
"Trespass of Drachenfels": Reikwald Crossroads and Mandredhoff Castle
May 1
31 min read
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On the narrative journey back to Altdorf, just as the party begins to cheer and whoop and the spires of the capital begin to appear on the horizon...

The progress is suddenly stopped as the path of the party is blocked at the foot of a certain castle by a group travelling in the opposite direction...

If they attempt to go past the group, they are stopped by a band of zealots claiming to be employed by the nearby castle Mandredhoff Witch Hunters. They are disturbed by your cargo and demand you undergo questioning at the castle. Reikwald Crossroads

Penitents' Road- Marked by gibbets and mud the road to the right takes up hill into the dreaded ruined castle of the witch hunters.

Procession- The party witnesses a band of zealots, lead by a standard bearer with Reikspiel banner proclaiming "REPENT!" behind him in tandem slowly strolling through Reikwald come more zealots and a light warhorse riding warrior priest of Sigmar. The hulkin brute on his steed motions to the zealots with his gauntleted fist, he halts the party demanding them to give in for questioning at the castle, he's worried about the load the party is carrying. There are two options in this situation, listen to the demands of the warrior priest and end up chained to a wall of Mandredhoff dungeon hoping for the best, making a break for it, or fighting ones way through the band of ardent zealots and the warrior priest. If the party loses a fight, they are taken in as well. If the party gives up a quick description of their capture is given and they end up in the starting dungeon location. If the party are looking for help for their possessed friend, they will be taken in as well.

Zealot These absolute devotees of Sigmar, follow the Warrior Priest around on a Common Crusade. Mere commoners of Reikwald stricken by a sudden urge to serve Sigmar. Recently mere cobblers, farmers and bone pickers, now a tool of a divine crusade.
WS | BS | S | T | Ag | Int | WP | Fel 30 20 32 34 21 23 30 27 A | W | SB | TB | M | Mag | IP | FP 1 13 3 3 4 0 4 0 Skills: Academic Knowledge (Theology), Charm, Common Knowledge (the Empire +1o%), Gossip, Intimidate, Read/Write, Speak Langauge (Reikspiel) Talents: Very strong, Hardy, Public Speaking, Specialist Weapon Group (Flail) Mad-eyed Zealot's Equipment: Headband Helm (Head 2), Flail, Wooden pendant of Ghal-maraz, Tattoo saying "Sigmar". Fervent Zealot's Equipment: Improvised Weapon (Two handed banner saying "Repent!", it has a laruel bound skull and candles hanging off of it), Prayer parchments. Ardent Zealot's Equipment: Leather Jack (Body 1, Arms 1), Hand Weapon (Cobbler's Hammer), Purity seal. Fervid Zealot's Equipment: Headband Helm (Head 2), Wooden pendant of Ghal-maraz, Hand Weapon (Reinforced Cudgel). Special rules: Their main objective is to roadblock your horse so you can't get away. They might even try to hurt your horse if you manage to get away.

Warrior Priest Barabas This blockhead is a member of the Brotherhood of the Cleansing Flame, and in the name of his brotherhood he tries to arrest the party and detain them at Mandredhoff using his common crusaders.
WS | BS | S | T | Ag | Int | WP | Fel 43 35 33 31 32 34 45 36 A | W | SB | TB | M | Mag | IP | FP 1 16 3 3 4 1 0 0 Skills: Academic knowledge (Strategy, Theology), Channeling, Common Knowledge (the Empire, Dwarves), Dodge Blow, Heal, Magical Sense, Ride, Secret Language (Battle Tongue), Speak Arcane Language (Magic), Speak Language (Classical, Reikspiel) Talents: Armoured Casting, Divine Lore (Sigmar the Hammer), Meditation, Specialist Weapon Group (Two-Handed), Strike Mighty Blow. Equipment: Battered plate armour (Body 5, Arms 5), Purity seal, Gauntlets, Hand Weapon (Warhammer), Prayer headband, Tome of "Booke of Choice Battle Prayers vol.1" (Battle worn printed glued copy 35 gc), Sigmarite charm (Wooden Ghal-maraz pendant), Iron ring with the twin-tailed commet (gives +1 to both prayer rolls), Riding Horse. Special rules: Divine spellcasting, whenever he's casting his spells he sings form his battle prayer book. Armour of rightousness +1AP/ CN 6/ Full Action/6 rounds. Hammer of Sigmar magical damage, Impact quality/ CN 5/ Half action/ 6 rounds. Barricade (B9)- It would seem that these impromptu templars have errected a road block. The barricade has TB-4 and 14 wounds. Altdorf Road (A9)- With a milestone proclaiming only 6 miles to the capital.

Rangers' Path (H1)- Marked with deer antlers and etched bark, you can use this path to circumvent the catle and the main road but it will make for a bumpy ride. (Rangers' Signs; -3o% Drive).

Five leaf clover- A trully lucky boon, you can keep it as a lucky charm and use it to re-roll once. In order to notive it you may roll perception and herbalism, these are extensivelly used in hedge magick (I3.1/4)

Mossy Stump (F4)- You can use scale sheer surface +0 to climb the vantage point.

Grand Redwood- A venerable Taal's tree. You may use scale sheer surface +1o% to climb the tree and the stone. It is from beneath the tree that the party starts, they are givne I8 and J8 locations to set their party up.

Wrecked cart (D6 to D7)- It seems this cart was wrecked by someone, perhaps the witch hunters chasing down their last victim. Most of the wheels are bashed beyond repair but one seems to have been ripped off of the axle but stayed intact (D6.3/4). To push the cart 2 squares it takes a -1o% Str roll. Hiding in the cart and taking cover gives people -2o% BS when shooting at you.

