition of those responsible, you delivered a “compliant” version of Rolf.
Your success as a Bounty Hunter led Hilga Stilfussgänger of Middenheim to contact you. Though initially wary of the contact, you were
recruited into the Schwarzmantel, a secret organization whose charter was to deal “creatively” with the Empire’s enemies. Your
training was intense, but you skilfully handled every situation.
Now comes the acid test. Baroness Annalise von Bildhofen of Middenland has been kidnapped. Your assignment is to accompany
five other hand picked “volunteers” to Marienburg to secretly rescue the young Baroness. Additionally, you must handle the ring leader
with extreme prejudice (remember to insert the required black cloth into the mouth of your victim). As always, employment in the
Schwarzmantel is a matter of Imperial security and cannot be divulged to anyone, period. Not your family (if they still lived) nor your
companions. To do so renders your life forfeit.
Dimzad Gottrisson: You read his dossier. A Dwarfen physician, no less. You were certain that Dwarves were only good for guzzling
beer and getting into fights. Dimzad is different from your perception of Dwarfs. He seemed more alert, less dull than you thought.
You also noticed how he glances at you. You wonder if he suspects what you are.
Imrathola Talloth: Her dossier marked the Elf as a predator like yourself. This is clear by virtue of her position in a band of
mercenaries patrolling the Ostermark border and her activities during the Orc War of 2509. When it comes to dealing with hostiles,
Imrathola is in her element. But will she be able to handle the hidden alleys of a city like Marienburg? While you’ve never been there,
it couldn’t be much different than Altdorf. So you’ll keep an eye on Imrathola. Should she falter, you’ll need to assume the leadership
role.
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Kidnapped! By Alfred Nunez Jr.
Josef Wasserkäfer: The dossier of this Priest of Manann contained nothing of note. His Orc War activities were limited to ferrying
troops and he left soon after the war’s end. Clearly, he’s not the predatory type, more like prey. His obvious use (if any exists) is to
support the rest of the group and stay out of harm’s way.
Klaus Feuerweber: You couldn’t believe the supreme confidence of this Wizard. Nothing in Klaus’ dossier supported his view of
himself and his abilities. His success during the Orc War was modest, at best. Still, Klaus has some use in this mission. You’ll just
have to play along with the predator the Wizard sees himself, instead of the prey he really is.
Waldemar Eschestock: Another student of your mentor, Sigismund Jäger. While Waldemar has a drive similar to yours, he seems to
be burdened with a conscious. Not that having one is bad, but it needs tempering. On second thought, maybe his conscious is just a
front, masking the intense predator within. After all, he did track down and bring to justice a number of the criminals after the Orc War.
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Kidnapped! By Alfred Nunez Jr.
Age: 28
Height: 5 ft. 11 in.
Weight: 167 lbs.
Hair: Medium Brown
Eyes: Medium Brown
Fate Points: 2
Alignment: Neutral (Manann)
Place of Birth: Wurtbad, Grand County of Stirland
Current Profile
M WS BS S T W I A Dex Ld Int Cl WP Fel
5 44 46 4 3 9 42 2 34 30 35 42 44 41
Skills: Astronomy, Boatbuilding, Cast Spells- Cleric1, Cast Spells-Petty, Dodge Blow, Fish, Meditate, Orientation, Read/Write, River
Lore, Row, Sailing, Scale Sheer Surface, Scroll Lore, Secret Language-Classical, Speak Additional Language-Breton, Street Fighting,
Strike Mighty Blow, Swim, Theology.
Possessions: Magical Clerical Robes (+2 T), Religious Tokens, Sword, and Purse (3 GCs, 15 Gu, 12 shillings).
