Enemy Within Campaign Volume 5 Empire in Ruins.pdf
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PART 5 OF THE ENEMY WITHIN CAMPAIGN
WA R H A M M E R FA N TA S Y R O L E P L AY
CREDITS
Enemy Within Directors Cut:
Graeme Davis
Writing:
Dave Allen, Graeme Davis, John Foody, TS Luikart, Pádraig Murphy,
Clive Oldfield, Dylan Owen, Anthony Ragan, KC Shi, Simon Wileman
Illustration:
Camille Alquier, Mauro Alocci, John Blanche, Benôit Blary, Dave Gallagher, Ralph Horsley, Álvaro Jiménez,
Dániel Kovács, Josef Kucera, Victor Leza, Antonio De Luca, Yugin Mafioli, Sam Manley, Clara Marie Morin,
JG O’Donoghue, Erin Rea, Runa Rosenberger
Cartography:
Jared Blando, Dániel Kovács, Jérôme Huguenin
Proofing:
Tim Cox
Editing:
Síne Quinn
Graphic Design:
Michael Fitzpatrick, Rachael Macken, Rory McCormack, Pàdraig Murphy
Production Team:
Dave Allen, Anthony Burke, Emmet Byrne, Walt Ciechanowski,
Elaine Connolly, Federica Costantini, Zak Dale-Cutterbuck, Donna King, Dániel Kovacs, Tim Korklewski,
TS Luikart, Rachael Macken, Sam Manley, Rory McCormack, Dominic McDowall, Pádraig Murphy, Kieran Murphy,
Eileen Murphy, Ceíre O’Donoghue, JG O’Donoghue, Andy Law, Síne Quinn, Christopher Walz
Heroes of the Hammer:
Dave Allen (Wolfie), Emmet Byrne (Toll) Zak Dale-Clutterbuck (Wilgrin), TS Luikart (Parry),
Dominic McDowall (Felix), JG O’Donoghue (Amris), Mårten Stormdal (Werther), Cian Whelan (Max)
Thanks:
Joe Logan, Alfred Nuñez
Publisher:
Dominic McDowall
Special thanks to the Games Workshop Team
Published by:
Cubicle 7 Entertainment Ltd, Unit 6, Block 3,
City North Business Campus, Co. Meath, Ireland. Printed in China.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form by any means, electronic, mechanical, photocopying, recording or otherwise without the
prior permission of the publishers.
Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2021. Warhammer
Fantasy Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop,
Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations,
images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof,
are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used
under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7
Entertainment Limited. All rights reserved.
Last Edited:
September 2021
2
INTRODUCTION
CONTENTS
Adventure Synopsis .................................5
Designs of the Great Architect................7
Journeys Through a Ruined Empire ......15
Random Encounters ..............................16
Dramatis Personae .................................17
INTRODUCTION
The Prisoners of Karak Skygg................36
The Flight Home...................................37
The Sky Wolf .........................................37
Sights and Encounters...........................40
Nordland Rising ....................................41
The Nordland Separatists ......................42
Interrogation..........................................44
CHAPTER I
DIRIGIBLE IN DANGER
A Spy on the Road ................................75
The Parade .............................................76
The Emperors Party...............................77
Plots at the Parade .................................78
Events ....................................................80
Aftermath ..............................................83
CHAPTER V
THE MARCH OF UNITY
Entering the Caves ..............................147
The Resting Place of Ghal Maraz........148
A Helping Hand .................................149
Locations .............................................149
The Gorge — After the Deluge...........160
Rewards ...............................................161
CHAPTER XI
CAVES OF CHAOS
The Day after the Parade .......................84
The Wedding Day .................................89
Here Comes the Bride...........................90
Chasing Wasmeier.................................92
CHAPTER VI
THE WEDDING
The High and the Mighty Angry...........93
Crowd Control ......................................45 The Council Meeting ............................95
Inside the City .......................................45 Experience Awards ..............................100
Rumours ................................................46
CHAPTER VIII
Reporting to the Graf ............................47
Debrief with Schutzmann .....................48
WANTED, BOLD ADVENTURERS!