Fence post- These help folk not loose their way and guide the horses when the drivers fall asleep. Each is considered impassible terrain (You must destroy it to pass it, T-3 and 6 Wounds)
Castle Courtyard- Here the many carts with spiked cages and prison wagons are parked. Notice that the map of the forest is 1=4 squares and the courtyard is 1=1 squares.

Mandredhoff Walls- A semi collapsed series of batlements of withered stone, with a small cage-gibbet hanging off of it, with Lebentrop the hedge wizard inside. The gibbet weighs 5oo enc. and has T-5 and 3o wounds. To open it you must succeed on -2o% lockpicking. The pole keeping the gibber up has a T-3 and 8 wounds, if you destroy it Lebentrop suffers a tumble down the hill into the forest road (C;5-1/4) and a Strength 3 hit from the fall.

Lebentrop the Hedgewise The wise old Hedgwise was evading capture in the Reikwald thicket. Practicing magic without a licence is a serious offence in the Empire.
WS | BS | S | T | Ag | Int | WP | Fel 20 20 25 25 25 40 40 40 A | W | SB | TB | M | Mag | IP | FP 1 16 2 2 4 3 0 0 Skills: Academic Knowledge (Necromancy), Animal Care, Channeling, Charm Animal, Concealment, Command, Consume Alcohol +1o%, Evaluate, Gossip +1o%, Haggle, Heal +1o%, Magical Sense, Outdoor Survival, Perception, Read/Write, Silent Move, SPeak Arcane Language (Magick, Trade (Herbalist) Talents: Coolheaded, Dealmaker, Lesser Magic (Magic Lock, Magic Alarm), Petty Magic (Hedge), Witch Lore (Cunning Man), Meditation. Equipment: Antitoxin Kit, Healing Draught, Healing Poultice, Lucky Charm, Staff, Amulets and Charms.

Cranks (G9/D9)- There are two chain cranks on the walls the one on G9 takes a half action and a Str +1o to open the gibbet. The other at D9 takes a half-action and a Str -1o% roll to open the portculis. Portculis Crank Building- There are two barrels of potable water (C9) for the defenders and a barrel of improvised weapons with 1d6 improvised arms (A8) used by the zealots in case of an emergency. Gibbet Crank Building- Under the starway there is a barrel of salted pickled Reik Eel chunks (I8). Armoury- A barred cage of sorts that offers back the gear taken off of the party weapons and equipment. To enter the main part of the armoury where your weapons are kept you need a +1o% lockpicking roll (H3), the wooden door is pretty shabby with T-4 and 12 wounds

The next door leading to the armoury propper is made of metal and has T-5 and 3o wounds with a -2o% lock (H6). Inside there is a lock-box and a chest.

Witch Pyre (D5)- Here the wicked are judged and cleansed. In a roasting cage at a stake. If you want to free someone form it requires a lock picking roll of -2o%. As you leave, if you did not save him Lebentrop the hedgewise suffers a burning upon the pyre.

Stables (E to G from 1 to 3/ H to J from 1 to 6)- Here the party vehicle is parked along with the mount, (E1/E2) as well as those belonging to the witch hunters (F1/F2), stealing them might prove difficult however. The jet black light warhorse of the warrior priest will kick and bite if someone tries to steal it or approaches it close enough for it to get a bite. It takes a -3o% animal training to get the beast to follow you. Black Courser The shabby warhorse of the warrior priest is a mean animal, as black as night its colour and soul. WS | BS | S | T | Ag | Int | WP | Fel 25 0 38 38 30 10 10 0 A | W | SB | TB | M | Mag | IP | FP 1 11 3 3 8 0 0 0 Skills: Perception +1o%, Swim. Talents: Acute Hearing, Keen Senses, Natural Weapons, Strike Mighty Blow.

To get your beast of burden shackled to the wagon you need an animal handling roll of +1o% or you spend your turn with the beast failing to co-operate. There is also a spare wheel you can take. Your sculpture is loaded unto your wagon and unharmed. You can always take the witch-hunters' cart but it has a gibbet on it with 5oo enc. value.

Tumbril- This four wheeled wagon with spiked wheels on it was used to transport suspected witches, mutants and possessed to their place of torment. Gibbets- Each gibbet weighs 5oo enc. and has T 5 and 3o wounds. To open it you must succeed on -2o% lockpicking. Dungeon Entrance- The door down the flight of stairs leads to the castle dungeon where the prisoners are held.

MECHANICS Giving In- As you're being lead into Mandredhoff you spot a lean man with a snow white beard hanging in a gibbet off of the wall of the ruined castle. "I... I... I don't know them, I swear!" (If the party met him; You see it's Lebentrop the hedgwise, the poor fool must have got himself captured when you were off pillaging Drachenfells past few days) Alarm!- There are three guards on the walls (...) if they raise the alarm they do so by spending a half-turn screaming after their allies (+5% for each doing so) if they pass their test another zealot appears at (I-7/I-8; depending which one is free) the door is shut behind him by someone, if they do so again the warrior priest comes rushing from the door at C-1 someone closes it shut behind him. The garrison of the castle are the four zealots and Barabas. Road- For the purpose of a wagon or a cart, the road counts as normal movement zone, but the off-road is considered difficult terrain. Wagon- Making a move action with the cart or wagon requires a drive skill roll +0, making a run action requires a -1o% drive roll, failure means the horse is spooked and refuses to move this turn. If you're making a turn and critically fail the wagon runs forward and flips over at the point of turn, horse, wagon and sculpture are damaged. You roll drive for every obsticle you run over dealing horses SB+1d10 damage. You can also ram people. Failure means a hit to the 3;horse, 2;wagon or 1;statue. Bigger obstacles are treated like characters vide barricade. Driving Away- If the party manages to escape to one of the two extraction zones they may attempt to leave to Altdorf through the main road or the secret forest path, you can also attempt to siege Mandredhoff if you so will. For every movement of your horse you need to roll driving, if you fail the beast whinnies and shies from the screaming zealots and the Warrior Priest of Sigmar. Mandredhoff Dungeon Exit from the dungeon is located at J9.