Background:
You grew up in a family of boatmen and, hardly surprising, followed family tradition. At first, you worked the length of the River Stir
and became adept at “shooting” the rapids near Kemperbad. Later you began to work the River Reik from Kemperbad to Altdorf. Life
on the rivers was grand as you met new and interesting people. Everything changed when the Orc War of 2509 erupted. You were
pressed into service ferrying troops for the Empire. Thank Manann the War was a short one. You only ferried some units of Stirlanders
and mercenaries without having to encounter an Orc.
The land was, however, in shambles. River traffic was down and jobs scarce. You travelled down the Reik to Marienburg where you
were hired as a seaman. For almost two years, you travelled from the ports of Kislev to Estalia. From childhood, you honoured
Manann before each voyage. This observance of ritual, you believed, saved your life on that fateful trip up the Reik on 13 Vorhexen
2511. A sudden, powerful storm slammed the barge upon which you travelled into a rocky riverbank between Altdorf and Carroburg,
killing all aboard save yourself. Knocked unconscious, you eventually woke up in the warm hold of another river barge. When you
reached Altdorf, you walked straight into the Temple of Manann and became an initiate.
You worked hard as a representative of the Sea/River God, spending most of your time in the Temple or dockside in Altdorf. Your
cult superiors highly regarded you. One day, Brother Wilhelm gave you a summons to appear in the Imperial Court. He stated that your
superiors recommended your services.
Dimzad Gottrisson: An unusual Dwarf in that he pursued a career as a physician rather than a fighter. Over the past year or so, you
have considered Dimzad your friend. He helped you by treating some of the “down-on-their-luck” boatmen you brought. Although he
stubbornly told you he doesn’t do charity work, you convinced him with little effort. You know Dimzad has a good heart under that
gruff exterior and helps the needy no matter how he feels.
Imrathola Talloth: For some odd reason you get the sneaking suspicion that this Elven mercenary doesn’t care for you much. Surely it
couldn’t be that you made a pass at her when you ferried her mercenary unit from Stirland during the 2509 Orc War. No, you don’t
think she remembers that at all. Unfortunately, you can’t think of what put her off towards you. Maybe Manann will enlighten you.
Katrina Nachtrenner: You have the distinct impression that this woman doesn’t think much of you nor your occupation. Maybe some
life experiences which left her jaded and cynical. Clearly, her being a Bounty Hunter couldn’t have helped much.
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Kidnapped! By Alfred Nunez Jr.
Klaus Feuerweber: You seem to recall this Wizard from the time you were ferrying troops during the Orc War. He joined Imrathola’s
outfit when you arrived in Kemperbad with the mercenaries. He seemed confident then, but not as arrogant (nor as snobbish) as he is
now. Perhaps in the intervening years he accumulated more power. Such is the way with Wizards, power is all they crave even at the
expense of their souls.
Waldemar Eschestock: Sometimes you have a fairly good sense about people and Waldemar is definitely one of those easily
categorized as good people. His career as a Bounty Hunter certainly gave Waldemar some perspective of the world and his sense of
justice strong. You definitely don’t see him as cold a person as Katrina. Most likely, Waldemar will be the rock that keeps this unlikely
group together throughout.
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Kidnapped! By Alfred Nunez Jr.
Age: 30
Height: 5 ft. 11 in.
Weight: 160 lbs.
Hair: Silver
Eyes: Grey-Blue
Fate Points: 2
Alignment: Neutral (None)
Place of Birth: Kemperbad, Independent Township
Distinguished Traits: Bushy Eyebrows
Current Profile
M WS BS S T W I A Dex Ld Int Cl WP Fel
4* 25 30 3 3 9 43 1 39 39 45 43 46 32
Skills: Arcane Language-Magick, Blather, Cast Spells-Battle1, Cast Spells-Battle2, Cast Spells-Petty, Dance, Flee!*, Heraldry, Identify
Plants, Magic Awareness, Magic Sense, Meditation, Read/Write, Rune Lore, Scroll Lore, Secret Language-Classical
Possessions: Wizard Robes, Magical Ring (of Protection from Daemons), Potion (of Flight), Potion (of Water Walking), Scroll (Petty
Magic-Sounds), Scroll (Battle 2-Cause Panic), Sword, Wizard’s Staff, and Purse (17 GCs, 33 Gu, 18 shillings).
