
Sólo los condenados y los necios viajan en Noche Bruja, ya que el cambio de año despierta a los muertos, llamándolos a salir de tumbas sin nombre y de lugares de reposo no consagrados. Los sacerdotes de Morr son los únicos que están a salvo, y su solitaria vigilia es la única protección contra los muertos inquietos. Así que, ¿quién eres tú?: ¿un necio, un alma condenada o un sacerdote solitario, para ponerte en marcha tan cerca de Noche Bruja, con algo más que el rumor de un jinete sin cabeza reclamando sombríos trofeos por estas tierras?
El infierno cabalga hacia Hallt es un escenario corto que puede jugarse como una aventura independiente o mientras los Personajes viajan por el Imperio. La aventura comienza con la llegada de los Personajes a la población de Hallt, a instancias del litigante Goswin Samter, o con los Personajes de camino a Hallt y viendo como Goswin es atacado por un jinete sin cabeza.
En el escenario, los Personajes exploran e investigan Hallt y sus habitantes, en una búsqueda para descubrir los oscuros secretos que rodean al jinete sin cabeza, el famoso ‘dullahan’, y la razón de sus mortíferos ataques. Dependiendo de cómo actúen, podrán evitar más muertes y conocer la razón por la que el jinete busca una sangrienta venganza. Recuerda mantener la calma en todo momento e intenta no perder la cabeza, pero si el grupo falla, no dudes en dejar que pierdan la suya. Después de todo, estamos en la Noche Bruja....
Resumen de la aventura
En la ominosa víspera del Día Brujo, la larga campaña de terror de un jinete sin cabeza se acerca a su sangrienta conclusión. Aunque hay muchas leyendas sobre estos horrores en diferentes lugares del Imperio, todos ellos embarcados en terroríficas campañas de venganza y asesinato, el ‘jinete sin cabeza de Hallt’ tiene planes propios. De hecho, este jinete no es un fantasma ni un demonio, sino un extraño mutante que, al menos hasta hace poco, tenía dos cabezas: una sobre los hombros y otra en el estómago.
El jinete fue una vez Friedwart Hauptfehlt, un herrero de Hallt. A pesar de una mutación oculta que hizo que a Hauptfehlt le creciera una segunda ‘cabeza’ en el estómago, el hombre era tan inocente como la mayoría de los ciudadanos del Imperio. Recién llegado al pueblo, fue un conveniente chivo expiatorio sobre el que cargar el asesinato de Ute Bott, una sacerdotisa local, por parte de una secta centrada en Hallt. Decapitado de su cabeza menos inusual hace unos meses, se le dio por muerto. Así que cuando su cuerpo desapareció, solo sirvió como una prueba más de que el herrero debía estar aliado con algún demonio o algo peor. La secta que lo incriminó, llamada ostentosamente el Consejo de la Vicisitud, sigue en Hallt, y la cabeza decapitada del jinete es solo uno de los trofeos sombríos que adornan su escondite.
Mientras se acerca la oscuridad de Noche Bruja, los Personajes se dirigen a Hallt y son atacados por el jinete. Como resultado, se ven arrastrados a la conspiración y las mentiras que acechan al pueblo y a la historia del ‘jinete sin cabeza’. ¿Podrán detener el sangriento ataque del jinete? ¿De, de hecho, deberían hacerlo?
Por dónde empezar
Para jugar este escenario, tus Personajes deben viajar a Hallt. Si se trata de una aventura puntual, pueden comenzar simplemente en un carruaje, o cabalgando junto al litigante Goswin Samter, que tiene negocios en el pueblo. Dependiendo del trasfondo de tus Personajes, pueden ser colegas, empleados o amigos de Samter. Si no es así, posiblemente son compañeros de viaje que comparten carruaje o que se encuentran en el camino hacia Hallt cuando el carruaje de Samter pasa por allí. En cualquier caso, deben estar presentes en el ataque del jinete a Samter, y tener motivos para buscar refugio en Hallt.
NOCHE BRUJA
El festival de Noche Bruja y su gemelo, la Noche del Misterio, son las únicas noches del año en las que tanto Mannslieb como Morrslieb están llenas en el cielo. Noche Bruja tiene lugar en pleno invierno y marca el paso del año viejo al nuevo. Le sigue el Día Brujo, el primer día del nuevo año.
La mayoría de los ciudadanos del Imperio no se atreven a salir de sus casas al anochecer en Noche Bruja, salvo los abnegados sacerdotes de Morr, que vigilan a los muertos inquietos que se agitan en esas noches.
EL INFIERNO CABALGA HACIA HALLT
Con un jinete antinatural vagando por los bosques, los Personajes se ven obligados a buscar refugio en Hallt, un pueblo aislado al pie de las Montañas Grises. Aunque los altos muros del pueblo pueden proporcionar cierto resguardo, el jinete tiene una misión que planea llevar a cabo en la población esa misma noche.
Hallt
Hallt se encuentra en el fondo de la cuenca de las Montañas Grises, donde confluyen dos de los afluentes del río Schilder. Es un pueblo principalmente agrícola, que produce lúpulo, maíz y calabazas, y es conocida por la lana que se obtiene de sus rebaños de ovejas. Muchas de las granjas locales llevan sus productos a Hallt para comercializarlos en lugar de ir al pueblo más grande de Eilhart. Hallt es también el último pueblo antes de que los viajeros se adentren en las montañas. Las posadas son acogedoras para los viajeros, conocidas por ofrecer buena comida, principalmente a base de calabaza, y cálidas mantas de lana, aunque no son baratas. Hallt se asienta sobre dos afluentes que desembocan en el Reik; ese flujo constante de agua permite el giro de los molinos que muelen el grano para la cerveza bien lupulada por la que Hallt es conocido. Por lo tanto, la población es próspera, pero aislada.
La alguacil Elva Fellgiebel supervisa el pueblo. Su difunto marido, Karsten, ocupó el cargo de alguacil durante veintiséis años, pero a su muerte su joven esposa asumió el puesto. Los habitantes del pueblo se refieren a ella como ‘su señoría’ como muestra de respeto. Elva vive gracias a sus tierras y a la elaboración de cerveza. Alquila varias morgen (= un morgen son dos tercios de acre) de buenas tierras a los agricultores locales. Es propietaria de la mayor fábrica de cerveza del pueblo, que también le reporta considerables ingresos.
A medida que uno se adentra en el verde valle en dirección a Hallt, un alto y antiguo molino de viento domina el paisaje. Hay grandes y viejos hitos de piedra por todo el valle y en la propia población, monumentos perdurables de la fe que impregnaba estas tierras antes de la ascensión de Sigmar. Las antiguas piedras llevan inscritas runas que señalan que Hallt fue en su día un lugar importante para las tribus que precedieron al Imperio, aunque unas cuantas están dañadas, ya sea por el paso del tiempo o por la extracción de materiales de construcción por parte de los despreocupados lugareños.
El bullicioso pueblo está rodeado de imponentes murallas de piedra. Dentro de sus límites hay varias posadas, un templo sigmarita, un ayuntamiento y un mercado cubierto. También cuenta con una serie de grandes almacenes de grano con cervecerías adyacentes, de las que emana el embriagador olor de diferentes tipos de cerveza, cada una con el característico y amargo olor del lúpulo favorito de los cerveceros.
Incluso en estos meses de invierno, cuando muchos pueblos estarían tranquilos y con el comercio casi parado, Hallt sigue siendo un hervidero de actividad. Esta es la época del año en la que los granos que se han cosechado se convierten en las finas cervezas por las que Hallt es conocido, y a medida que el año llega a su fin se consumen los primeros barriles, utilizados en bebidas calientes y especiadas. Se enciende una hoguera y se realizan ofrendas a Sigmar, Taal y quizá a otros poderes, para alejar a los espíritus malignos y dar la bienvenida a la llegada de los días más largos y la primavera.
Como pueblo dedicado a la elaboración de cerveza, también hay una historia de herboristería y alquimia en Hallt, con elixires destilados localmente y bálsamos medicinales enviados a todos los rincones del Imperio.
Trasfondo
Hace un año, un herrero que se había trasladado a Hallt hacía solo algunas estaciones fue ejecutado por un crimen que no cometió. Friedwart Hauptfehlt fue decapitado por asesinar a Ute Bott, la sacerdotisa local de Sigmar. Al parecer, el asesinato fue un crimen pasional, considerado producto de una devoción secreta que Hauptfehlt sentía por los Poderes Ruinosos y sus sirvientes.
Dicha condena era simplemente una tapadera. Ute estaba investigando la presencia de una secta oculta en la población. Cuando descubrió sus investigaciones, la secta hizo que mataran a Ute y que inculparan a Friedwart, para finalmente ejecutarle por el asesinato. La secta, por su parte, desconocía por completo que Friedwart era un mutante, y se habría sorprendido al averiguar que una sola decapitación no sería suficiente para acabar con él.
Como resultado de la mutación de Friedwart, en su torso nació una segunda cabeza, que puede ocultar bajo un pliegue de piel. Esta otra cabeza tiene una personalidad totalmente diferente y se llama a sí misma Gismondo. Aunque Friedwart murió, Gismondo sigue vivo. Esta segunda cabeza recuerda con cariño una época más sencilla en la que Friedwart, su ‘cabeza superior’, se ocupaba de la mayor parte de los asuntos de la vida, y busca venganza tanto por el daño causado contra ella misma como por el asesinato de Ute. La misma noche de la ejecución, Gismondo se alzó de la tumba. Ni estaba muerto ni era un muerto viviente, sino que buscaba venganza.
Gismondo, experto en el trabajo del metal gracias a la observación de Friedwart, que había sido un experto herrador antes de trabajar como herrero, se fabricó una armadura y unas armas horripilantes. En los meses transcurridos desde su extraño segundo nacimiento, Gismondo ha adoptado varios disfraces para reunir tanto recursos como información. Ha ejercido tanto de salteador de caminos como, de forma un tanto irónica, de verdugo, ya que esto le permite llevar una capucha que oculta una cabeza falsa.
Finalmente, Gismondo ha reunido la información que necesitaba para llevar a cabo su venganza, adoptando el disfraz de un ‘dullahan’, un jinete sin cabeza, con el viejo mito prestando su presencia a la nueva y aterradora leyenda que Gismondo ha comenzado a forjar.