Escaping the dungeon- The party is given 6o turns to escape the dungeon before the head witch hunter returns with the warrior priest. Witch Hunters' Hushed Conversations (Roll of perception +1o%) Hanging off of the walls of the holding cell the party may overhear two hushed voices echoing through the dungeon. Witch-Hunter: We've sent most of our force to the diocese of Fugger to defend Skaggerdorf before anyone finds about about what happened. Interrogator: What happened exactly? Witch-Hunter: Some foolish band of adventurers in the Skaag Hills came upon a artefact of Daemonic nature, and instead of leaving it with one of our brotherhood's strongholds panicked and decided to hide the evidence. They chose an inconspicous dungheap in Skaggerdorf, it wasn't long before a legion of Nurglings manifested and came pouring out causing madness and mayhem! How would it look if the fief of the Grand Theogonist suddenly suffered an infestation of daemon-imps? This is why the castle is so undergarrisoned. Interrogator: It wouldn't look right... Witch-Hunter: I'm glad you understand brother, our order must maintain a firm grip upon the minds of the people of the Empire. The good name of the Grand Theogonist is more important than the efficiency of running our day to day operations. Interrogator: Very sage, very sage brother. Say, when do we get to torture one of the new prisoners? Witch-Hunter: Soon enough brother. The Holding Cell- A single tiny window throws a God ray of hope into this chamber, here tied to the walls the players are being interrogated by the witch hunter.

Torches- It seems the clever interrogator had the torches locked in place with screws and locked with a key, ensuring that the escaping prisoners could not turn them against their captors 0% Lockpick (T 4; Wounds 13) The Torture Room- Here the players are brought by the hooded torturer, who’s mouth is showing under the fat hood, a fat naked hairy stomach, shoes and pants are his uniform of trade. There’s a whip on the table, a bucket with a sack in it in the corner. There’s a spiked rack standing from B10 2/4 to B10 4/4. There’s a series of pullies and ropes known as ”The Jerker” hanging at D 8 3/4. A metal cage stretched over a roaring fire known as the Gridiron used for roasting prisoners and heating up torture utensils at D 10 4/4. A terrible confusing metal device shaped like the name sake fruit known as the ”Pear of Anguish” lays on the table. There’s a heavy thumbscrew resting on the table. A device known as the ”Temple cracker” is attatched to a chair at A10 1/4. There’s a rat cage with straps resting on the table, two little creatures inside are eating dried crumbs of prison bread. A heavy metal device known in the interrogator business as the ”Estalian Boot” rest on the table along the gobbeting tongs, saws and knives. There’s also a branding tool in the shape of the twin tailed comet. On the table at A 8 1/4 to 3/4 and A 9 1/4 to 3/4 there is a set of Trade Tools (Investigator; Poor quality 25 gc). The Trade Tools and the girdiron location provide you with improvised weapons you get for a half-action.

The Dunking Stool- A fat gibbet placed over a small pool of briny and nasty, bone filled water.

Interrigator's Patrol Rout- When first encountered during an escape or a castle infiltration the interrogator walks from A-8/A-9/B-10 he stops at each of the A locations for 1d6 turns and for 2d6 at B-10 taking inspecting his tools, cleaning or repairing them. He then walks to C-8 and finally to D-9 to stoke the fire where he stays for the rest of your presence in the dungeon. When confronted he will attempt to beat the party into submission and drive them back into their cells, if they make a break for it he runs to warn the witch hunter.

Interrogator of Mandredhoff A true professional, master of his craft. He has a rather sturdy collection of torture devices from all over the Old World. Pursuing top of the line resolutions the Order of Cleansing Flame being rather famous for its serious approach to interrigating its subjects
WS | BS | S | T | Ag | Int | WP | Fel 35 20 45 30 30 30 40 35 A | W | SB | TB | M | Mag | IP | FP
1 15 4 3 4 0 0 0 Skills: Charm, Heal, Intimidate, Perception, Torture +1o%. Talents: Menacing. Specialist Weapon Group (Flail), Wrestling, Very Strong. Equipment: Trade Tools (Interrogator), Brand shaped like the twin-tailed comet, Leather hood (Head 1), Knife, Flail (Chain whip), Manacles, Key to the Manacles, Key to the Cells, Key to the Interrogation Room. Exorcism room- Here the more malefic practices are brought to be contemplated. If the party suffers a player being possessed the witch hunters attend to him by first chaining the possesed to the daise. Here those possessed and mad are contained, behind a double thick reinforced door scratched with human fingernails from the inside. Before the interrogations commence the chapter master summons and exorcist to help him perform a banishment upon the diseased spirit. It it’s failed the subject will be burned at the stake. The exorcist attempts to banish the spirit and he is to be assisted by you as a show of faith. The words of the exorcism are as follows: “Hear Me and obey most hateful spirit! I cast ye out with the Might of His Arm, with the Iron of His Will by the Fire of His Word. Come from the body of this his servant! Though shalt not appear again, neither in the dreams of night nor in the thoughts of day! Get ye gone from this place, thou lowliest predator, thou foulest Daemon! Naked I drive ye forth, with thy hair dishevelled, and thy fury undone. Thus do I vanquish ye in this world, and thus do I cast down thy stars and constellations, scattering the fell work of thy hands. Ever shall I pit myself against thy kind, and eternal shall be my wrath in the face of thy masters. For the sun shall not set over the people of His Empire, as long as they keep Him as their Lord.”