Background:
You were the youngest of six children born to a minor merchant and his wife. Your father experienced some reversals in his fortunes
and wound up owing money to the Padrone, Luigi Belladonna. Owing money to such a man resulted in something considerably more
unpleasant than Debtor Prison. One day your father vanished, while Belladonna gave your mother (who was still quite attractive) and
two sisters a place to stay (in the seedier area of Kemperbad). You and your brothers were thrown to the streets.
Your oldest brother muttered some nonsense about vengeance and disappeared like your father. Your other two brothers were taken
in by a neighbour while you moved in with the wizard Stefan Flammehalter. You studied under him for many years until you were
ready. Through Stefan’s connections, you joined up with a mercenary outfit from Altdorf led by Tobias Schlaghart as the unit’s wizard
(although you were only an apprentice). Your performance was far more than adequate and you returned to Kemperbad on leave right
before the 2509 Orc invasion. After a month stay with your mentor, you returned to your mercenary unit. You acquitted yourself
extremely well.
After the war the unit disbanded. You stayed in Altdorf where you enrolled in Altdorf’s great Zaubercollegium. You studied there for
two years, eventually becoming a superb instructor for new students. Recently, you received a summons from the Imperial Court.
Dimzad Gottrisson: You remember the Dwarf as the physician in Tobias’ mercenary unit. Dimzad surprised you as he seemed so
different from stories you heard of Dwarfs. Dimzad was more thoughtful and less a dour guzzler than you imaged. You also suspected
he knew you were only an apprentice in the early days (although you never admitted such). Now, of course, you are beyond that stage.
You wonder how he would react if he knew your power.
Imrathola Talloth: Imrathola never seemed to care for you much. Oh sure, she was understanding during your first tour with the
ragtag mercenary group. But she didn’t have to be condescending. She was still with the mercs when you returned to duty as a full-
fledged Wizard. You had expected them to show you proper respect, but the fools didn’t. Not that you cared. Now you join Imrathola
for a third time. As you are more powerful, she’s sure to realize your significance (unless she’s far less capable of noticing the obvious
than you expected).
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Kidnapped! By Alfred Nunez Jr.
Katrina Nachtrenner: Now here’s a woman who could be dangerous. You’re sure that she is more than the Bounty Hunter she poses
to be. You’re not sure what exactly, but you have your suspicions. Perhaps she works for one of the crime families and gangs that
plague Altdorf (like Belladonna does Kemperbad). You’ll watch her very closely to ferret out her secrets. Nothing like a little intrigue
to whet an intelligence like yours.
Josef Wasserkäfer: A Priest of Manann, how utterly dull. It’s a known fact that Priests are unimaginative cretins. They’re so unlike
Wizards, especially one as gifted and intelligent as yourself. Oh well, you’ll have to make the best of the situation and try to tolerate
this man. It’ll be hard to refrain from upstaging him (which you could do with embarrassing ease).
Waldemar Eschestock: You vaguely remember this man. Wasn’t he a Scout in the Imperial Army during the Orc War? Not that you
really care. After all, you could have single-handedly dealt with any ambush that may have befallen your unit. Actually, you do now
recall that this man did warn the group about some ambush or other. Well, he may be of some use to you in the coming mission,
possibly as an ally to ensure your leadership of this group.
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Kidnapped! By Alfred Nunez Jr.
Age: 29
Height: 6 ft. 2 in.
Weight: 208 lbs.
Hair: Medium Brown
Eyes: Light Brown
Fate Points: 2
Alignment: Neutral (Sigmar)
Place of Birth: Brauenwurt, village near Altdorf
Distinguished Traits: Barrel-chested.