At the Palace .........................................40 To Find Ghal Maraz ...........................102
After the Event......................................56 The Emperor’s Physician .....................103
Consultations with Fassbinder ............106
CHAPTER III
Extra Research.....................................108
Experience Awards ..............................111
JOURNEY TO SHINING ROCK
Late Night Gossip .................................57
CHAPTER IX
The Altdorf Delegation Depart .............57
The Middenheim Delegation Depart ....58
ALTDORF TO BLACK FIRE PASS
Elvyra Kleinestun ..................................59 The Carroburg .....................................112
Rebellious White Wolves ......................59 Off to Kemperbad ...............................114
The Attack .............................................62 Kemperbad to Nuln .............................115
Dealing with the First Group ................63 Welcome to Nuln, Enjoy Your Stay .....118
Dealing with the Second Group............64 Nuln to Streissen .................................121
Dealing with the Third Group ...............65 Stress in Streissen ................................122
Beate Moser ..........................................66 Averheim .............................................127
Grenzstadt ...........................................128
CHAPTER IV
Off to Black Fire Pass ..........................129
CHAPTER II
CHILLY RECEPTION
CHAPTER VII
THE EMERGENCY CONCLAVE
The First Link......................................162
Under New Management ....................165
The Cult of the Broken Fingers ...........169
The Battle of Wolfshügel .....................170
A Dwarf Named Thirteen ...................173
The Horde of Drexol the Extinction ...174
Rewards ...............................................176
CHAPTER XII
BLACK FIRE PASS TO ALTDORF
According To Plan...............................177
Arrival .................................................178
In the City ...........................................179
Old Friends .........................................181
Endgame .............................................182
Investigations.......................................184
The Great Ceremony ...........................186
Incarnations of Sheerargetru ...............188
Aftermath and … Rewards? ................192
The Wages of Heroism ........................194
Experience Points and Rewards...........195
Index....................................................197
The History of the Turmoil .................198
Handouts and Maps ............................200
CHAPTER XIII
THE EMPIRE SAVED
AN AUDIENCE WITH
CROWN PRINCE WOLFGANG
The War Prize ........................................67
Castle Reikguard ...................................68
Interviewing Wolfgang ..........................69
The Nine Eyes .......................................71
Rooms of the Tutors ..............................74
Gideon’s Plan.......................................130
Black Fire Pass .....................................131
Finding the Lost Gorge.......................134
The Madcraw Clan ..............................138
CHAPTER X
IN SIGMAR’S FOOTSTEPS
3
•
INTRODUCTION
•
Welcome to
Empire in Ruins,
fifth and final volume in the
Director’s Cut edition of the
Enemy Within
campaign.
While it can be played on its own, it has been designed to be
played after completing volume 4,
The Horned Rat.
This book
contains everything you need to play the adventure, except for
the
WFRP
4th edition rulebook.
If you are looking for more options, side quests, and background
information, the
Empire in Ruins Companion
includes a
wealth of supplemental material you can use to make this final
chapter of the
Enemy Within
campaign even more entertaining.
If you do not possess the earlier volumes of
the Enemy Within,
we strongly recommend you find them and play through them
before commencing
Empire in Ruins.
However, some ideas are
given for starting with this adventure on page 35.
In fact, the hammer wielded by the emperor is not the same
Ghal Maraz that was gifted to Sigmar. It is a mighty magical
weapon, blessed by Sigmarite priests and constructed by skilled
Dwarf Runesmiths, but it is merely an imitation.
Ghal Maraz itself is in a cave deep within the Black Mountains.
During his final journey Sigmar was confronted by Sheerargetru,
an immense and powerful Lord of Change who had tried to
influence the creation of Ghal Maraz and who resented its
wielder. The hero fought the Daemon, a titanic struggle that
left its mark on the mountainsides. Sigmar could not destroy
Sheerargetru, but he was able to trap the Daemon deep inside
a cave, surrendering Ghal Maraz in the process. Only the
immense magical energy worked during the Hammer’s forging
could restrain the Daemon.
Sigmar passed into legend, and Sheerargetru raged against his
bonds. For a thousand years he languished in the cave. Then
the Daemon discovered a weak link, providing it with enough
freedom to project a sliver of its consciousness into the mortal
world. Sheerargetru’s influence was felt by corrupt folk all over
the Empire, but it concentrated on Altdorf, a nexus of magical
power and the site with most significance to Sigmar. It was able
to instil prophetic visions in those able to perceive the winds
of magic. Weak and disoriented, Sheerargetru was not able
to communicate clearly, but a body of arcane lore developed
inspired by its psychic projections.
A HIDDEN HISTORY
The real history of the Empire is different to the one taught
by scholars. Most people believe that Sigmar designed, or at
least approved of the system of electors and emperors before he
departed the Empire circa 50 IC. They assume that he handed
his hammer, Ghal Maraz, down to his successor, intending it to
stand as a sign of his approval and a symbol of the uninterrupted
rule of emperors tracing their authority back to him.
4
INTRODUCTION
Amongst scholars of the arcane and worshippers of the ruinous
powers, several schools of thought developed as a result of
Sheerargetru’s efforts. In its delirium the Daemon let slip
information that would both help and hinder it. It inspired the
creation of the Purple Hand, luring the cultists into the worship
of Tzeentch with the secrets of attaining temporal power. It
surrendered techniques needed to master sorcery, leading to
prophecies foretelling of a Champion in Shadows — a fabled
sorcerer of such power that all Tzeentch’s followers would have
to respect and heed them.
