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Terror in the Darkness
T ERROR
IIN THE
THE
D ARKNESS
ARKNESS
A compleate encounter under the surface of the Old World
Written by Carl Sargent
Artwork by Kevin Walker
Artwork by Kevin Walker
Updated for WFRP 2nd edition by Alexander J Bateman
Updated for WFRP 2nd edition by Alexander J Bateman
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Warhammer Fantasy Roleplay - Terror in the Darkness
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ERROR IIN
Written by Carl Sargent
Warhammer Fantasy Roleplay - Terror in the Darkness
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A compleate encounter under the surface of the Old World
Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from
it. Consider the Skavenne with their windinge secret wayes, and the Ambulle, that with
his fearsome Jawes and Clawes doth his owne Tunnelles make, clearing cold Stone from
his path as a Man doth sweepe grass aside in the Forests.
- the Bestiis Chaotis
as ascribed by Luther Maclntyre the ninthe
Introduction
This is a Complete Encounter designed to introduce
experienced players of Warhammer Fantasy Roleplay to
the fearsome subterranean Ambull from beyond the
Realm of Chaos. Roleplaying skill and tactical battle
planning will both be needed if player characters are to
be successful in this encounter!
Noises have also been heard recently, coming from the
deepest recesses of the mine. The villagers are now
terrified and dare not enter the mine. They are desperate,
since they have no other source of income, and if the
mines are not maintained, they may fall into disrepair and
become unworkable (this means the Characters cannot
delay if they are going to help out). Johann offers each
Character 30 gc if they locate the creatures that killed or
captured Axel and Kurt, and kill them. If a successful
Haggle Skill test is made he can be pushed up to 40 gc
each, but the village cannot afford to pay more. If the
Characters are prepared to help, Johann (and the other
villagers) will be prepared to give them all normal
supplies, and they will also provide the two Mill Lanterns
that they have, if you want to bring these into the
adventure. The Characters may also want to talk to
villagers, and notes on Roleplaying encounters with
Villagers are given later.
The action takes place in the small mining village of
Karstenberg, located in Grey Mountains, although you
can relocate the scenario to any hilly or mountainous
terrain, to suit the circumstances of your own WFRP
campaign.
There are two ways to get the Characters involved. They
could be passing through the village for some reason, in
which case the mayor of the village, Johann Mulderbrek,
will approach them and try to hire their help, as explained
below. Alternatively, Johann may approach them in a
tavern in a larger town, offering to pay for their
assistance. This may be easier, since it avoids Character
worries about getting places on time if they are just
passing through. Johann approaches the Characters
rather than the authorities because the villagers of
Karstenberg have not paid full due taxes on their silver
for some years (having declared a lower income than
they actually obtained), so he is extremely reluctant to
have officials - even militia - anywhere near the place.
Karstenberg
Karstenberg has some 30-40 adult occupants, most of
whom are miners (women included). No map of the
village is given here, since it will not be needed in play.
There are no notable buildings (no temples, etc) and the
average house is a modest affair. Make it clear that this
village is certainly not conspicuously rich! There is one
tavern with a common room called the Pit Prop, which
has a small stable beside it, and a smithy, which doubles
as a trading store. There is no Priest (or Initiate), and no
militia as such, in the village.
Adolf Schultz runs the Pit Prop with his barmaid
Gretchen; both are surly sorts, but honest. Josef
Hartmann is a jack-of-all-trades who owns the smithy; he
can forge iron (and makes simple items for use in
mining), shoe a horse, construct a fair wagon, and
suchlike. He and Johann take care of the maintenance of
the mines (Kurt and Axel used to help). Wilhelm Koch,
the village loony, and Martin Kurtz, a miner with a guilty
secret of sorts, are special cases, and are dealt with in
the section on Village Enquiries.
Karstenberg
Not that he will tell the Characters this, of course!