El Consejo de la Vicisitud
La secta que opera en Hallt es conocida en privado como el ‘Consejo de la Vicisitud’. Ostensiblemente es una secta de la fertilidad, con la certeza de que sus investigaciones sobre antiguos rituales bendecirán a todo Hallt y a sus alrededores con una abundancia infinita. De la manera más habitual para los grupos que deben trabajar en secreto, disimulan sus acciones actuando como un consejo de empresarios regionales. Sus integrantes proceden tanto de Hallt como de las aldeas dispersas que la rodean, y los posibles candidatos se inician en los horribles rituales de la secta cada Noche Bruja. Su espacio ritual principal se encuentra en el sótano del viejo molino de viento a las afueras del pueblo. Es un lugar ideal, ya que las recientes mejoras en los molinos de agua locales han hecho que el viejo molino de viento esté más o menos inactivo, lo que significa que hay pocas posibilidades de que nadie moleste al ‘consejo’. Afortunadamente para la secta, aunque no para Hallt, el molino de viento fue construido con piedra tallada de los antiguos ogham que rodean Hallt. Esta perversión de la antigua fe de quienes erigieron las piedras ha hecho que se reúnan allí terribles energías.
Hay un segundo sótano, más profundo y oculto, donde la secta almacena pociones alquímicas y las cabezas recogidas de sus sacrificios, a través de las cuales comulgan con los antiguos espíritus y los veneran. La secta ha sido dirigida, a través de visiones, hacia sintetizar diversas pociones y brebajes alquímicos que se utilizan para contaminar el vino y la cerveza en todo el Imperio. No saben con qué fin, pero los espíritus de la ‘fertilidad’ que habitan en el molino prometen mucho a cambio: que sus granjas nunca quedarán en barbecho, que gozarán de una buena salud sin fin y que el invierno se alejará de Hallt, dando paso a una primavera interminable. La abundancia de las cosechas durante el corazón del invierno en las granjas de los sectarios pone de manifiesto la fuerza de los espíritus del molino, prueba suficiente para el creciente número de miembros de la secta.
En realidad, no hay espíritus antiguos, al menos ninguno que se atreva a llamar hogar al molino. Los ‘espíritus’ son sirvientes de Tzeentch y la secta otro disfraz de El que Cambia las Cosas. Aunque no lo saben, los sectarios sirven a este poder ruinoso en todo lo que hacen… y por supuesto, esta duplicidad complace enormemente a Tzeentch.
Los sectarios restantes
El núcleo superviviente de la secta está formado por la alguacil de Hallt, Elva Fellgiebel; el cantero, Ewald Auffarth; la cetrera, Diomira Kiefer, y el verdugo, Anselm Buchberger. Todos son vecinos de Hallt, aunque algunos viajan por la región por exigencia de su profesión. Otros miembros locales se detallan a continuación, pero todos murieron recientemente a manos del jinete. Algunos integrantes de la secta que no son de Hallt han llegado hace poco. Schneck, Backmaye y Harbutt viajaron a Hallt en busca de seguridad cuando la campaña de venganza del jinete se intensificó. De ellos, el jinete ya ha matado a uno y está afilando su hacha para los demás.
Durante los últimos meses, el jinete ha asediado a la secta, con miembros menores asesinados mientras el ‘dullahan’ rondaba por los caminos de Hallt. Las primeras muertes fueron las de quienes acusaron inicialmente a Friedwart. A medida que Gismondo los asesinaba, obteniendo de cada uno de ellos diversas confesiones y acusaciones, se dio cuenta de que estaba cazando a unos pocos elegidos, todos los cuales llevaban un pequeño tatuaje, el ‘Ojo del Heteróclito’, en el meñique de la mano derecha. Por ello, el jinete se ha ganado también la reputación de cortar la mano derecha a sus víctimas. Gismondo no está seguro del significado del tatuaje, pero ha empezado a arrancar las manos de sus víctimas para poder estudiarlos con tranquilidad; estas marcas arcanas cambian constantemente, posiblemente debido a algún tipo de magia.
Hasta ahora, los ancianos del pueblo se han abstenido de llamar a los cazarrecompensas oficiales o a los soldados de Altdorf o de pueblos más grandes, culpando de las muertes a bandidos errantes, a accidentes o a asesinos imitadores. La realidad es que la secta teme llamar la atención sobre sí o sobre su obra, en particular porque tiene previsto un ritual de vital importancia para Noche Bruja, al día siguiente.
El ritual promete asegurar el objetivo final de la secta de traer una recompensa infinita a Hallt, y hacer que el jinete sea irrelevante. Esto es parcialmente cierto: el ritual convocará a un terrible engendro del Caos, que seguramente devorará al jinete, a los miembros de la secta, al pueblo de Hallt y a una parte considerable de los alrededores, todo ello al servicio de uno de los desconocidos objetivos del Señor del Cambio.
LOS SECTARIOS
Miembro
Ocupación
Posición en la secta
Situación
Alguacil de Hallt
Suma sacerdotisa
Viva
Albañil
Guardián de la tradición
Vivo
Cetrera
Ojo imperturbable
Viva
Verdugo
Recolector de calabazas
Vivo
Litigante
Tejedor de mentiras
Vivo
Gerwin Schuhbeck
Pescadero
Interrogador
Muerto, asesinado la semana pasada
Hunfried Mauss
Granjero
Portalentes
Muerto, asesinado hace varias semanas
Linde Schenk
Representante
Participante
Vivo, llegó recientemente a Hallt
Markolf Bachmaye
Cervecero
Participante
Vivo, llegó recientemente a Hallt
Aimar Harbutt
Albañil
Participante
Muerto, asesinado ayer cerca de Hallt
PARTE 1: AUTOPISTA HACIA HALLT
El año nuevo (Noche Bruja) se acerca, las carreteras y caminos de Reikland están cubiertos de nieve y, a lo lejos, el sol se pone tras las Montañas Grises, cubiertas de nieve. Sopla un viento frío y los imponentes árboles del Reikwald crecen altos y espesos a ambos lados del embarrado camino. Los búhos ululan y los lobos aúllan, y sus llamadas penetran en la oscuridad del bosque. Una tropa de viajeros cansados que vienen de BögeC: el título es un juego de palabras con la canción ‘Highway to Hell). El grupo va acompañado por su colega y amigo, el litigante Goswin Samter. Goswin ha sido llamado a volver a su pueblo natal para ayudar a los ciudadanos. Se ha producido una serie de asesinatos y Goswin ha traído consigo a sus amigos para ayudar a resolver el misterio.
Eso es cierto, en su mayor parte. Goswin es un miembro de la secta y ha sido llamado para ayudar en el ritual de este año. Aunque sus compañeros le han asegurado que las habladurías sobre el jinete son exageradas, Goswin no quiere correr riesgos y ha contratado a los Personajes para que le protejan. Mientras el carromato avanza, Goswin explica que esta época del año está plagada de ataques de salteadores de caminos, bandidos y seres feéricos que se aventuran desde las oscuras profundidades del Reikwald. En particular, les cuenta la historia del dullahan, el jinete sin cabeza que, según se dice, acechaba en el pueblo en épocas pasadas.

‘El dullahan es una criatura de las tinieblas, un jinete sin cabeza, que fue maldecido al morir y que ahora cabalga trayendo la muerte a todo aquel que lo ve. Es un presagio funesto y solo los de corazón noble, o los verdaderamente inocentes, pueden sobrevivir a un encuentro así’.
Goswin tose y maldice la amarga noche antes de reanudar su oscuro relato.
‘Pero todo esto es simple superstición rural. La gente habla de matar al dullahan con estacas de madera de sauce cortadas durante la luna llena, o con un arma blanca de plata. Dicen que, si se encuentra la cabeza perdida, se puede hacer que el dullahan se vaya y vuelva por donde vino. Puedo decir que no hay nada de cierto en estos cuentos. Sin duda, la leyenda es una tapadera para algún bandido que se aprovecha del bello Hallt.
Si diriges una aventura puntual, ahora sería un buen momento para que los Jugadores presentaran a sus Personajes. Pregunta a cada Jugador cómo se ha vestido su Personaje para hacer frente al frío, cómo lo lleva y qué impresión tiene sobre los asesinatos y la historia del dullahan.
Cuando el sol se pone, el frío y claro cielo nocturno se ilumina con las primeras estrellas de la noche y las dos lunas, Mannslieb y Morrslieb; la primera, una medialuna menguante como un ojo entrecerrado, y la segunda, un orbe verde más pequeño, parecido a una calavera, que proyecta sus oscuras energías sobre la región. A su alrededor, los animales nocturnos se han callado, y desde la cresta de la colina son visibles las luces de Hallt. El pequeño pueblo amurallado, que se distingue por la luz de los faroles y el humo de las chimeneas, parece acogedor en la amarga noche
El ataque del jinete
Desde la más profunda oscuridad, unos cascos al galope retumban y traquetean mientras las ramas se rompen y los arbustos crujen. A través de la noche se acerca un jinete sin cabeza, vestido con una armadura negra sobre un destrero que resopla. El jinete sostiene en alto una gran hacha curva, inconfundiblemente la de un verdugo. Al pasar junto al carruaje, corta brutalmente la cabeza de uno de los corceles que tiran del carro. Chocando con el cadáver del caballo, el carruaje vuelca y los que están dentro son lanzados por el aire. Todos los Personajes deben tener éxito en un Chequeo Normal (+20) de Atletismo o sufren 1 Herida, ignorando el Bonificador por Resistencia o los puntos de Armadura. El desafortunado cochero y los Personajes que se encuentren en el exterior del carruaje saldrán volando hacia la noche, estrellándose contra el suelo helado. Trátalo como una caída de 3 yardas (WJdR pág. 166) para los Personajes; el cochero muere instantáneamente. Del muñón ensangrentado del cuello del caballo fluye una marea de sangre caliente que mancha la blanca nieve y lanza volutas de vapor al aire nocturno. El abrumador hedor de la sangre mezclado con el miedo es alarmante.
Pregunta cómo reaccionan los Personajes ante la situación. ¿Sacan las armas? ¿Buscan refugio detrás de la carreta? ¿Corren por el camino hacia el pueblo? ¿O corren y se esconden en el bosque? Sea cual sea su reacción, dale a cada Jugador la oportunidad de responder.
Sin embargo, antes de que los Personajes puedan recuperarse, un aterrorizado Goswin se aleja del carruaje y se dirige hacia el bosque. ‘¡Ha venido a por mí!’, grita, tropezando con las raíces de los árboles y los arbustos. El jinete hace girar a su corcel, que se encabrita antes de volver a cargar por el camino tras Goswin.
Si alguno de los miembros del grupo intenta detener al jinete, el destrero lo embiste y lo aparta de su camino. Aclara a los Jugadores que enfrentarse al jinete de frente puede ser muy peligroso. Recuerda que cuando actúa de forma agresiva, el caballo, por su tamaño, provoca miedo en los adversarios de tamaño Normal (ver WJdR, pág. 342). Los Personajes deben tener la posibilidad de apartarse del avance del caballo y quienes sean golpeados sufren daño, pero abstente de aplicar críticos: el jinete es experto en controlar al corcel y sólo quiere matar a los responsables de su ejecución.


Los Personajes que se interponen en el camino del jinete se encuentran brevemente con la ‘mirada’ de unos ojos invisibles; a pesar de su ropa y armadura, Gismondo nunca ha tenido problemas para ‘ver’ todo lo que le rodea. La mirada se dirige a su mano derecha (los Personajes se percatan de ello con un Chequeo Complicado (–10) de Percepción). Como no llevan el tatuaje de la secta, el jinete los deja en paz. Con voz ronca, murmura: ‘Ningún ojo maldito con tinta marcado, no creo que con ellos estés asociado’. Si llevan guantes, les pide que se los quiten. Si no acceden, o pierden tiempo de algún modo, intenta derribarlos usando a su montura o lanzándoles una bomba incendiaria, con la esperanza de que las llamas les distraigan mientras persigue a su verdadera presa.
Sin embargo, si se le presiona, el jinete ataca a cualquiera que no retrocede. Intenta evitar que le rodeen, pero es un luchador peligroso. Si un adversario retrocede o se retira, lo persigue.
El jinete persigue a Goswin antes que a los demás, lo embiste y, de un solo y rápido tajo, lo decapita. Descabalgando, el jinete también corta la mano derecha de Goswin, y se lleva la cabeza y la mano como trofeos. Si un Personaje está cerca, oye al jinete hablar en rima mientras corta la mano: ‘En la mano un ojo, en la cabeza un par, la venganza para Ute voy a reclamar’.