The exorcist comes prepared, he has a small piglet with him. He insists that as many praying mouths are necessary and in case of restraint being necessary he'd rather have the player characters with him, so the witch-hunters close the party in the room with the exorcist and the possessed and the whole ritual of exorcism is played out. If the party fails to exorcise the spirit, the victim will be burned at the stake. The exorcist has some choice words to the party if they come with a possessed individual: ”Shaken and frightened returning from the mountains, with one of your friends spouting heresies as a daemon makes a nest of their soul... you wretched fools, that’s what you get for entering such an accursed place!”
Exorcist Summoned either to the Mandredhoff to assist the witch-hunters, or through his network of friendships to the tavern of "Juggling Swine." He works cloesly with the Sigmarite Cult but he wears a bunch pendants of major and minor gods.
WS | BS | S | T | Ag | Int | WP | Fel 20 20 30 35 35 40 60 40 A | W | SB | TB | M | Mag | IP | FP 2 17 3 3 4 3 2 0 Skills: Academic knowledge (Thelogoy, Daemonology), Channeling, Command, Hypnotism, Intimidate, Magical Sense, Perception, Sepak Arcane Langauge (Magick, Daemonic), Speak Langauge (Reikspiel, Calssical) Talents: Coolheaded, Divine Lore (Sigmar the Hammer), Lesser Magic (Exorcism, Blessed weapon), Sixth Sense, Strong-minded. Equipment: Esoteric robes, License, Prayer Book, 8 Religious pendants (Sigmar, Ulric, Bögenauer, Taal&Rhya, Soltek, Mannann, Morr, Myrmidia, Shallya), Aspergillum, Incense, Candles, Pigglet. Special rules: He can teach you how to perform the ritual of exorcism for 3oo xp, applies only to those undertaking the exorcism at the "Juggling Swine."

Witch Hunters’ Chapel- Austere, with a few religious banners, a simple wooden Ghalmaraz sided by two ivory figurines of saints, one of Mandred Ratslayer and the other of Grand Theogonist Johann Helstrum the first grand theogonist and the prophet of Sigmar (Each worth 25 gc). A private prayer cell of the master of the order (J5), looking like a small towerett inside of the room with ganfanlons of Sigmar. Inside one may find a glued copy of The Life of Sigmar. The rough hewn pews can be easily walked through vertically but count for difficult terrain when passed horizontally as you’re forced to jump over each of them.If you approach the J-3 and J-4 you enter the arch of vision of the Witch Hunter working on the castle ledger, he glances up from over his work and scribbling to gander that away. When you enter these squares you must roll not only for silent move but also concealment, if you fail either the witch-hunter rolls perception and may spot you.

Mutant’s Cell (D6.3/4)- A tiny squalid cell, a single square big, if you look through the grate into it you see a skeleton with a malformed skull, with too many eye holes and nose holes, teeth embedded in its cheeks and forehead from which sprout horns. The door to the cell is rusted and takes +2o% Lockpicking to open or T-3 wounds 12 to knock open.

Recovery Cell- Those who suffer a critical hit and a loss of much wounds are taken to one of these where they're nursed back to health without any fetters. Into these cells in order (7-E/C-1/C-3) Oubliette- One of the prisoners held for questioning is kept in the upper cells, so that the interrogator has an easy access to him. Those less fortunate rot in the squalid depth of an oubliette, a spanning iron grate covers the floor in this chamber, in the sump below the prisoners lay with little to no light. Begging for food and groaning. They might tell to to watch out as there are huge rats scampering about. And that they bite real mean. Someone even lost a toe to those nibbling monsters in the dark. ”You lot up there must be feeling like nobility! With a private cell, dry rottin’ straw for a blanket! Lucky wazzocks!” You must roll on a charm +1o% or other fellowship based roll to calm the prisoners which cry and beg you to help them escape. If you succeed they are hushed and bid you good luck, but if you fail they will attempt to grapple you through the gaps in the bars and roll for perform sing and they call in the attention of the Interrogator who rolls for perception, upon succeeding he comes to the oubliette to pour cold water over them from a bucket to silence them, but will engage the party if he enocunters them. If you the party tries to sneak past them you roll for silent move, or concealment if you're in their arch of vision, they're too famished and abused to look out for escaping prisoners, often suffering hallucnations from dehydration, they scarecly look your way. Their locks are 1o% to open or T-4 Wounds 24. There are two prisoners in the locked oubliette. The trapdoor leading down to their cellar is located at E2.4/4 and it takes Scale Sheer Surface to crawl out.

Mandredhoff Prisoner
These poor lost souls are trapped for various reasons in the donjon of the Mandredhoff castle. You may help them escape to bolster your ranks during the break out. They refuse to put up an armed resistance however.
WS | BS | S | T | Ag | Int | WP | Fel
25 25 28 37 31 29 37 33
A | W | SB | TB | M | Mag | IP | FP
1 11 2 3 4 0 3 0
Skills: Charm, Charm Animal, Common Knowledge (the Empire), Concealment, Drive, Gossip, Outdoor Survival, Perfmormer (Singer), Row, Silent Move, Speak Language (Reikspiel), Swim.
Talents: Acute Hearing, Flee! Hardy, Resistance to Disease.
Equipment: Rags, 1d6 torture scars.
Damp Small Squalid Passage (F3.1/4)- There is a hole in the wall smelling of mildew, inside there’s a giant rat nest. Fat furry rats sleep inside a nesting chamber filled with filth and scraps. They attack the moment someone attempts to enter their den, a character won't realise that the rats are inside untill they take a turn, each square of the Squalid Passage counts as difficult terrain. There are three rats total. Every space counts for difficult terrain, and only halfling sized characters or those with contortionist talent may enter the hole. The passage leads from the Oubliette into the Witch Hunters’ Chapel.