Current Profile
M WS BS S T W I A Dex Ld Int Cl WP Fel
5 54 53 5 5 12 50 2 40 43 44 38 40 30
Skills: Ambidextrous, Animal Care, Concealment Rural, Drive Cart, Follow Trail, Musicianship-Coach-horn, Orientation, Ride-Horse,
Secret Language-Ranger, Secret Signs-Scout, Shadowing, Silent Move Rural, Silent Move Urban, Sixth Sense, Specialist Weapon-
Firearms, Strike Mighty Blow.
Possessions: Mail Shirt (1AP body), Magical Sword (+1 S and +10 Cl, Mighty Strike- S 10 hit once per day), Crossbow (R 32/64/300,
ES 4, Rld 1) with 20 bolts, Pistol (R 8/16/50, ES 3, Rld 2) with 20 balls, Horn of Gunpowder, 50’ Rope, 3 Pairs of Manacles, and Purse
(13 GCs, 18 Gu, 24 shillings).
Background:
Your early life was rather uneventful as you were born into a family of farmers. You were the oldest of six brothers and, therefore,
responsible for doing most of the work. After a few years, you had enough of a farmer’s life. Unfortunately, that decision did not hold
well with your family. After a heated “discussion” (fight, really) you took what few possessions and little money you had and departed
to the big city, Altdorf. Life there was certainly much faster pace and your size was a good deterrent for those who would do you harm.
You kept your wits about you for further protection.
You found employment with the growing Four Seasons coach lines. You quickly graduated from stable hand to coachman. You saw
far away places (like Middenheim and Nuln) by travelling the dangerous (and invigorating) roads of the Empire. Unfortunately, that
idyllic time came to an end with the 2509 Orc invasion. You were pressed into service as an Imperial scout and assigned to a mercenary
unit. You fought with great distinction and was thankful that the war ended fairly quickly.
Outrageous crimes and atrocities were committed by some on their fellow citizens after the War. You decided that these vermin
needed to be brought to justice. Alive preferably, dead if necessary. To this end, you hooked up with Sigismund Jäger, who trained you
in the skills of being a Bounty Hunter. In the past year, you have brought to justice 30 men. Now, came your greatest challenge. You
have been summoned to the Imperial Court for some sort of mission.
Dimzad Gottrisson: A Dwarf physician! On one hand, you look forward to working with Dimzad as you have never dealt this closely
with a Dwarf before now. On the other hand, you know from some experiences that Physicians are not good fighters. You hope the
Dwarf is capable of defending himself.
Imrathola Talloth: You remember Imrathola from your days as a Scout during the 2509 Orc War. How could you not? She was the
only female Elf mercenary you’ve ever come across and quite capable. In fact, you were amazed at her ability to command respect from
her unit. Given her leadership abilities, you fully expect the Elf to lead this group. That’s fine as you’d rather concentrate on
completing the mission.
Katrina Nachtrenner: Sigismund Jäger’s previous student. As he told you, her intensity is unrivalled. She watches everything
carefully as if analysing a potential victim’s strengths and weaknesses. You wonder if the others have noticed the same thing. In any
event, you wonder if Katrina’ll help in a pinch or stab one of the you in the back instead.
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Kidnapped! By Alfred Nunez Jr.
Josef Wasserkäfer: From his behaviour, you know Josef was not a man who was cloistered in a monastery for his entire life. No, this
Priest of Manann has seen and experienced the outside world. You sense that Josef will fully support this motley group.
Klaus Feuerweber: You’ve had limited experience with Wizards (some of whom you’ve brought to justice). This one, however, just
galls you with his arrogance. You suspect he’ll try to lead this group. You remembered Klaus as being nigh impossible for the
Mercenary Captain to handle during the Orc War. The Wizard even had the nerve to exaggerate his minor role in the War. You’ll keep
your feelings towards Klaus controlled and cool since you are a professional.
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