PARTE 2: DESCANSA LA CABEZA, AGOTADO VIAJERO
Con Goswin probablemente muerto, la noche cada vez más fría y un jinete asesino cerca, los Personajes harían bien en buscar refugio en Hallt. En caso de que hagan lo contrario, consulta las reglas para la exposición a la intemperie en WJdR, pág. 181, y las estadísticas de los lobos espectrales en la pág. 329; después de todo, es casi Noche Bruja.
Una vez que los Personajes llegan a Hallt, corriendo, gritando, o como los Jugadores crean que sus Personajes reaccionan ante el ataque del jinete, la Guardia del pueblo les recibe a las puertas. Se muestran suspicaces, pues han oído gritos y cascos atronadores en la distancia, pero creen fácilmente la historia de los Personajes, ya que se ha convertido en algo habitual últimamente. Si los Personajes han traído el cuerpo de Goswin, algunos de los guardias se horrorizan al ver el cadáver decapitado y con la mano derecha cortada.
Al examinar el cadáver, la jefa de la Guardia, Bertille Lindemann, hace saber a los Personajes que se trata del cuarto asesinato en el último mes, y uno de una serie que ha tenido lugar en el último año, todos ellos cometidos por el dullahan, un jinete que aterroriza los caminos de Hallt. Esto, por supuesto, no es una novedad para los Personajes. Mientras hablan, oyen de fondo la campana de la iglesia, que da el toque de cierre de las puertas. A los Personajes les parece que el sonido de la campana está mal, como si estuviera desordenado. Si preguntan a los guardias, les dirán que la campana lleva sonando así desde siempre.
Bertille Lindemann
Bertille es una mujer de complexión gruesa que empuña un garrote resistente, con el pelo castaño oscuro recogido bajo un gorro de lana. Lleva la librea de Reikland, ya que en su día sirvió en el Ejército Estatal. Su rostro está marcado por las cicatrices de la batalla, y en el cuello tiene el tatuaje de un martillo, una práctica común para algunos soldados especialmente devotos de Sigmar. No es la persona más elocuente, ni la más sutil, pero no es grosera. Cuando hace buen día dedica tiempo a los niños del lugar y a menudo se la puede encontrar sentada contándoles grandes relatos sobre orcos, goblins y el heroísmo de Sigmar y Ulric. No se ha enfrentado al jinete, pero lo ha visto cabalgar en la distancia. También sospecha de alguna gente del pueblo. Se pregunta por qué están ocurriendo estos asesinatos y cree que están pasando muchas cosas delante de sus narices de las que no es consciente. Es nueva en Hallt, ya que fue destinada al pueblo hace solo dos años, después de que el último jefe de la Guardia fuera asesinado. Bertille desconfía del verdugo del pueblo, Anselm Buchberger, y sospecha que alberga deseos oscuros.
Bertille, junto con otra media docena de miembros de la Guardia, conduce a los Personajes al pueblo, cerrando las pesadas puertas de madera tras ellos. El pueblo en sí es típico de la región, con construcciones de piedra y madera, tejados de tejas y un pequeño templo de Sigmar en el centro.
Si le preguntan, Bertille explica lo que sabe del jinete, mientras hace la señal protectora del Martillo de Sigmar. Explica que el dullahan, como se conoce localmente al jinete, ha aterrorizado estas tierras durante algún tiempo. Ha oído hablar de sus ataques por todas partes, desde Eilhart hasta Mellerfelden. No está segura si es una criatura de carne y hueso, un muerto viviente o un espíritu de algún tipo. Maldice a los Personajes por ser tan tontos como para viajar de noche, aunque se muestra comprensiva si vienen a Hallt para ofrecer ayuda.
Cuando terminan de interrogarla, o si deciden no hacerlo, Bertille se dirige a los hombres de la Guardia y les dice:
‘Llevad el cuerpo del Goswin al templo de Sigmar. Yo acompañaré a nuestros invitados a un lugar más cálido’. Volviéndose para mirar a los Personajes, sigue hablando: ‘Parece que os hace falta algo para entrar en calor. En Hallt tenemos buenos digestivos, además de hacheros asesinos sin cabeza’.
EL SAPO TRANQUILO
La posada local es El Sapo Tranquilo, con un cartel colgado en el exterior, de un sapo roncando en una mesa con una jarra de cerveza en la mano. En el interior, la posada es cálida y acogedora, con varias mesas, una hoguera crepitante y cuernos y cabezas de animales disecados colgados de las paredes. Un puñado de habitantes del pueblo está dentro, tomando cerveza y vino caliente. En un rincón de la sala principal se escuchan gritos de alegría, ya que varios parroquianos están participando en un juego de aros, en el que los jugadores intentan colar un pequeño anillo de madera en una clavija. La voluminosa propietaria, Gerwine Brotzmann, está sirviendo cerveza caliente en jarras, que saca de una olla humeante que descansa sobre una estufa. Cuando entran los Personajes, Bertille les hace un hueco en una mesa cerca del fuego y les ofrece una bebida caliente, preguntándoles si quieren comer. Si los Personajes aceptan, pueden eliminar cualquier Estado de Fatigado que hayan sufrido durante el viaje.
Mientras se calientan junto al fuego, los Personajes tienen la oportunidad de disfrutar del ambiente agradable y humeante de la posada, y de observar a los clientes que se relajan después de un día de trabajo en los molinos y las cervecerías. Pueden hablar con ellos si lo desean, averiguando más sobre los recientes acontecimientos en el pueblo y diversos rumores sobre el dullahan. Los lugareños desconfían de los recién llegados, pero pocos podrán resistirse a oír hablar del ataque, si los Personajes hacen saber que fueron testigos de primera mano de la actuación del jinete. Para hacer hablar a un cliente, un Chequeo Normal (+20) de Cotilleo o invitar a una bebida serán suficientes.
Muchos de los lugareños hacen rápidamente la señal del martillo y murmuran oraciones a Sigmar antes de hablar nerviosamente sobre el dullahan. Los rumores son disparatados e inverosímiles, aunque la mayoría tienen algo de verdad. Los Personajes tienen que intentar separar la realidad de la ficción y la verdad de la superstición. Mientras conversan con la gente, un Chequeo Complicado (–20) de Percepción les permite darse cuenta de que el reloj del pueblo da las campanadas de forma desordenada.
RUMORES EN EL SAPO TRANQUILO
A continuación, se detallan algunos de los rumores y relatos que los Personajes pueden conocer al hablar con la gente del pueblo. Puedes elegir al azar entre ellos, o contar el que te parezca más apropiado. Siéntete libre de crear tus propios relatos aterradores.
El jinete es un muerto viviente y ha regresado a la vida gracias a la magia maligna que se filtra en la tierra desde el castillo Drachenfels. ¡El propio Encantador podría estar dentro de esa armadura!
El dullahan es el fantasma de un verdugo muerto, asesinado en Eilhart por el crimen de matar a una mujer de la nobleza. Ahora la busca y mata a cualquiera que cree que pueda estar enamorado de ella.
Se dice que el jinete es incapaz de cruzar el agua corriente, y que sólo puede sufrir daño debido a la madera de un sauce cortado en una noche de luna llena. Probablemente sea más vulnerable esta noche, con las dos lunas llenas. No es que yo vaya a salir por ahí a comprobarlo, claro.
A muchas de las víctimas les cortan la mano derecha, aunque nadie sabe bien por qué. Hay quien dice que está haciendo una colección y uniéndolas, de palma a muñeca, para hacer un látigo con el que azotar a la gente honrada.
Ha matado a una docena de personas. Dos eran granjeros, uno pescadero y uno cantero. Y, es más, muchas de las víctimas tenían amistad. ¡Creo que el jinete tiene un interés personal, por así decirlo!
Todos han sido decapitados, pero sólo a algunos se les ha quitado la mano derecha. ¿Cuál es el significado, entonces? (en realidad, la secta también ha matado a algunas personas: ¡víctimas para su próximo sacrificio!).
El jinete trae consigo terribles hambrunas y malas cosechas, ¡todo el mundo lo sabe! Una pena, ya que las cosechas de los alrededores de Hallt han sido excelentes desde hace años. De todos modos, es probable que sea eso lo que hizo que se pudriera la mitad del grano la semana pasada.
En la Cervecería Agua Fría están enfadados por un lote de grano estropeado. Podría ser moho, pero culpan a la gente de Cervezas Río Monturas Grises por ello. Podría ser que fueran ellos también, son rivales desde hace años, a causa de quién obtiene qué grano de qué granja. ¡Acabarán llegando a las manos!
¿Ves que esta noche solo tienen pan y queso? Es por el precio de la comida; ese grano estropeado hace que todo el mundo acapare lo que tiene. La carestía será larga este año por primera vez en mucho tiempo....
El jinete no puede entrar en el pueblo debido a los muros y también a los círculos de piedra. La Vieja Fe es fuerte por aquí y mantiene a raya a los demonios. Utilizaron algunas de las viejas piedras para hacer todo tipo de cosas en esta zona: las murallas, el viejo molino, ¡y mucho más!
Ah, las cosas no han sido lo mismo desde que la vieja Ute murió el año pasado. La mejor sacerdotisa de Sigmar que hemos tenido, ¡la asistencia al templo nunca ha sido tan alta desde entonces! El nuevo está borracho la mitad del tiempo, que Sigmar me perdone por decirlo.
Ese tipo de ahí, Markolf Bachmaye, es muy divertido, está en el pueblo comerciando con cerveza y dejándolo seco a su paso. Es algo gafe, según parece. Lo vi hablando con los dos granjeros antes de que los mataran… ¡ya no comprará su grano! Ahora que lo pienso, estaba negociando con ese cantero al que el jinete también... ¡Algunas personas tienen una suerte horrible!
Hay otro viajero que se aloja en la posada esta noche, un cervecero llamado Markolf Bachmaye. Se queja a gritos de la calidad de la cerveza de la posada y se indigna porque no le compran su hidromiel, ‘de mucha mejor calidad que esta vil agua marrón’, dice’.

Markolf Bachmaye
Si los Personajes preguntan por Bachmaye, podrán encontrarle en un rincón del Sapo Tranquilo, bebiendo, cantando y actuando con estridencia. Aunque no lo busquen, puede darse a conocer pidiendo a gritos más cerveza, ‘¡con menos agua esta vez!’. Se queja con gusto de la vida en general a cualquiera que esté dispuesto a escuchar, pero igualmente termina cada queja con una risa, como si uno no pudiera esperar mucho más de la vida que la miseria. Tiene la tez rojiza de alguien que disfruta de la bebida, un físico corpulento y ropa llamativa y cara (aunque desgastada). Su pelo es castaño sucio y necesita un corte, y su barba, salvaje y canosa, también necesita un buen arreglo.
Lleva un distintivo que le identifica como miembro de un gremio cervecero regional. Durante la conversación con Bachmaye, habla largo y tendido sobre las diferentes cervezas de la región, dónde es mejor cada una y por qué. Puede comparar las virtudes de las lagers, ales, stouts, pilseners, porters y demás durante toda la noche a cualquiera que le escuche. Bachmaye ha comenzado recientemente a elaborar hidromiel, y espera en secreto que la secta le traiga un suministro interminable de miel para utilizarla con este fin. Hasta ahora, sus colmenas han estado activas durante todo el año, pero la miel tiene un sabor y un color extraños. Sólo es aceptable si se convierte en alcohol, pero este hidromiel se vende bien.
Bachmaye sabe de la existencia del jinete y puede transmitir algunos de los rumores anteriores, aunque está más interesado en hablar de la elaboración de cerveza que de los rumores infantiles sobre ruidos nocturnos. Durante la conversación con Bachmaye, existe la posibilidad de que un Personaje se fije en el llamativo anillo que lleva en el dedo meñique de la mano derecha. Dicho anillo cubre su tatuaje de la secta; se requiere un Chequeo Complicado (–10) de Percepción para darse cuenta. Si le preguntan por los asesinatos en concreto, Bachmaye revela que conocía a algunos de los asesinados por su trabajo en el ayuntamiento, pero que no sabe de ninguna conexión entre las víctimas. Un Chequeo Complicado (–10) de Percepción, enfrentado a su Frialdad, revela que Markolf no dice la verdad: conoce a casi todas las víctimas a través del Consejo de la Vicisitud, del que es un miembro entusiasta.
Mientras los Personajes conversan con los lugareños, la alguacil, Elva Fellgiebel, entra en la posada, o localiza a los Personajes dondequiera que estén, y se presenta. Les agradece que hayan recuperado el cuerpo de Goswin (si lo hicieron), y les pregunta por el jinete. Parece preocupada (como de hecho está), pero no ofrece ninguna teoría sobre el jinete, salvo decir que hay muchas habladurías sobre él, a las que no tiene intención de sumarse. Les ofrece una noche de descanso en la posada como pequeño agradecimiento por sus esfuerzos con Goswin, si han recuperado el cuerpo. Durante su estancia en la posada, Elva también habla con Markolf y con otra mujer local, Diomira Kiefer (otra sectaria), que ha estado jugando a los aros.