Giant Rat of Mandredhoff The beasts hide in the walls, awaiting the time when the lambent torches of the jailors leave the dank dungeons, to snap at the mewling prisoners, toe by toe, giblet of flesh by giblet of flesh. Stripping them down.
WS | BS | S | T | Ag | Int | WP | Fel 25 0 31 30 42 14 18 5 A | W | SB | TB | M | Mag | IP | FP 1 7 3 3 6 0 0 0 Skills: Concealment, Perception +1o%, Silent Move, Swim +1o%. Talents: Keen Senses, Natural Weapons, Night Vision. Special rules: They roll for terror against open flame. Chapter Kennels- Three angry giant vicious dim primitive slavering warhounds with spiked collars are kept in here. They have Sigmar cult themed leather masks and face covers. Little spiked cages over their snouts so they can bite but can’t be bitten back. They are dressed in some body armour as well. Real vicious hounds. Once the party is stealing past their cages they need to be really sneaky in order to evade their barking attention which may summon the witch hunters “Witch Hunters often keep packs of ferocious hunting dogs. With their huge jaws and powerful bite, they are perfect for hunting down (and tearing apart) any heretics, mutants, deviants, witches and fugitives.” It takes a roll of your party's silent move against the hounds perception for every cage you pass. If you fail your roll an amount of hounds equal to your degree of failure begins to bark adding +1o% to nearby witch-hunter's roll of perception, he leaves his room if alerted thinking its the giant rats again pestering the prisoners, he opens one of the kennel doors in hopes they'll get one of them. He then returns to his office, and unless he succeeds on perception roll when the party combats the hounds, he stays in his office. There is a small cage for any animal companions the party might have come with (F2.1/4) This can be opened with a bolt-lock from the outside with a half-action. There is a table with all of the non-evidence and non-weapon equipment of the party which has been arrayed and listed on a peace of paper (From F1.1/4 to F1.2/4). The evidence is in the chamber of secrets and the and the weapons are under lock-and-key in the stables.

Witch Hunter Hound
These slavering hounds chew on the bones of mutant and heretic when there are no foes to rend and hunt down.
WS | BS | S | T | Ag | Int | WP | Fel 41 0 32 38 30 15 43 0 A | W | SB | TB | M | Mag | IP | FP 1 10 3 3 6 0 0 0 Skills: Follow Trail, Perception +2o%, Swim. Talents: Flee! Keen Senses, Natural Weapons, Strike Mighty Blow.

Witch Hunter’s Office- Here the more official matters of the chapter are conducted. All the ledgers concerning the captives as well as the accounts of their testimonies and offences are kept here. There’s a chapter brother sitting in the room, buckle hat and all. He can be disturbed by the dogs barking in the kennels. If you somehow get the accounts of testimonies and offences you may read them with Reikspiel skill +3o%, they pertain to all those captives present in the Mandredhoff castle. From amongst the more interesting:
"Ireneus Krappe; Apprehanded by the temple guard of Altdorf for profaning the walls of the holy Cathedral of Sigmar with blasphemous words.
Hermann the Lame: Common bone picker incarcerated for public blasphemy. He’s stated inappropriate opinions about the Grand Theogonist pedigree after being banned from begging at the front of the church of Sigmar in Tahme.
Rudolf the Red; Terror of the Reikwald forest. The mad daemon possessed murderer stalking the Reikwald (He’s the one in with the metal box on his head; there’s a village in which he was apprehended stated) Once a tame village idiot. Daemons took possession of his frail body. There’s no soul left in him.
Lebentrop: Rogue hedge wizard apprehanded with a necromantic book in his possession evading the law for many years, he was brought to justice. Denounced by his apprentice who swore to loyalty of Sigmar and was taken as an initiate into the custody of a monastery of the Order of Anvil.
There’s also an entry on the party and their odd and suspicious departure into the tainted lands of the Dark Enchanter.
Albert Gneus: Apprehended for the suspicion of Mallean heresy."
You can find all your heretical tomes here, as well as questionable items which were not considered malicious or magical.
If the Witch hunter hears the hounds which roll against the players' silent move, he gets to roll for his awarness. If he succeeds he gets up, enters the kennels, checks on the dogs. "It must be the rats again! Wretched daemon servants. Go get them!" And he releases two hounds to run the kennels and off into the adjacent room. If he gets triggered this way twice, or is otherwise finding suspicious activity he takes up a torch and his blunderbuss and starts walking a patrol rout by the dungeon exit (I-1o;3/4|J-1o;3/4|J-8;1/4|J-7;4/4|J-7;2/4|H-7;2/4|H-9;4/4) He moves about slowly casually strolling the patrol.