Briefing for the Characters
Johann's story is simple. He is the mayor of Karstenberg,
and the sole source of the income for the villagers is a
small silver-mine. The yield is meagre, but it is just
enough to get by on. However, two men have recently
disappeared in the mine. Axel Muller vanished 19 days
before the Characters meet Johann, and Kurt Zondervan
vanished 8 days ago. They were alone, doing
maintenance work, when they vanished. No trace of their
bodies has been found, but some of their equipment was
recovered, littered over some distance.
Warhammer Fantasy Roleplay - Terror in the Darkness
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Introduction
Briefing for the Characters
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Village Enquiries
The Characters will almost certainly want to ask some
questions of the villagers; if your players make no
attempt to do this and just want to get down the mine
immediately, hold them up for a little time while Johann
gets the equipment they may need (such as lamps and
ropes, and the Mill Lanterns - if you want to bring these
into play). Then you can have anxious villagers badger
the Characters with questions and introduce some of the
information here.
that such spells as Fireball and Lightning Bolt may ignite
the gas, but more of this later. See Down in the Mines).
Other Enquiries: Bandits have not tried to raid the
village in years - the money is not worth it. Hence, no
militia. The working men of the village have leather jacks
and can use pickaxe handles to good effect if needs be.
There are two important NPCs whose information may
help and intrigue the Characters, and these are now dealt
with.
Wilhelm Koch, Village Loony
Wilhelm will impose himself upon the Characters at any
time, as you see fit. He is some 60 years old, with
unkempt grey hair and beard, a stooping 5' 8" tall, and
built like a scarecrow. He suffers from a form of paranoia,
and while he sounds rational to begin with, he slowly
slips into his deluded monomania. He believes the end of
the world is at hand, and that the creature in the mines is
a monstrous Daemon called Yeldir who is stalking souls
for his infernal masters. Lay this on thick after introducing
Koch as quite sensible and soft-spoken at first meeting.
If any Character listening to this hypothesis manages to
avoid laughing at Koch, the loony will impart the one
useful piece of information he does have. This is not the
first time that something has appeared down in the mine.
Fifty years ago, four men were devoured in the mines by
a huge creature (another Daemon, according to Koch).
Shortly before, a wizard had been down the mine,
searching for some magical treasure trove he believed
was hidden there. (If he is asked, Koch claims that the
wizard never found it.) Koch asserts that the wizard
summoned the Daemon to the mines, and he believes
that another wizard must be responsible for summoning
Yeldir. He may even accuse a Character wizard if one is
present - at a pinch, any Spell Caster type will do.
Wilhelm Koch, Village Loony
Village Wealth: If the Characters enquire, make it clear
that the villagers do not have much money, that they
cannot afford more lost mining time; get their desperation
across. A sanguine villager could say something like;
"We all hope one day we'll find the big one, the vein of
pure silver - but it's been scavengings only for as long as
pure silver - but it's been scavengings only for as long as
anyone can remember, and the big one is just a dream"
anyone can remember, and the big one is just a dream"
Greedy players may consider taking the village over and
running the mine themselves. If they try this, the best way
to deal with the situation is to let them seem to get away
with it. Then, while the Characters are still resident, have
Imperial tax collectors arrive, with escorts, having
discovered the villagers' falsified tax payments. They will
inevitably hold the party responsible.
The Missing Men: If the Characters ask about either of
the missing villagers, they will discover only that there
was nothing unusual about the men, nor about the time
of their disappearances. Axel was a married man of some
35 years, Kurt a youth of 17 years. Axel was a drunken
lout, while Kurt was a solitary, introverted and spotty
youth. Axel's wife Etelka is still suffering from depression
after the death of her husband, despite his
unpleasantness, and can give the Characters no useful
information. Map 1 shows the areas where the equipment
of the two men was found, if the Characters ask for this
(irrelevant) detail.
Now this is mostly nonsense, of course, but it does
contain a germ of truth. The Ambull in the Mine provides
full details. The important thing is to try to get the
Characters interested in the fact that this has happened
before, and that a wizard was somehow involved. If they
ask other villagers, then one or two aged folk will confirm
that 50 years ago, four men did disappear from the mine,
and a huge shambling creature was sighted (unlike the
present, when no one has seen anything). They may
remember something about a visiting wizard, but no one
knows anything about a buried magical treasure.