Elva Fellgiebel
PARTE 3: RODARÁN CABEZAS
A medida que la noche avanza, los Personajes tendrán que encontrar descanso en algún lugar del pueblo. El Sapo Tranquilo es el sitio más probable, aunque si se niegan a dormir allí por cualquier motivo, hay almacenes poco vigilados. Si tratan de evitar dormir, deben recordar que hace mucho frío en el exterior, que empezarán a acumular Estados de Fatigado y que corren el riesgo de sufrir de exposición al frío si no se encuentran refugio.
No pierdas la cabeza
Mientras la nieve cae fuera y los clientes de la posada se retiran a la cama, los Personajes encuentran por fin algo de descanso. Las ásperas sábanas y la paja les proporcionan cierta comodidad, si han elegido dormir en la posada, mientras que la barriga llena de comida y cerveza les permite dormir profundamente. El único sonido es el del viento aullando y de los postigos mal atrancados. Aquí y allá, las libaciones y las oraciones contra los males de la Noche Bruja son transportados por el viento. Sin embargo, la noche no es tranquila, y al poco tiempo se oye un golpeteo rítmico, el sonido de unos pies pesados que recorren el tejado de pizarra del Sapo Tranquilo.
Si los Personajes están durmiendo en la posada, se despiertan con un Chequeo Normal (+20) de Percepción. Pregúntales cómo responden y cómo se sienten al ser despertados durante la noche por ese ruido.
Si los Personajes no se despiertan inmediatamente o no estaban durmiendo en la posada, poco después pueden oír gritos y el sonido de una puerta que se abre de golpe. Un Chequeo Complicado (–10) de Percepción permite a un Personaje darse cuenta de que la única vela que se dejó encendida no está como debería. En lugar de haber encogido con el paso de las horas, ha crecido. Sin embargo, hay poco tiempo para investigar esta rareza, ya que el sonido de gritos y portazos se intensifica. Investigar la conmoción requiere que los Personajes lleven velas o lámparas, ya que la posada está a oscuras, aunque hay suficiente luz para que aquellos con el Talento Visión nocturna puedan ver.
La poca luz que arrojan las velas revela al cervecero, Markolf, vestido con poco más que una camisa y un pantalón, corriendo por el pasillo hacia las escaleras, con el rostro pálido de terror, pidiendo ayuda a gritos. Detrás de él va el jinete, con su armadura negra que brilla de color anaranjado a la luz parpadeante de las velas que se proyecta a través de una puerta abierta. El jinete avanza, blandiendo su hacha, con la intención de alcanzar la cabeza de Markolf. Cada paso que da parece hacer temblar el suelo bajo él y su armadura tintinea siniestramente a cada zancada: ‘Cerveza y ron, tan rápido que parece un borrón. ¿Vino y licor? La sangre tiene más vigor’.
Markolf, por su parte, huye de la posada hacia la gélida noche lo más rápido que puede. Si los personajes prefirieron dormir lejos de la posada, en su lugar les despierta la persecución de Markolf a través de las calles por parte del jinete.
Luchar o huir
Los Jugadores tienen dos opciones: luchar o esconderse. Es probable que luchar contra el jinete revele que efectivamente sangra, si logran herirlo. Está concentrado en su presa, no en los Personajes, y pasa por delante de ellos o los rodea cuando es posible. La lucha con el jinete hace que se le caiga un colgante, un cometa de dos colas que suelen llevar los miembros del Culto de Sigmar. Cualquier Personaje que supere un Chequeo Normal (+20) de Percepción se da cuenta de que se le ha caído algo, aunque no sabe exactamente qué, a menos que lo recupere. El nombre de la sacerdotisa, Ute Bott, está inscrito en el reverso del colgante. Si los Personajes causan demasiados problemas al jinete, este les lanza sus bombas incendiarias de calabaza y confía en el terror y la suerte para poder escapar. Puede saltar por una ventana o trepar por una cuerda preparada hasta un tejado cercano, que corta rápidamente una vez llega arriba. Continúa la persecución de Markolf en cuanto les ha despistado.
Es posible que al enfrentarse al jinete los Jugadores quieran interrogarle. Si le preguntan por qué caza y mata, o a quién caza y mata, el jinete, con su voz gutural, responde con una extraña rima.
‘Sólo aquellos que con el ojo están maldecidos, le quitaron la vida y ahora deben ser abatidos. Con sus oraciones desatendidas, Ute está enterrada. Aunque Sigmar le fallara, yo no la dejaré abandonada’.
Si le preguntan quién es, el jinete responde lo siguiente:
‘Yo tenía una cabeza para la hoja, ellos una hoja para mi cabeza. Empuñé el hacha y la mantuve alimentada’.
¡Que le corten la cabeza!
Si los Personajes no pueden evitar que el jinete alcance a Markolf, o si deciden esconderse, serán testigos de la siguiente escena: Markolf, medio congelado por el viento cortante, apenas es visible en la penumbra y a través de la nieve. Pide ayuda a gritos, esperando que la Guardia del pueblo acuda en su ayuda. ‘¡Está aquí! ¡Está aquí! ¡El jinete ha venido a por mí!’
El jinete corre en dirección a Markolf, lanzando su hacha de tal manera que corta el aire y la cabeza de Markolf con una precisión sobrenatural. El cuerpo del cervecero cae al suelo con el muñón de su cuello salpicando sangre. Con Markolf muerto, el jinete se acerca a su cuerpo y le corta la mano derecha, arrancando un anillo de uno de los dedos. Entonces llama a su yegua y sale al galope, con la bestia saltando por encima de los muros del pueblo y llevándose al jinete en la profunda y oscura noche.
La investigación del cuerpo de Markolf revela que el anillo del dedo meñique de su mano derecha fue retirado y arrojado al suelo, y que dentro de su camisa hay un cuaderno. El libro está desenfocado y borroso independientemente de cómo se observe, pero es evidente que contiene diagramas, mapas y escritos. Entender el libro es imposible sin la lente ámbar (página 17). Si un Personaje tiene el Talento Sentir magia, puede realizar un Chequeo Desafiante (+0) de Sabiduría académica (alquimia o magia). Un éxito le indica que el cuaderno está encantado de algún modo con el Viento de Jade. Sin embargo, los Personajes que obtengan +2 o más NE notarán que bajo este encantamiento se pueden detectar fuertes indicios de Dhar, una pista de que el libro ha sido tocado por Tzeentch.
Los Personajes se encuentran entonces con la Guardia del pueblo, que responde a la refriega con el tiempo justo para llegar después de que el jinete se haya marchado. Recuperan el cuerpo de Markolf y les hacen preguntas sobre el ataque. La alguacil también acude, observando y escuchando atentamente.
Menudo cuello
Si los Personajes consiguen ahuyentar al jinete y salvar a Markolf, puede que descubran que está menos agradecido de lo que esperan. El ataque le deja paranoico, rozando el terror. Se le puede calmar con un Chequeo Desafiante (+0) de Carisma, pero por lo demás se queda murmurando para sí mismo y temblando hasta que llega la alguacil. Los Personajes que superen un Chequeo Desafiante (+0) de Percepción observan que Markolf revisa continuamente su bolsillo para asegurarse de que no ha perdido el cuaderno.
Cuando ve a Elva Fellgiebel, Markolf se acerca inmediatamente a ella y comienza a recriminarle airadamente por qué ha estado ignorando sus advertencias. ‘¿Lo ves ahora, Elva? Es como nos temíamos ¡Nos ha descubierto y nos está cazando! ¿Sabe algo de…?’. La alguacil no le deja seguir hablando más allá de este punto, haciendo que la Guardia se lo lleve rápidamente, aduciendo una supuesta preocupación por su bienestar. Si piensa rápido, un Personaje que logre un Chequeo Normal (+20) de Prestidigitación puede recuperar el cuaderno del distraído Markolf mientras ‘ayuda’ a los guardias.
GOSWIN EL DESCABEZADO
¿Y si los Personajes consiguen salvar a Goswin Samter? En este caso, ven que Goswin habla brevemente con Markolf en el bar a primera hora de la noche (está claro que ambos se conocen) antes de que el litigante se retire a pasar la noche, solo, a una habitación cerrada con llave en el piso superior de la posada. El jinete va primero a por Goswin, entrando por una ventana que quedó abierta y lo asesina silenciosamente en la oscuridad de la noche. A continuación, arroja el cadáver decapitado en la habitación de Markolf, que el cervecero confunde con el jinete, haciéndole huir al pasillo como en el caso anterior. Cuando Markolf huye de la posada para escapar de su supuesto atacante, el jinete se abalanza sobre él en la calle.
MANCHA PÚRPURA, ¿OTRA VEZ?
Si lo deseas, el cuerpo de Markolf puede estar marcado no una, sino dos veces. Aunque el jinete le haya quitado la mano, Markolf lleva otro tatuaje, trazado con tinta púrpura bajo la axila izquierda: la huella de una mano púrpura (NdT: el título de más arriba es un juego de palabras intraducible con ‘purple rain’, la canción y película de Prince). Sin que lo sepan siquiera sus compañeros de conspiración, Markolf es miembro de una secta mucho mayor: la Mano Púrpura. Si diriges este escenario como parte de la campaña El Enemigo Interior, es posible que los Personajes ya conozcan la secta, y la afiliación de Markolf con ellos puede servir para reforzar la presencia de la Mano Púrpura en todos los niveles de la sociedad. Si tienes la intención de dirigir El enemigo interior en el futuro, esta marca presagiará algunos de los acontecimientos que se avecinan.
¿Con qué fin se ha infiltrado Markolf en la Secta de la Vicisitud? Quizá para guiar a los sectarios hacia una verdadera comprensión de Tzeentch, su amo, pero las estratagemas y maquinaciones de El que Cambia las Cosas son muchas y están más allá del alcance de la mayoría de los mortales.
ALGO HUELE A PODRIDO EN HALLT
Mientras los Personajes se mueven por el pueblo visitando lugares como el templo o las cervecerías, o recorren el mercado y las tiendas, pueden notar sucesos peculiares. Algunos de ellos ya se han insinuado: el extraño comportamiento de la vela colocada junto a sus camas y los extraños sonidos de las campanas del reloj. A medida que avanza el día, se van sumando otras rarezas: un árbol en el cementerio que da hojas y frutos en un momento dado, pero que parece sin vida al siguiente, un gran perro que camina hacia atrás por la calle o calabazas que estallan cuando pasan junto a un gran huerto a las afueras del pueblo. También se producen momentos de déjà vu cuando el mismo gato negro se cruza en su camino, las calles parecen tener bucles extraños y llegan al mismo cruce una y otra vez.
Salpica al azar tan surrealistas sucesos y siéntete libre de añadir tus propias rarezas. Los lugareños parecen ajenos a estos extraños sucesos, aunque la mayoría son conscientes de que todo ha cambiado desde que Ute fue asesinada. Algunos pueden sospechar que muchas de las víctimas parecen ser del ‘consejo’ no oficial de la alguacil. Intenta generar una creciente sensación de miedo y un temor inminente ahora que el jinete ha atacado finalmente intramuros.
PARTE 4: BUENA CABEZA PARA LAS CIFRAS
La mañana trae a Hallt un ambiente sombrío. Tras haber visto al jinete intramuros, la sensación de que ningún lugar es seguro invade a los habitantes. El desayuno es apenas apetecible y todo el mundo habla en voz baja sobre los asesinatos. Si los Personajes comen en la posada, les sirven gachas y miel, exageradamente dulces. Durante la comida, una abeja sale del pequeño tarro de miel que hay en la mesa y vuela un momento antes de caer muerta.
Pero para los habitantes del pueblo, la vida debe continuar. Las puertas se abren y los granjeros y leñadores llegan con sus mercancías. Un rebaño de ovejas entra a la población y es conducido a sus corrales. Hay varios corderos, muy fuera de temporada, pero el granjero dice que esto lleva años sucediendo.
Los lugareños están agitados, con caras largas y cejas fruncidas que ponen de manifiesto su malestar: ya es Día Brujo y el nuevo año no tiene un comienzo favorable. Los habitantes del pueblo que no están ocupados en su trabajo habitual se dedican a recoger follaje de los leñadores y lo utilizan para tejer coronas que, según se cree, ahuyentan a los malos espíritus cuando se cuelgan en las puertas de las casas. Los Personajes pueden llevar a cabo un Chequeo Desafiante (+0) de Sabiduría académica (teología) reconocer que las coronas están relacionadas con los antiguos cultos de fertilidad anteriores al Imperio.
El sacerdote local de Sigmar, el padre Lothar, dirige una procesión a través del pueblo, que lleva a los muertos recientes al templo. Se cantan himnos y se esparce incienso en un ritual diseñado para facilitar el paso de los muertos a la otra vida, mientras el sepulturero local camina al lado, midiendo el cuerpo (o los cuerpos) para sus ataúdes. Aunque tales deberes recaerían normalmente en un sacerdote de Morr, Hallt depende de los sacerdotes de Morr itinerantes para atender a los muertos, por lo que los caídos serán enterrados hasta que uno pase por aquí.
Los Personajes pueden explorar e investigar libremente el pueblo durante el día. Hay mucha gente con la que hablar, aunque no todos están dispuestos a hacerlo, ya que, potencialmente, los Personajes han estado presentes en dos apariciones del jinete, y quizá en otras tantas muertes, por lo que empiezan a ser considerados portadores de mal fario. Las investigaciones suelen requerir un Chequeo Complicado (–10) de Cotilleo, Los miembros de la secta se muestran especialmente reacios a cualquier pregunta. Esta frialdad se puede notar con un Chequeo Difícil (–20) de Intuición realizado en secreto.
El templo de Sigmar y el cementerio
El padre Lothar Schmitt reside en el templo, aunque también deambula por el mercado ofreciendo bendiciones. Se muestra sombrío, pero se complace en conversar con los Personajes. Si le preguntan por Ute, explica cómo fue asesinada, o al menos comparte la historia oficial, la de que Hauptfehlt la mató en un momento de pasión. El padre Schmitt también relata la ejecución del herrero. Más preguntas pueden llevarle a revelar que el cuerpo y la cabeza desaparecieron después de la sumaria ejecución.
La investigación del templo y su recinto permite descubrir la tumba de Ute; si los Personajes aún no saben nada de ella, se dan cuenta de que su tumba está bien cuidada y tiene flores frescas. Un Chequeo Normal (+20) de Percepción revela tierra recién excavada detrás de la lápida. En la tierra hay numerosos huesos y al menos un dedo fresco. La sangre y la carne desgarrada aún se aferran a algunos de los huesos. Una inspección minuciosa revela un tatuaje en los dedos lo suficientemente frescos como para conservar algo de carne.
El tatuaje es el de un ojo con el iris ámbar en espiral: el ojo que marca a los miembros de la secta. El tatuaje en el más reciente de estos dedos parece deformarse y moverse a la vista de los Personajes, antes de desaparecer bajo la uña, casi como si fuera consciente de que está siendo observado.
Dentro del templo hay un pequeño santuario a Magnus el Piadoso. Cualquier Personaje que logre un Chequeo Desafiante (+0) de Percepción advierte un pequeño panel en el mismo que parece ser una puerta; o si alguno menciona específicamente que investiga el santuario, lo encuentra automáticamente. Una pequeña hendidura en la parte delantera del panel sirve de cerradura y se abre con el colgante de Ute. Si los Personajes no lo tienen, pueden forzar el panel con un Chequeo Normal (+20) de Fuerza; aunque no se podrá disimular el sonido de la piedra al romperse. Dentro hay un cuaderno de Ute que relata sus investigaciones sobre la secta de Hallt.
Explica que el tiempo parece moverse de forma diferente para un pequeño número de personas, incluida la alguacil. También dice que ha encontrado el sanctasanctórum de la secta, aunque no menciona dónde.