Witch Hunter Henrik Henrik is originally a Wastelander, he's a junior Brother of the Order of the Cleansing Flame, he sports ginger hair and sideburns. He's used to field work more than maintaining a Witch-hunter castle. He's very pragmatic and much more open to compromise. Seeking practical solutions.
WS | BS | S | T | Ag | Int | WP | Fel 50 50 35 35 35 35 52 48 A | W | SB | TB | M | Mag | IP | FP 3 17 3 3 4 0 2 0 Skills: Academic Knowledge (Daemonology, Magic, Necromancy, Theology) Common Knowledge (the Empire, the Wasteland), Gossip, Intimidation, Perception, Ride, Read/Write, Search, Silent Move, Speak Language (Reikspiel, Classical) Talents: Lightning parry, Marksman, Menacing, Public Speaking, Sixth Sense, Specialist Weapon Group (Gunpowder, Entangling, Fencing), Stout-hearted, Strike Mighty Blow. Equipment: Witch-hunter's hat, Buckler, Axe, Blunderbuss (8 shots), Sleeved Mail Shirt and Leather Leggings (Body 2, Arms 2, Legs 1) Ghal-maraz pendant, Torch, Black Cloak, Prayer parchment, Bottle of Wasteland gin. Holding Cell of a Daemon Possessed- A mad man screaming blasphemously sits behind a metal bars. Chained to a wall. Lips chewed off by the crooked teeth. Disgusting broken thumbs constantly clawing into the pale flesh and exposed ribs to bloodily draw daemonic symbols. A single eye peering from under a metal helm-cage presumably protecting the wearers head from his own insanity. The eye radiating madness and wrath, and something otherworldly. It’s obvious this poor souls suffers daemonic possession. And he’s used as a guard dog of the doorway leading deeper into the stronghold. The victim suffers a Blasphemous Rage at all times. Trying to claw at the party. However for some reason the possessed cowers from the bell of rung by the interrogator found in the torture room (C8).

Possessed of Mandredhof (Rudolf the Red) Rudolf used to be a simpleton village idiot in one of the Reikwald towns. But one day a terrible malignant force from the far-far north decided to make a nest of his soul. Rudolf the Red, from hence so known, went on a terrible murderous rampage through the Reikwald forest, hunting down the lonesome travellers and cannibalising them, turning their bodies into grotesque displays of Chaos devotion. But one day through a clever ploy, the Witch-hunters captured him. The daemon left his body but by then nothing was left of the soul of Rudolf the simpleton, but the order found a different way that the maddened shell could be used for the benefit of the Witch-hunters and the cult of Sigmar even if it is not going to further the poor creature's salvation.
WS | BS | S | T | Ag | Int | WP | Fel 15 5 45 50 25 3 45 10 A | W | SB | TB | M | Mag | IP | FP 1 13 2 3 4 0 9 0 Skills: Concealment, Outdoor Survival, Scale Sheer Surface, Silent Move. Talents: Hardy, Fearless, Flee!, Natural weapons. Equipment: Head cage (Head 2) Sepcial Rules: If you use the interrogator's bell, Rudolf has to roll on a terror test, if he fails he cowers and becomes stunned, covering his ears and hissing in pain and fear.

The Chamber of Secrets- This chamber with prayer seals reinforced heavy iron bound black oaken door is defended by a tormented insane metal mask of shame wearing daemon possessed man. Inside a small chamber is filled to the brim with powerful artefacts of evil, right in front of the entrance however a giant ledger, conducted in Classical rests, its title: "The registry of malicious trinkets, artefacts and evidence secured at castle Mandredhoff."

The Registry of Malice- This fat tome perched on a lectern has every possible item stored in the chamber described inside, it requires no skill roll to read it but just the knowledge of Classical. -Axes of Khorgor these vile axes bring about +2o% WS and +1 Damage, they induce a madness upon a failed WP test that makes the player frenzy and charge anyone closest to him, friend or foe, it also whispers Khornite promises of power, saying that you shall enjoy the boon without the penalty were you to grant Khorne only a small offering of five freshly harvested skulls. It takes a picking lock -3o% to open their case.

-Rudenhoff’s Gem a black-purple crystal surrounded by a metal ring fashioned from small female figure, with a serpent of silver slithering about her silhouette, that grants the wearer a defence from attacks where the foe has to pass a Fel -1o% lest they are not permitted to slay one, one also gains 2o% Fel. Anyone who does not have the mark of Slaanesh suffers 1d10 IP upon touching it and failing 1o% WP test, these cause Slaanesh to whisper promises of elevating the IP if one was to make a gift for her; this was once a prized possession of a Nuln noble woman, before she tragically died. It takes a picking lock -3o% to open its case.

-Daemon skull (Skull of Malbrothax) This skull belonged to a daemon altar found in Altdorf sewers, touching the skull causes one to suffer TB-4 Neiglish rot which brings about death of one if a T -3o% test is not made. If one suffers the disease Nurgling heralds come to one in their dreams or through the potty baring banners of Nurgle, demanding the sufferer to bend their will to Nurgle so he’d stop the disease and allow you to live a free worshipper of Nurgle.

-Recovered Warpstone Stash This small strong box contains everything that was intercepted in a sewer exchange between a peculiar cult and their patrons, a pendant of one of the cultists, and all the strange warpstone coins along with a wooden tablet scratched with peculiar runes. Some torn parchments with a peculiar scribbling, and a banner having the same type of writing upon it. It also contains an Amulet of the Horned Rat a wretched artefact that recovers health to those who wear it, Skaven recognize this symbol and its of great value to them. It comes into play during the Sewer Sightings scenario. Where it can be a reason that Skaven traders approach you and open their Emporium under Ludwigsplatz. -Book of Secrets It allows characters with at least 1 Mag and knowledge of Magick langauge to learn the lore of Death, Fire and Shadow, adds +1 to Mag, Mutates one upon use and grants additional Tzeentch curse die to casting. A study of an Arabyan sorcerer that desired to spite Teclis and show him that men can learn more than one school of magic. It takes a picking lock -3o% to open it. -Book of Lebentrop’s This booklet contains the lore of Necromancy, and allows one to learn it. It has a dissected skull embedded into the covering, the very front of a skull lobbed off and twained jaw framing the skull on each side. It takes a picking lock -3o% to open it. -Ruminations on the Great Beast, the Thing that should not Be this vile tome teaches Daemonology and chaos magic. It takes a picking lock -3o% to open it.