The Daemon Gideon was the first to realise that hidden
within this body of lore were clues to the location of the
trapped Daemon and formulae which, if followed, would see
Sheerargetru made manifest in all its glory once more. Gideon
knew that by rescuing the Daemon he could win favour with
Tzeentch, the gratitude of Sheerargetru, and the desolation of
the Empire.
Gideon had a problem. Human allies who made such useful
pawns in arranging affairs in the mortal world may worship
Tzeentch, but they tend to do so in order to attain temporal
power. Many of them would baulk at the thought of unleashing
Daemons in the heart of Altdorf, as doing so would destroy the
very institutions they sought to control.
So Gideon fooled his mortal allies, encouraging them in
the belief that by weakening the Empire and preparing the
conditions most suitable for Sheerargetru’s return, they were
facilitating their own rise.
Gideon encouraged the Purple Hand’s convoluted structure
with its secretive ordos and confusing ever-changing coded
messages. The Magisters of the Purple Hand thought that they
were merely taking measures to protect themselves as they rose
to power, but it also prevented them from realising that they
were being put to a greater, self-destructive purpose. They have
weakened the Empire to such a point that it is collapsing into
civil strife, but they do not realise the aim of such disruption
is to leave Altdorf unguarded against Daemonic manifestation.
Gideon needed a suitable vessel in order to return Sheerargetru
to its former magnificence. Cult leaders could potentially make
suitable hosts for Sheeragetru, as would scholars of the arcane,
but the best vessel would be an ambitious soul, of royal bearing,
knowledgeable, with mastery of many skills — an individual
whose corruption would symbolise victory over all that Sigmar
had fought for.
Gideon mustered the resources of several cults to see to it that
Crown Prince Wolfgang Holswig Abenauer, heir apparent
to the Imperial throne, was tutored by experts who were
themselves steeped in Tzeentchian lore. From across the Old
World, nine learned people were recruited, each a member of
a cult dedicated to expertise in a particular field. The Crown
Prince, now a young man, is the perfect heir: cultured, refined,
enlightened, and wise. The Purple Hand, who have worked
with Gideon to facilitate and fund this circumstance, believe
that Crown Prince Wolfgang is the perfect leader to reunite the
shattered Empire, and heap rewards on them as a consequence.
Gideon spun a different story to one member of the Purple
Hand. He explained to Kastor Lieberung of Nuln that the
Crown Prince would not only make a pliable emperor, but
could rise to become the fabled Champion in Shadows. He
encouraged Kastor to travel the Empire, risking exposure of
the Purple Hand in the process. Gideon worked subtle changes
on Kastor’s appearance, and left clues about Kastor’s activities
where they could be discovered by enemies of Chaos.
The final circumstance Gideon needs to arrange in order to
bring about Sheerargetru’s manifestation is the removal of Ghal
Maraz. Even after 2500 years, during which much of its magical
energy has depleted, the Hammer will not suffer a follower of
Chaos to grasp it. Through manipulating Kastor into exposing
the Purple Hand, Gideon intends to set a party of adventurers
on a path to recover the Hammer and unleash the Daemon.
A
dventure
S
ynopSiS
The Characters begin the adventure just after Baron Heinrich
Todbringer rescues them from Karak Skygg. He takes them back
to Middenheim in his dirigible,
The Sky Wolf.
They are attacked
by rebels from Nordland, who wish to win independence from
the rule of Graf Boris Todbringer.
Return to Middenheim
Reaching Middenheim, the Characters discover that the
Empire has become increasingly riven during their departure.
War between Ostland and Talabecland has grown intense,
quarrels between nobles in Averland and Hochland have led
to conflict, the rulers of Nuln and Sudenland rattle sabres at
one another, and Middenheim itself is growing increasingly
insecure regarding its borders. The blame for this parlous state
is placed firmly at the feet of Karl-Franz, whose recent edicts
have sparked consternation.
Visitors from Altdorf
A delegation from Altdorf is in Middenheim led by High
Capitular Volkmar. The Characters are invited to a conclave
between the party from Altdorf and Middenheim’s rulers. The
Characters are also introduced to Yann Zuntermein, head of the
Altdorf Purple Hand and an accomplished spy. The Capitular
has two proposals he wishes to make in order to prevent the
exacerbation of the conflicts in the Empire: a meeting and a
marriage. The first is for Ar-Ulric and the Grand Theogonist to
meet at Shining Rock, a site holy to both Sigmar and Ulric, to
make a show of unity between the religious sects in the Empire.
The second is to extend an offer of marriage from Crown Prince
Wolfgang to Katarina Todbringer. Boris accepts the first offer,
but Katarina refuses the second.
5
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