La plaza del mercado
En la plaza del mercado abundan los rumores sobre los acontecimientos de la noche anterior y sobre el grano estropeado. Algunos dicen que se pudrió, mientras que otros afirman que germinó, pero todos están de acuerdo en que definitivamente se ha echado a perder.
La mayoría siente que algo va mal en Hallt y algunos piden que se contrate a otro cazarrecompensas. Si los Personajes preguntan qué pasó con el primero, se enteran de que llegó desde Altdorf hace unas semanas, pero al parecer fue asesinado por el jinete y enterrado en el cementerio del templo.
Si los Personajes tienen el estómago suficiente, pueden exhumar el cuerpo y descubrir que conserva tanto la cabeza como las manos, pero que el cuerpo se ha podrido de forma extraña, con gran parte de su lado derecho completamente conservado, mientras que los gusanos se retuercen en el izquierdo. Esto es un efecto de la magia utilizada para acabar con el hombre, ya que se acercó demasiado a descubrir la secta y la alguacil lo mató personalmente. Si lo deseas, el cadáver del cazarrecompensas puede proporcionar un desagradable susto cuando su conservada mano derecha se levanta de repente, agarrando a uno de los Personajes por el cuello. Sin embargo, no hay mucho más que averiguar del cadáver. El templo de Sigmar y el cementerio se describen en la página 16, por si los Personajes deciden visitarlos.
Escuchando los cotilleos de los granjeros, los Personajes oyen hablar de la casa de Hunfried Mauss, un granjero que fue asesinado meses antes. Aunque su familia se ha mudado desde su muerte, anoche se vio la luz de un farol procedente de la granja (ver La granja de Hunfried Mauss).
Si los Personajes tienen problemas en este punto, no dudes en proporcionarles algunos rumores adicionales, dirigiéndolos hacia Ute, Hauptfehlt o la secta. Si lo deseas, un buhonero podría vender el colgante de Ute, recuperado de donde el jinete lo dejó caer anoche. La mayoría de la gente es analfabeta, por lo que nadie ha leído todavía el nombre de Ute en el colgante, ya que seguramente lo devolverían al templo si supieran que era suyo.
Todos los habitantes del pueblo, si se sienten cómodos con los Personajes, pueden mencionar las excelentes cosechas, especialmente en los últimos años. La mayoría lo atribuye al carácter general de los lugareños, a su fe en Sigmar o Taal, o simplemente a la buena suerte. Si se les presiona, unos pocos señalan que ciertas granjas, principalmente las que se encuentran en las tierras propiedad de la alguacil, son especialmente productivas, disfrutando de largas temporadas de cultivo y cosechas prodigiosa.
La granja de Hunfried Mauss
Si los Personajes deciden aventurarse hasta la granja, asegúrate de describir la extraña sensación de no haber dejado atrás el pueblo. Aunque ahora están en los alrededores, todavía tienen la sensación de tener calles empedradas o suelos de madera bajo los pies, como si no se hubieran ido de Hallt. Si esperan que todavía sea temprano por la mañana, haz que estén a última hora de la tarde. Si preguntan cuánto tardan en llegar a la granja, asegúrate de que volver les cueste al menos el doble de tiempo. Si deciden dejar atrás el pueblo, pueden caminar durante la mayor parte del día en cualquier dirección, para encontrarse de vuelta más o menos a la misma hora que salieron.
La propia granja de Hunfried es típica de la región: una casita rural de dos dormitorios enclavada al abrigo de una pequeña colina, con campos de cebada, lúpulo y, por supuesto, calabazas a su alrededor. Los campos no se han cuidado adecuadamente durante algún tiempo, aunque los vecinos se han esforzado por cuidar los cultivos de invierno que ellos mismos podrían cosechar; al fin y al cabo, es poco probable que la familia Mauss los eche de menos ahora. Los Personajes con algún tipo de Sabiduría académica (hierbas) o habilidades similares verán los restos de algunos cultivos que, aunque ahora están dañados por las heladas y marchitos, estaban claramente creciendo totalmente fuera de temporada hasta hace solo unos días.
El interior de la granja está escasamente decorado, aunque abundan los fetiches a los dioses locales de la fertilidad, muchos de los cuales presentan una figura humanoide adornada con plumas arrancadas que parece moverse por la habitación cada vez que los Personajes se dan la vuelta. En cualquier caso, son inofensivos.
En el interior de la granja, bajo un tablón suelto que puede detectarse con un Chequeo Desafiante (+0) de Percepción, hay una pieza pulida de cristal de color ámbar, claramente moldeada para crear una lente convexa. Este dispositivo de descifrado encantado pertenece a la secta, y fue escondido por Hunfried, un ‘regalo’ de los ‘espíritus’ que rondan el molino. Revela los secretos del cuaderno de Markolf si se miran sus páginas borrosas a través de la lente. El texto revela oscuros encantamientos, diagramas y matices para mezclar pociones alquímicas, así como el hecho de que están diseñadas para ayudar a que nazca un sirviente del ‘Amo de la Fortuna.
El único otro elemento destacable es una serie de cuatro tapices, claramente lo más valioso de la sala. Representan las cuatro estaciones del año, con figuras que plantan, cosechan y consumen diversos cultivos, según la estación. Sin embargo, si se observan a través de la lente de ámbar, las figuras se dedican a actividades muy diferentes. Algunos apilan tierra sobre otros y sus brazos semienterrados ocupan el lugar de los cultivos. Un grupo de pastores, que parecía estar arreando cerdos, está cambiando de forma, convirtiéndose ellos mismos en animales parecidos a los cerdos. En el tapiz del invierno, un grupo de figuras acurrucadas en torno a una hoguera parece venerar una gran figura en llamas, una pira a la que las figuras que la observan se arrojan con avidez.
Mientras registran la granja, los Personajes acaban oyendo cómo se cierra la puerta tras ellos y el olor a humo empieza a impregnar la sala. La puerta principal ha sido atrancada, por lo que solo quedan dos ventanucos por los que salir: una hacia el frente y otra hacia el lado de la casa. En el exterior de la ventana lateral, oculto a la vista, está Anselm Buchberger, el verdugo. Ha sido enviado para recuperar la lente y ha decidido encargarse de los entrometidos Personajes.
Si un Personaje de tamaño medio intenta colarse por la ventana lateral, haz que lleve a cabo un Chequeo Normal (+20) de Atletismo. Los Personajes pequeños superan este Chequeo automáticamente. El fracaso indica que el Personaje queda momentáneamente atascado. Anselm ataca al primer Personaje que pasa por la ventana; si queda atascado, cuenta como si tuviera el Estado Tumbado, lo que le otorga un +20 al ataque. El sectario aprovecha la oportunidad para realizar un Disparo apuntado contra la cabeza de su desafortunada víctima.
Es una lucha a muerte, y si los Personajes parecen tener problemas, el jinete puede hacer su aparición y acudir en su ayuda; especialmente si alguien usa un punto de Destino para evitar la muerte durante la escena.
Si los Personajes no descubrieron el diario de Markolf la noche anterior, lo tiene Anselm.
La secta
Los Personajes pueden haber descubierto pruebas de que existe una secta en el pueblo, pero es poco probable que conozcan su verdadero alcance. Cualquier acusación contra la alguacil es recibida con burla, aunque el pueblo está tan paranoico que las acusaciones contra otros miembros pueden dar resultado si se aportan pruebas o si una turba está lo suficientemente enardecida. Permite a los agitadores más entregados un poco de margen, pero cualquier turba que se levante se les irá rápidamente de las manos a menos que se maneje con cuidado: el miedo al jinete está en su punto álgido y los habitantes del pueblo, presas del pánico, pueden decidir quemar todos los establos de la zona.
Puedes permitir que los Personajes continúen con estas investigaciones, pero la mayor parte de los miembros de la secta son gente respetada en el pueblo, y a menos que ellos mismos tomen medidas drásticas, es poco probable que la secta se desintegre en el transcurso del día.
El molino
Si los Personajes se dirigen al molino de viento tras descubrir las notas de la secta, o simplemente porque lleva varias escenas acechando sobre los acontecimientos se dan cuenta, al acercarse, de que parece girar en dirección equivocada, en contra de la inclinación de sus aspas. Es una vieja y desvencijada estructura de piedra, con las pesadas puertas y ventanas de madera encadenadas y cerradas. La piedra de la que está hecha fue tallada a partir de los hitos de la zona, y cualquiera que haya visto una de estas piedras erguidas de cerca se da cuenta, ya que todavía se pueden ver algunos de los grabados en algunos bloques. Si se observan con atención, las cadenas y las cerraduras son claramente nuevas, y la puerta está en buen estado en comparación con el resto del edificio. Abrir la cerradura requiere +3 NE en un Chequeo Prolongado Difícil (–20) de Forzar cerraduras. También es posible abrirse paso a la fuerza con una buena patada: un Chequeo Desafiante (+0) de Fuerza o Cuerpo a cuerpo (pelea) permite conseguirlo.
En el molino hay un amasijo de sacos de cereales enmohecidos junto a los mecanismos y las grandes piedras de moler. Un Chequeo Difícil (–20) de Percepción revela un mecanismo que abre una trampilla oculta en el suelo. Conduce al santuario utilizado por la secta. La cámara está dominada por un círculo de runas alrededor de su centro y con una gran cantidad de pociones esparcidas por todas partes. También hay un banco de trabajo, ocupado por varias piezas de cristal utilizadas para la alquimia. Aún más espeluznante es la colección de cabezas cortadas, incluida la de Friedwart, el jinete. Todas tienen la boca cosida. Las energías de las líneas Ley bajo el santuario hacen que estas cabezas en descomposición se agiten, sus ojos se muevan y sus bocas murmuren incomprensiblemente a través de las costuras. Si a los Personajes se les ocurre cortar el hilo de las bocas, lo que dicen las cabezas se hace comprensible: narran el relato de su muerte. Cuatro se conservan lo suficientemente bien como para se las entienda.