-”The Doubter”- A book with white milky skin wrapping it, only a smile of real bony teeth gilding the cover. Produced somewhere in Kislev. It takes a picking lock -3o% to open it. -The doubled Y medalion- Putting this medalion on causes a sound of broken glass to resound somewhere far away, and then a strange echoing distant yet omnipresent laugh, one who puts on the medalion loses a Fate Point permanently. It takes a picking lock -3o% to open its case.

-Reik Statue of Strompfeles- This wooden head of a totem of the wicked Drowner-God was brought to the Grand Theogonist Viktor Helmgart as a trophy of the witch-hunters over a particularly wretched cult of wreckers that thrived on the river Reik, the defiled totem was brought to the Grand Theogonist on a cart, after the burning of the cult’s island temple. The statue has 1ooo enc. value.

Witch Hunter Deodat
Brother Deodat is the highest ranking member of the Order currently garrisoning the castle Mandredhof, meaning he is the de facto leader of the castle. However the remaning garrison prefers to take orders from the Warrior Priest Barabas instead. He is a very cool and meneacing character. Seeking to squeez all out information out of his victims, but he's willing to compromise. Henrik and the Interrogator heed his rullings however.
WS | BS | S | T | Ag | Int | WP | Fel 50 50 35 35 35 35 55 40 A | W | SB | TB | M | Mag | IP | FP 3 17 3 3 4 0 2 0 Skills: Academic Knowledge (Daemonology, Magic, Necromancy, Theology) Common Knowledge (the Empire), Gossip, Intimidation, Perception, Ride, Read/Write, Search, Silent Move, Speak Language (Reikspiel, Classical) Talents: Lightning parry, Lightning Reflexes, Menacing, Public Speaking, Sixth Sense, Speciali Weapon Group (Crossbow, Entangling, Fencing), Stout-hearted, Strike Mighty Blow. Equipment: Witch-hunter hat's, Pistol (12 shots), Rapier, Sleeved Mail Shirt and Leather Leggings (Body 2, Arms 2, Legs 1) Ring with a twin-tailed comet, Torch, Black Cloak, Purity Seal.