CABEZAS PARLANTES
CABEZA, DE MÁS ANTIGUA A MÁS RECIENTE
LO QUE DICEN
Mujer, rubia
¡Ellos me cortaron mientras viajaba hacia aquí desde Ubersreik! ¡Un nuevo comienzo! Pero hablan, hablan de fertilidad y crecimiento. ¿Y para mí qué, sino la muerte? ¿Qué hay para la pobre Griselda?
Varón, pelo oscuro, sin nariz
¡Borracho! Apenas estaba ebrio, solo estaba achispado. Parecía tan agradable, ese Markolf. Hablando de cerveza. Me encantaría un trago, ¿tenéis algo? Mis labios están tan resecos, no puedo recordar la última vez que...
Varón, sin orejas
E… El gran crecimiento se acerca, el gran cambio. La tierra se transformará y todo Hallt temblará. Yo soy el combustible, el fertilizante. Yo...
Varón (Friedwart)
¡Por Ute! ¡Por Ute he muerto y por Ute matará! La voz susurrante que oigo por la noche, mi hermano secreto. Mi brazo es tuyo, hermano, rebana a quien yo no pude.
Si los Personajes cortan el hilo de todas las bocas, las cabezas comenzarán a decir al unísono:
Las brujas miran, las brujas esperan, al salir la luna verde, el destino de los embaucadores. La carne arderá, las cabezas rodarán, al salir la luna verde, muerte para todos. El jinete cabalga, el jinete mata, al salir la luna de jade, ¡quemad este molino!
PARTE 5: NOCHE BRUJA

La noche cae y sólo Morrslieb se eleva por encima de las montañas y los bosques, arrojando una luz fría, haciendo que los vientos de la magia soplen con fuerza y los muertos se agiten. Es como si la luz verde esmeralda pudiera apagar las velas y las lámparas del pueblo. Las puertas de las casas se cierran con rapidez y los lugareños se arropan con fuerza en la cama, temerosos del mal que acecha en esta tierra. La nieve cae y la capa de blancura se mancha con la luz mortecina de la luna verde.
El gran plan
En esta noche propicia, la primera de un nuevo año, la secta intentará celebrar su ritual. Creen que dará fertilidad a la tierra, pero en realidad un terrible engendro del Caos surgirá de su convocatoria, trayendo muerte en lugar de vida. Al ‘matar’ a Hauptfehlt, el jinete, los sectarios hicieron retroceder su causa de forma significativa. Ahora, menos numerosos y más desesperados, los confundidos y despiadados sectarios del Consejo de la Vicisitud se reúnen para traer el horror al mundo.
Todos los sectarios que han sobrevivido a los acontecimientos del día se reúnen en el molino para realizar su ritual, bebiendo la poción alquímica impía que han elaborado. Están ansiosos por canalizar las energías mágicas necesarias para completar el ritual. Para este acto, han conseguido un nuevo sacrificio, el último necesario para completar su obra.
Tender una trampa
Si los Personajes han descubierto que el molino es el lugar en el que se desarrollan las actividades de la secta, tienen la oportunidad de planear una emboscada. Si no es así, pueden tener sospechas sobre algunos de los miembros de la secta y advertir que todos se escabullen simultáneamente esa noche. Seguir a un sectario hasta el molino requiere un Chequeo Enfrentado de Movimiento silencioso, pero con un +10 gracias al beneficio de la oscuridad.
Si los Personajes no tienen ni idea del ritual o de la secta, a última hora de la noche oyen los cascos del jinete que pasa al galope por el pueblo y cabalga para acabar con los últimos miembros de la secta. Una calabaza que escupe un humo amarillo y luminoso deja un rastro a la estela de este. Gismondo se encuentra con el zapatero Linde Schenk, que llega tarde al ritual. Linde grita al ser asesinado y las alarmas del pueblo suenan, alertando a los sectarios del molino, pero también permitiendo a los Personajes vislumbrar a Gismondo, que cabalga hacia el lugar donde se celebra el ritual.
El molino
Al llegar al molino de viento después de los sectarios se descubre una escena familiar: un cuerpo, el de Linde Schenk, decapitado y con la mano derecha cortada. El molino de viento se encuentra en la cima de la colina, recortado contra la luna Morrslieb, y de su interior sale luz parpadeante de linternas.
Los Personajes que lleguen antes podrán colarse en el molino y presenciar el ritual o interrumpirlo antes de que comience. Los sectarios, si se les permite, beberán sus pociones mientras la alguacil dirige el ritual, de pie en el centro del círculo de runas talladas en el suelo de piedra, con los infames encantamientos retorciendo claramente la realidad. Si no ha ocurrido ya, los gritos del zapatero moribundo en la lejanía harán que Diomira Kiefer, la cetrera, salga de la sala y se enfrente a quien sea que encuentre.
En lo alto, a medida que el ritual alcanza su clímax, las estrellas y las lunas giran hasta que todo se oscurece, y sólo Morrslieb se muestra llena y grande en el cielo, tiñendo la tierra con luz verde. Sin saber qué pociones han estado bebiendo, los sectarios se desploman gritando de dolor y sus cuerpos se convierten en materia ensortijada que se arrastra y serpentea, uniéndose para formar un ser de tentáculos retorcidos, dientes castañeteantes y una multitud de ojos parpadeantes: un engendro del Caos. Este es el enfrentamiento final, y si los Personajes tienen suerte podrán tener a Gismondo de su lado para luchar contra esta bestia.
Si los Personajes llegan tarde, verán un combate entre el jinete y la secta, en el que Gismondo lucha contra un sectario antes de presenciar cómo todos caen al suelo retorciéndose de dolor al empezar la transformación en engendro del Caos. Si los Personajes llegan demasiado tarde, se encuentran con que el engendro del Caos ya se ha formado y el jinete está moribundo a causa de las heridas provocadas por la criatura. Ruega a Ute que le perdone por haberle fallado, y será lo suficientemente coherente como para indicar a los Personajes la dirección que ha tomado la criatura.
Si en este punto los Personajes se han dado cuenta de que el jinete no es, de hecho, el enemigo, sino un aliado, al llegar al molino de viento pueden ayudarle a acceder al mismo, pudiendo incluso impedir que se complete el ritual.
ESO PARECE BASTANTE PELIGROSO
¿Y si los Personajes no consiguen desafiar a los sectarios en el molino? Es algo totalmente posible, por supuesto. El jinete, superado y en última instancia solo un hombre, es asesinado, y su cuerpo añadido al combustible humano del ritual. El resultado es la formación de un engendro del Caos, la pérdida de todas las cosechas en un centenar de millas a la redonda y una breve exposición de Hallt a la materia prima del Caos. Todo el mundo en una milla a la redonda sufre 3 puntos de Corrupción, y durante el resto de la noche tendrá que defenderse de demonios, muertos vivientes y cualquier otra abominación que quieras lanzar contra el grupo.
CONCLUSIÓN: EL DESTINO ES COMO UN RÍO
Si los Jugadores matan a la bestia, o impiden su invocación final, el cadáver del engendro empieza a hervir y sisea hasta que desaparece. Morrslieb cae bajo el horizonte y el sol sale. La noche de la inmunda brujería ha terminado. Sin embargo, está claro que la secta ha estado contaminando la comida y la bebida con los productos químicos inductores del flujo de Tzeentch. ¿Pero con qué fin? ¿Por qué no han ocurrido otras mutaciones masivas en el Reikwald? ¿O es más bien una cuestión de cuándo?
Una vez revelada la secta, los Personajes pueden ser aclamados como héroes, y si el jinete aún vive, les da las gracias y cabalga para retirarse finalmente lejos de quienes le harían daño, es decir, si los Personajes están de acuerdo en dejar que un mutante se vaya sin sufrir consecuencias. Si le permiten marcharse, se dirige a ellos por última vez antes de irse, diciendo:
‘De gente más extraña no he oído hablar, ustedes que con este monstruo no quieren acabar. Me alegro de no haberles decapitado, aunque más me place que sus asesinos pudriéndose hayan acabado. Ute no aprobaría lo que hemos conseguido, pero ella está muerta y yo me he ido. Poco más puedo pedirles, ni tengo oro con el que cubrirles. Tengan mucho cuidado en la carretera, y recuerden que en Hallt un jinete hubiera’.
Si le piden el hacha, se la lanza y, antes de marcharse, dice:
‘La empuñé y encontré la venganza, pero déjenla en paz, que no es cosa de chanza. Friedwart está muerto, y también Ute, pobrecita mía, pero ustedes, infortunadas almas, tienen vida todavía. Me temo que esta hacha bastante ya ha cenado, harían bien en dejarla aquí a un lado’.
Sin embargo, si fracasan o huyen, el engendro del Caos irrumpe en el pueblo, y a quienes atrapa también se convierten en más carne retorcida que añadir a la suya (ver Eso parece bastante peligroso, en la pág. 21, para más información). Si lo deseas, quizá el engendro absorba suficiente gente como para permitir que un verdadero demonio adopte finalmente forma dentro de esta horrible cáscara de carne abotargada, proporcionando un antagonista al que los Personajes se enfrentarán más adelante en sus aventuras.
Recompensa en PX por usar la cabeza:
Además de las recompensas habituales por una buena interpretación, los Jugadores pueden recibir las siguientes:
25 puntos por pasar un rato espeluznante
25 puntos por detener a la secta antes de que aparezca el engendro del Caos
25 puntos por participar activamente en la captura del jinete antes de que vuelva a matar
15 puntos por participar activamente en la captura del jinete sin causarle ningún daño a él ni a nadie
10 puntos por emprender acciones directas para detener a la alguacil
10 puntos por restablecer la paz y la calma en Hallt
5 puntos por recuperar a Hel, el destrero del jinete, si éste muere

Linked references
Anselm Buchberger

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 56 | 28 | 47 | 42 | 43 | 47 | 39 | 25 | 45 | 24 |
Anselm is a large brute of a man, clean-shaven, broken nose, dark-brown eyes, and a grim face, a few teeth missing, and a gold ring in his right ear. He wears the trappings of his guild — sombre robes, leather gloves and boots, and an executioner’s hood, which is pulled back when he is not on duty. He is not one for idle chatter, and is not inclined to speak, especially to those who endanger the cult. Grunting more than speaking, he attacks the Characters without hesitation, and without mercy.
Items and abilities
- Outdoor Survival
- Brass Penny
- Dodge
- Ride
- Melee
- Deadeye Shot
- Furious Assault
- Stealth
- Charm Animal
- Navigation
- Intuition
- Entertain
- Perception
- Melee (Two Handed)
- Gold Crown
- Intimidate
- Climb
- Gamble
- Gossip
- 1d10 Silver Shilling
- Endurance
- Consume Alcohol
- Art
- Stealth (Rural)
- Cool
- Leadership
- Charm
- Haggle
- Gold fillings pulled from his victims’ heads
- Athletics
- Bribery
- Drive
- Row
- Great Axe
Source profile and embedded records (JSON)
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]Chaos Spawn

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 65 | None | 42 | 56 | 23 | 24 | 27 | None | None | None |
The spawn is a mound of writhing flesh, chattering teeth, blinking eyes, and tentacles, all of which are moving and twisting.
Note: The Chaos Spawn has 4 free attacks — one for each tentacle. Successful hits may entangle the target. Once entangled, the creature may spend one Advantage to make a Bite attack against all creatures it has currently entangled. These attacks do not generate further Advantage.
Size: Remember that the Chaos Spawn's Enormous size means that it will inflict @Terror[2] on most average Characters, and @Terror[3] on Halflings. Additionally, its damage will be doubled against average Characters, and tripled against Halflings.
Items and abilities
- Brass Penny
- Gold Crown
- Silver Shilling
- 4 Tentacles
- Size
- Bestial
- Immunity to Psychology
- Armour
- Bite
- Fear
- Painless
- Corruption
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There are seven steps of Size, ranging from Tiny to Monstrous.</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-color: #a3a3a3; border-width: 1pt;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size</span></p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\"> Examples</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Butterfly, Mouse, Pigeon</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Cat, Hawk, Human Baby</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1513in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Giant Rat, Halfling, Human Child</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dwarf, Elf, Human</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Horse, Ogre, Troll</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0625in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Griffon, Wyvern, Manticore</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1319in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dragon, Giant, Greater Daemon</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<h3>Using Size</h3>\n<p> </p>\n<p>if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller </p>\n<p> </p>\n<p> </p>\n<h3>Size Combat Modifers</h3>\n<p>If larger:</p>\n<ul type=\"disc\">\n<li>Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.</li>\n<li>It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.</li>\n<li>All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.</li>\n</ul>\n<ul type=\"disc\">\n\n</ul>\n<p> </p>\n<p>If smaller:</p>\n<p>• It gains a bonus of +10 to hit.</p>\n<p> </p>\n<h3>Defending Against Big Creatures</h3>\n<p>You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!</p>\n<p> </p>\n\n<h3>Fear and Terror</h3>\n<p>If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.</p>\n<p> </p>\n<h3>Moving in Combat</h3>\n<p>A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.</p>\n<p> </p>\n<h3>Opposed Strength</h3>\n<p>During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.</p>\n<p> </p>\n<h3>Stomp</h3>\n<p>Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size </span></p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Wounds</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">1</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Toughness Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Strength Bonus+(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 4.0in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>"
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]Diomira Kiefer

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 31 | 53 | 39 | 43 | 34 | 24 | 43 | 27 | 32 | 23 |
Diomira is a grim-faced woman, clad in dark leathers, and a cloak with a hood that she wears up to obscure her features. She bears scars on her face from when she was once attacked by a hunting bird, and wears many tokens of her hunts, such as feathers and teeth. Her face is grimy and her matted hair is tied back into a crude ponytail. When she speaks she has a gravelly tone, her voice better suited to the hushed words she speaks when hunting and commanding her falcons.
Items and abilities
- Outdoor Survival
- Brass Penny
- Dodge
- Gossip
- Charm Animal
- Fast Shot
- Bow
- Ride
- Arrow
- Intimidate
- Gold Crown
- Set Trap
- Silver Shilling
- Climb
- Drive
- Animal Care
- Navigation
- Athletics
- Haggle
- Entertain
- Endurance
- Dagger
- Intuition
- Melee
- Art
- Stealth (Rural)
- Ranged (Bow)
- Trapper
- Consume Alcohol
- Cool
- Perception
- Stealth
- Marksman
- Row
- Bribery
- Gamble
- Hardy
- Melee (Basic)
- Charm
- Leadership
- Animal Training
- Armour
Source profile and embedded records (JSON)
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| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 30 | 0 | 35 | 35 | 30 | 30 | 0 | 0 | 0 | 0 |
When the earth gives up the dead, it is not just humans who rise; macabre parodies of Giant Wolves, with glowing eyes, and tatters of flesh falling from their rotting, festering carcasses, Dire Wolves prowl the night on behalf of their necromantic masters. In the Reikland, they are said to roam the haunted forests of the Hägercrybs when Morrslieb is full, running wild in search of prey to sate their insatiable hunger, cursed with an appetite for flesh and a heightened instinct for the smell of blood
Items and abilities
- Size
- Weapon
- Tracker
- Unstable
- Territorial
- Dark Vision
- Distracting
- Undead
- Construct
- Stride
- Infected
- Armour
- Fear
- Painless
- Corruption
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There are seven steps of Size, ranging from Tiny to Monstrous.</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-color: #a3a3a3; border-width: 1pt;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size</span></p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\"> Examples</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Butterfly, Mouse, Pigeon</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Cat, Hawk, Human Baby</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1513in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Giant Rat, Halfling, Human Child</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dwarf, Elf, Human</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Horse, Ogre, Troll</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0625in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Griffon, Wyvern, Manticore</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1319in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dragon, Giant, Greater Daemon</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<h3>Using Size</h3>\n<p> </p>\n<p>if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller </p>\n<p> </p>\n<p> </p>\n<h3>Size Combat Modifers</h3>\n<p>If larger:</p>\n<ul type=\"disc\">\n<li>Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.</li>\n<li>It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.</li>\n<li>All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.</li>\n</ul>\n<ul type=\"disc\">\n\n</ul>\n<p> </p>\n<p>If smaller:</p>\n<p>• It gains a bonus of +10 to hit.</p>\n<p> </p>\n<h3>Defending Against Big Creatures</h3>\n<p>You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!</p>\n<p> </p>\n\n<h3>Fear and Terror</h3>\n<p>If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.</p>\n<p> </p>\n<h3>Moving in Combat</h3>\n<p>A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.</p>\n<p> </p>\n<h3>Opposed Strength</h3>\n<p>During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.</p>\n<p> </p>\n<h3>Stomp</h3>\n<p>Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size </span></p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Wounds</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">1</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Toughness Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Strength Bonus+(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 4.0in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>"
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]Elva Fellgiebel

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 46 | 34 | 32 | 31 | 54 | 43 | 49 | 67 | 61 | 42 |
Elva Fellgiebel is a striking woman, wearing fine but functional garb, fitting her role as Reeve. She bears her badge of office with pride, and typically wears a wide-brimmed hat with a peacock feather set in place by a silver pin. She has a long face with thin lips and angular nose, framed by shoulder-length russet curls. Though her chin is raised with an air of haughtiness, her warm amber eyes are welcoming. Elva owns an opulent townhouse, is landlord to a number of local farmers, and she also owns the largest local brewery — Fellgiebel's Finest Fermentations. She is the cult leader and is being courted by Gunter, a cowering Silversmith who has no clue of his fianceé’s involvement with the cult. As the cult leader, Elva is skilled in some of the magical dark arts, and is also a knowledgeable alchemist.
Items and abilities
- Brass Penny
- Dodge
- Kingpin
- Drain
- Endurance
- Sword
- Melee
- Entertain
- Lore (Dhar)
- Magic Shield (Daemonology)
- 1d10 Gold Crown
- Gossip
- Intuition
- Intimidate
- Corrosive Blood (Daemonology)
- Silver Shilling
- Blast (Daemonology)
- Gamble
- Haggle
- Eavesdrop
- Ride
- Stealth
- Channelling
- Perception
- Writs and Legal Documents
- Arcane Magic (Dark)
- Dart
- Dart
- Fine Clothing
- Bribery
- Language (Magick)
- Charm
- Frightening
- Row
- Leadership
- Consume Alcohol
- Charm Animal
- Outdoor Survival
- Cool
- Manifest Lesser Daemon
- Melee (Basic)
- Climb
- Petty Magic
- Art
- Athletics
- Navigation
- Drive
- Ritual Books
Source profile and embedded records (JSON)
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]Ewald Auffarth