INTERROGATION MECHANICS
You get xp for every new form of torture you suffer, through the ”Whispers of Slaanesh”. Whenever there is a possibility of you suffering a critical hit from torture, the interrogator performs healing on you before starting the tortures. If you’re suffering from the effects of a critical hit you’re not strapped to a wall anymore but you’re given a private cell.
SUSPICION MODIFIER; Every condition with (!) is a subject to the capital punishment. It also means you start your sentence with +3 not 0.
You’ve been caught lying; +4
For every zealot slain; +1
For the slaying of the Warrior Priest; +4
(!) One of the party is a worshipper of Chaos; +16
You’ve given yourself up willingly; -4
(!) You’re carrying an unholy tome; +16
You’re carrying a heretical tome; +8
Magic user in the party; +4
(!) Mutant in the party; +16 ”Tis no mutation your excellency, tis but an odd birth mark!” Possessed in the party; +4
Lunatic in the party; +2
Your testimony is incoherent; +2
Blasphemy; +4
You’ve assaulted the interrogator; +4
Cleric in the party; -4 (Sigmarite -8)
Above are added to formulate what modifier the party suffers during their questioning.
-5 to -8 or less; +1o% The witch hunter treats the whole ordeal as if a great big misunderstanding, he only wants some answers.
-2 to -4; +5 % The grave demeanour of the witch hunter softens. His looks are not as sharp as before. He seems to doubt your wrongdoings.
0; +0% Your simple ways bring no suspicion upon you. The witch hunter seems disinterested with your interrogation treating it as a mere obligation.
2 to 4; -5% You seem like a common lamb of the Sigmarite flock gone astray. You need to be corrected lest you stray even more.
5 to 8; -1o% Your slight miss deeds bring suspicion upon you
9 to 12; -15% Your sinful ways have caught up with you
13 to 15; -2o% Be it your lack of gab or some true wrong doing, the witch hunter finds you worthy of in depth questioning.
16 to 19; -25% The brow of the witch hunter stiffens in a scowl, you see yourself condemned already for slights real and imagined already.
More than 20; -3o% Grave accusations are made against you, in the eyes of the witch hunter you see the glimmer of the torches turn into the flame of your soon-to-be pyre.
Every point of success = - 1 point to the final verdict. Every point of failure = +1 point to the final verdict. Everything less than 0 is still treated as 0. There will be a series of questions concerning your quest, an average of 3 per party member, failure on the test of more than 2 points means you’re taken into the punishment room:
1-What’s your cargo?
2-Who are you working for?/Who are your associates?
3-Where did you get it?
4-Which rout did you take?
5-What do you stand to gain from this?
6-Who are you?
Each of these will be directed at a different member of the party through a roll of 1d6, each party member will be questioned thrice.
Punishments; These are doled out if the character failed their roll of Fel when answering the witch hunters question by at least two degrees.
01-05; Beating- However painful it was the interrogator couldn’t bring himself to anything more creative than a simply beating you up whilst you were chained to the walls. The point of this exercise is to weaken you for further interrogation. You suffer 1d6-2 wounds.
06-15; Lashing- You still feel like you got off easy. The point of this exercise is to weaken you for further interrogation. As the couple of crescent edges of a whip scour your flesh. You suffer 1d6+3 wounds.
16-25; Bucket Sacking- The interrogator placed a sack over your head and pour a bucket of water over your head repeatedly. +1o% WP roll, failure means you suffer 1d3 IP.
26-35; Dunking Stool- You’re placed in a spiked cage and repeatedly dunked in the water and taken out of it. -15% WP roll, failure means you suffer 1d6 IP.
35-45; Rack- You’re left on a spiky stretcher for a long while. -3o% WP roll, failure means you suffer 1d6 IP.
46-50; The Jerker- A clever Tilean technique of Morrite inquisition. You suffer 1d6-2 wounds and must take -15% WP roll, failure means you suffer 1d6 IP.
51-60; Gridiron- You get smoked over the fires. Getting tanned from the flame, as well as burnt as the interrogator roasts wursts next to you on the same rack over the fire to enjoy with his meal during a break. You suffer 1d6 wounds and must take -3o% WP roll due to the pain and the stench, failure means you suffer 1d6 IP.
61-70; Pear of Anguish- Your friends hear only a pathetic guttural groan from the torture room, as the interrogator leaves you with the device so for many hours to go and enjoy some fresh air. -3o% WP roll, failure means you suffer 1d6 IP.
71-80; Thumbscrew- You’re seated on a torture chair, your hands strapped to the chair along with your forehead. ”Are you right handed or left handed?” Asks the interrogator. Then a peculiar device is attached to your non-dominant hand. The interrogator whistles and screws in the device to suddenly pull a lever on the side with a terrible sound of cracked joints. You suffer a 1d6 critical hit to your non dominant hand. -1o% WP roll, failure means you suffer 1d3 IP.
81-85; Temple cracker- Your head is shaved with a rusty razor leaving gashes and scares all over it. A nasty metal cage is placed over your head, with a huge metal spike mouth piece stopping you from speaking. ”Scream if you begin loosing your eyesight” The interrogator says and begins turning the screws. Then your eyes escape into your skull. You suffer a 1d6 critical hit to your head. -1o% WP roll, failure means you suffer 1d3 IP.
86-94; Rat Cage- A bunch of rats inside of cage is strapped to your chest, the interrogator nudges them from time to time, or places a torch at the base of the metal cage to rustle them a bit. They scratch and gnaw their way into your chest. You suffer a 1d6 critical hit to your torso. -1o% WP roll, failure means you suffer 1d3 IP.
95-98; Estalian Boot- The great metal boot in which your leg was placed whilst you were sat on a chair was heavy and filled with all matter of screws. Once the interrogator got all the screws in he begun turning a great key in the device, a meaty squelch proceeded, a cry of pain that you realized was of your own making. You suffer a 1d6 critical hit to your right leg. -1o% WP roll, failure means you suffer 1d3 IP.
99-100; Gobbeting and Branding- Heated white blacksmith’s forceps are used to tear out a gobbet of your flesh. You’re then branded. Coming back to the cell with a smoking scar in the shape of twin tailed comet on a random location! You suffer a 1d6+2 critical hit to your torso. -3o% WP roll, failure means you suffer 1d6 IP.
Outcomes; Finally once the original suspicion table is modified by the questoning (Degrees of failure and success summed up) the sum total is your sentence.
0; Apologies brother in Sigmar- The Order of the Silver Hammer thanks you for your cooperation, not only are you released immediately, you are also given the warrior priest as an escort to the city. (If he lives, he acts a henchman for a week in the next adventure)
1-6; Quick questioning- The interrogation ends with quick questioning. You spend two further days in the castle dungeon.
7-9; Further investigation- The interrogation ends after a long questioning. You spend four further days in the castle dungeon.
10-12; Arduous interrogation- After a week of gruelling torture, starving and interrogation you’re released. The witch hunters will keep an eye on you however.
13-15; Accused of heresy- Your weapons and heretical scriptures are confiscated and destroyed. After a week of gruelling torture, starving and interrogation you’re released. The witch hunters will keep an eye on you however.
16-18; Mandredhoff residency- One of the party is condemned to the oubliette and no fate points may save them. If there was a (!) condition, the one marked for it is the subject of the oubliette. If not, the party is given a night to think it over. The party member will return without any of their equipment but for rags and further 1d6 IP at the start of the next adventure.
19+; Burn the unclean!- One of the party is condemned to the pyre and no fate points may save them. If there was a (!) condition, the one marked for it is the subject of the pyre. If not, the party is given a night to think it over. You’re let out of the castle as the condemned character screeches and crackles on the pyre. (We roll for the character’s death and how long it lasts applying normal damage from the pyre, giving the party a final chance to save the character if they feel like they stand a chance)
Penitents' Path & Mandredhoff (1oo xp)
Role play- For roleplaying ideas (5xp)
Priest breaker- Defeating the Mandredhoff retinue (Personal experience; Warrior priest 50 xp/ Zealot 15 xp)
Sanctum profanum- For breaking into the chamber of secrets (25 xp).
Slaneesh's Whispers- For every torture session survived (1o xp per session: max 1oo xp)
Mandredhoff redemption- For breaking out of Mandredhof (35 xp)
Witch Trial Survivor- For surviving Mandredhof and being released. (35 xp)
Ekpyrosis!- For losing a friend at Mandredhof. (5o xp)
Friendly Visit- For being cleared of all charges at Mandredhof. (15 xp)
Exorcism- For successfully exorcising the spirit at Mandredhof (50 xp and 100 xp for the afflicted)
Thick as Necromancers- For saving Lebentrop the Hedgewise. (20 xp)