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 24 | 22 | 43 | 41 | 32 | 27 | 51 | 32 | 24 | 37 |
Ewald is a rugged man, with taught muscles, and a square jaw furnished with an unruly beard. His dust-caked clothing is simple and hard-wearing, with a simple metal pendant that bears the emblem of the Masonic Guild. He has already started to bald, and he is often seen smoking a pipe.
Items and abilities
- Brass Penny
- Gossip
- Dodge
- Art
- Very Strong
- Craftsman (Mason)
- Bribery
- Melee
- Endurance
- Stealth
- Row
- Gold Crown
- Intimidate
- Ride
- Silver Shilling
- Haggle
- Consume Alcohol
- Climb
- Athletics
- Leadership
- Hammer
- Charm Animal
- Perception
- Outdoor Survival
- Drive
- Charm
- Entertain
- Cool
- Gamble
- Strong Back
- Melee (Basic)
- Intuition
- Trade (Mason)
- Navigation
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]Gismondo

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 75 | 42 | 61 | 67 | 47 | 39 | 34 | 43 | 48 | 24 |
Though terrible and strange, fate has plans for the Headless Horseman of Hallt. He enjoys two Fate and two Fortune points. If possible, the GM should use these to keep him alive at least until the Characters reach the windmill.
This Actor uses a character sheet to accomodate for these points
The horseman wears armour that has been darkened and cast with grimacing faces — clearly the work of a fine blacksmith. He rides a large black warhorse, called ‘Hel’, and brandishes a sword and an executioner’s axe. Gismondo has a flair for the dramatic, and he has hidden several Incendiary Bombs inside some carved pumpkins. Once ignited, they emit a sulphurous gas and burst into flame mid-air. Gismondo’s voice sounds as if it is coming from inside almost hollow armour, a reverberating growl that rumbles through the night. In life, Hauptfehlt would often entertain his ‘brother’ Gismondo with poems and riddles. Now Gismondo has picked up the habit of speaking in rhyme or riddle, whenever possible, especially just after a murder.
Items and abilities
- Roughrider
- Entertain
- Brass Penny
- Dodge
- Dual Wielder
- Charm Animal
- Melee
- Frightening
- Gamble
- Art
- Endurance
- Perception
- Gold Crown
- Intimidate
- Silver Shilling
- Row
- Athletics
- Stealth
- Ride
- Incendiary
- Consume Alcohol
- Gossip
- Stealth (Rural)
- Ranged (Thrown)
- Executioners Axe (Raised)
- Intuition
- Bribery
- Combat Master
- Charm
- Hardy
- Deadeye Shot
- Drive
- Leadership
- Ride (Horse)
- Outdoor Survival
- Haggle
- Cool
- Melee (Basic)
- Climb
- Combat Master
- Executioners Axe
- Navigation
- No Head
- Armour
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]Goswin Samter

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 35 | 35 | 35 | 45 | 30 | 30 | 30 | 50 | 55 | 45 |
Goswin is a short, rotund, balding man, with light-grey hollow eyes, ruddy cheeks, and a crooked nose. Fond of commanding attention and displaying his wealth, he wears fine robes for his profession, with a thick fur coat to protect against the winter gales. He gesticulates while stressing his own importance, his hands displaying an array of expensive and garish rings. Between the trumpeting of his ruddy nose, phlegmy coughs and sips of his liquor, Goswin explains the legend of the ‘The Dullahan’, his eyes often darting about as another beast in the woods brays or caws.
Items and abilities
- Brass Penny
- Row
- Intuition
- Lore (Law)
- Leadership
- Ride
- Language (Classical)
- Melee
- Entertain
- Haggle
- Intimidate
- Stealth
- Fine Clothing
- Art
- Perception
- Gold Crown
- Book of Law
- Silver Dagger
- Gossip
- 2d10 Silver Shilling
- Gamble
- Charm Animal
- Consume Alcohol
- Navigation
- Drive
- Bribery
- Lore (Theology)
- Cool
- Charm
- Endurance
- Blather
- Athletics
- Climb
- Outdoor Survival
- Dodge
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]Hel

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 45 | None | 55 | 45 | 15 | 30 | None | 15 | 15 | 10 |
Hel is a fine horse, and while stories abound about the terrible beast that carries the Horseman about the lands — that it is undead, or a daemon, or a mutant with seven nostrils and a lizard's tail — there is nothing supernatural about Hel. Gismodo 'liberated' her from a noble not far from Eilhart, and she has been his loyal comrade ever since.
Items and abilities
- Brass Penny
- Trained
- Gold Crown
- Silver Shilling
- Size
- Weapon
- Stride
- Armour
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There are seven steps of Size, ranging from Tiny to Monstrous.</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-color: #a3a3a3; border-width: 1pt;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size</span></p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\"> Examples</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Butterfly, Mouse, Pigeon</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Cat, Hawk, Human Baby</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1513in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Giant Rat, Halfling, Human Child</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dwarf, Elf, Human</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .868in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0819in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Horse, Ogre, Troll</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.0625in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Griffon, Wyvern, Manticore</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8875in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 2.1319in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Dragon, Giant, Greater Daemon</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p> </p>\n<h3>Using Size</h3>\n<p> </p>\n<p>if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller </p>\n<p> </p>\n<p> </p>\n<h3>Size Combat Modifers</h3>\n<p>If larger:</p>\n<ul type=\"disc\">\n<li>Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.</li>\n<li>It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.</li>\n<li>All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.</li>\n</ul>\n<ul type=\"disc\">\n\n</ul>\n<p> </p>\n<p>If smaller:</p>\n<p>• It gains a bonus of +10 to hit.</p>\n<p> </p>\n<h3>Defending Against Big Creatures</h3>\n<p>You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!</p>\n<p> </p>\n\n<h3>Fear and Terror</h3>\n<p>If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.</p>\n<p> </p>\n<h3>Moving in Combat</h3>\n<p>A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.</p>\n<p> </p>\n<h3>Opposed Strength</h3>\n<p>During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.</p>\n<p> </p>\n<h3>Stomp</h3>\n<p>Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).</p>\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"> </p>\n<div style=\"direction: ltr;\">\n<table style=\"direction: ltr; border-collapse: collapse; border: 1pt solid #A3A3A3;\" title=\"\" border=\"1\" summary=\"\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Size </span></p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\"><span style=\"font-weight: bold;\">Wounds</span></p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Tiny</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">1</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Little</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Toughness Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Small</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Average</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9312in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Strength Bonus+(2×Toughness Bonus) + Willpower Bonus</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8472in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Large</p>\n</td>\n<td style=\"vertical-align: top; width: 4.0in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Enormous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4</p>\n</td>\n</tr>\n<tr>\n<td style=\"vertical-align: top; width: .8666in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">Monstrous</p>\n</td>\n<td style=\"vertical-align: top; width: 3.9812in; padding: 4pt 4pt 4pt 4pt; border: 1pt solid #A3A3A3;\">\n<p style=\"margin: 0in; font-family: Calibri; font-size: 11.0pt; color: #231f20;\">(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8</p>\n</td>\n</tr>\n</tbody>\n</table>\n</div>"
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]Magical Sense
You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.
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]Markolf Bachmaye

| WS | BS | S | T | I | AG | DEX | INT | WP | FEL |
|---|---|---|---|---|---|---|---|---|---|
| 38 | 29 | 41 | 52 | 30 | 30 | 30 | 35 | 40 | 45 |
Characters asking after Bachmaye will find him in a back corner of The Calm Toad, drinking, singing, and behaving raucously. Even if they are not looking for the man, he may make himself known by loudly demanding more beer, ‘with a damn sight less water in it this time!’ He is happy to complain about life in general to anyone who is willing to listen, but ends each complaint with a laugh all the same, as though one could hardly expect much more from life than misery in any case. He has the ruddy-red complexion of someone who enjoys their drink, a portly physique, and gaudy, expensive-looking (if tatty) clothing. His hair is dirty brown in need of a cut, and his beard is wild and greying, also in need of a cut.
Items and abilities
- Brass Penny
- Cool
- Endurance
- Carouser
- Bribery
- Ride
- Melee
- Guild License
- Dodge
- Intuition
- Lore (Local
- Perception
- Gold Crown
- Athletics
- Entertain
- 2d10 Silver Shilling
- Art
- Navigation
- Intimidate
- Consume Alcohol
- Climb
- Doomed
- Drive
- Charm
- Melee (Brawling)
- Haggle
- Gossip
- Leadership
- Stealth
- Gamble
- Outdoor Survival
- Row
- Trade (Brewer)
- Charm Animal
- Leather Jerkin
- Knuckledusters
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]Falling
When falling, you suffer [[/r 1d10 # Fall Damage]] Damage, plus 3 Damage for every yard you fall. Any suffered Damage is reduced by your Toughness Bonus, but not any Armour Points you may be wearing.
If you are purposefully falling — or, if you prefer, jumping downwards — you can attempt an Average (+20) Athletics Test to lessen the damage you may sustain. If successful, you count as having fallen 1 less yard, plus an extra yard less per SL scored.
If you reduce the distance you count as having fallen to 0 or less, you will suffer no Damage from the fall.
If more Wounds are suffered from a fall than your Toughness Bonus, you also gain the Prone Condition.
Exposure
Every 4 hours spent in a difficult environment — such as sub-zero temperatures, a hot desert, or a howling storm — requires you take an Endurance Test. Extreme environments require a Test every 2 hours.
Cold: Your first failure causes a penalty of –10 Ballistic Skill, Agility and Dexterity. The second failure reduces all other Characteristics by –10. Third and subsequent failures cause [[/r 1d10 # Damage]] Damage not modified by Armour Points, with a minimum of 1 Wound lost. If you reach zero Wounds, you immediately take an Unconscious condition. Certain Trappings provide bonuses and penalties to these Tests. See Clothing and Accessories and Miscellaneous Trappings.
Heat: Your first failure causes a penalty of –10 to Intelligence and Willpower, and adds a Fatigued Condition. The second failure reduces all other Characteristics by –10%, and adds another Fatigued Condition. Third and subsequent failures cause [[/r 1d10 # Damage]] Damage not modified by Armour Points, with a minimum of 1 Wound lost. Stripping off heavy Trappings cancels 1 failed test.
Broken
You cannot Test to rally from being Broken if you are Engaged with an enemy. If you are unengaged, at the end of each Round, you may attempt a Cool Test to remove a Broken Condition, with each SL removing an extra Broken Condition, and the Difficulty determined by the circumstances you currently find yourself: it is much easier to rally when hiding behind a barrel down an alleyway far from danger (Average +20) than it is when three steps from a slavering Daemon screaming for your blood (Very Hard -30).
If you spend a full Round in hiding out of line-of-sight of any enemy, you remove 1 Broken Condition.
Once all Broken Conditions are removed, gain 1 Fatigued Condition.
Fatigued
Prone
Unlike most other conditions, Prone does not stack — you are either Prone, or you are not. You lose the Prone Condition when you stand up.
Unconscious
The Unconscious Condition does not stack — you are either Unconscious, or you are not — so you do not collect multiple Unconscious Conditions.
Recovering from unconsciousness requires different circumstances depending upon why you fell unconscious. Refer to Injury for more on this. If you spend a Resolve point to remove an Unconscious condition, but have not resolved the cause of the incapacitation, you gain another Unconscious Condition at the end of the round. When you lose the Unconscious Condition, you gain the Prone and Fatigued Conditions