Mapping the Mines: Johann does have a map of the
mines and is bound to offer it to the party. Map 1 is the
GM's Map of the mines, which shows the areas tunnelled
by the Ambull as well as the worked tunnels within the
mine. Johann's map only shows the latter. You should
prepare this map, on rough paper, for the players
(omitting all symbols shown on Map 1). The mines are
safe enough, although small pockets of gas build up in
places, from time to time. It's harmless to breath this gas
but is inflammable, making the careful use of proper
lamps essential (a very important ramification of this is
The link between this and the present can be reinforced
in two ways. First, by the use of the Mill Lanterns (see
Getting Equipped). The other is by a role-played
encounter with Martin Kurtz (see below).
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Village Enquiries
"We all hope one day we'll find the big one, the vein of
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A compleate encounter under the surface of the Old World
There is one final detail that Koch will reveal if a
Character at least pretends to take his story seriously
and acts in a friendly manner towards him. Koch will
whisper, conspiratorially, that he has a 'magic page' about
the Daemon, and will show this to the Character after
fetching it from his home. This is a filthy and aged vellum
page (without any magical properties; Koch is just
deluded) from Libram Libris Bestiis Chaotis, an extended
work of which De Bestiis Chaotis is a condensed version.
If the Characters gain access to this, show them the
scroll from the introduction to this encounter - they cannot
keep this, Koch will not allow it, and they may not copy it
either (Koch will only show it to the favoured Character,
and read it to them - painfully slowly, since Koch can read
only with some difficulty).
Wilhelm Koch
Vagabond (Ex Miner)
-- Wiillhellm Koch --
WS BS S T Ag IIntt WP Fell
34% 33%
33% 41%
41% 45%
45% 34%
34% 32%
32% 43%
43% 38%
38%
A W SB TB M Maag IIP FP
1 1 12
12 4 4 4 0 5 0
Skills: Animal Care, Common Knowledge (Bretonnia,
The Empire), Drive, Gossip, Haggle, Navigation, Outdoor
Survival+10%, Perception, Performer (Storyteller), Scale
Sheer Surface, Silent Move, Speak Language
(Reikspiel), Trade (Miner, Prospector)
Talents: Orientation, Rover, Seasoned Traveller, Sixth
Sense, Specialist Weapon (Two-handed), Strong-minded,
Very Resilient
Insanity: Profane Persecutions
Combat:
Armour (Light): Roughspun Robes over Leather Jerkin
Armour Points: Head 0, Arms 0, Body 1, Legs 0
Weapons: Dagger (1d10+1)
Trappings: Page of the Libram Libris Bestiis Chaotis
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A compleate encounter under the surface of the Old World
Martin Kurtz
ask him questions about the mine, they may get to learn
more.
Martin has a guilty secret of sorts. A month ago, Martin
was approached by a man called Karlinsel Spedklingeln -
a wizard traveling with his warrior henchman, who asked
him to show them the layout of the mine, paying him 30
gc for the information. These two had failed in their
attempts to get Johann to let them in to the mines (see
Getting Equipped for details). Karlinsel Spedklingeln said
that he was searching for a lost magical treasure in the
mine, but if Martin spoke of this to anyone, he would be
very sorry afterwards. Martin showed them Johann's
map, and went down with them on two evenings, after
normal working hours. They went alone a third time - and
never came back. Martin has no idea what happened to
them, but Axel disappeared soon afterwards. Martin
knows about Wilhelm Koch's rantings. Although he never
took them seriously in the past, he is afraid that the
wizard he took down the mine did indeed summon a
Daemon, which is now devouring villagers. Martin is even
more afraid that someone may find out what he has
done.
Foreman (Ex Miner, Ex Peasant)
-- Maarrttiin Kurrttz --
WS BS S T Ag IIntt WP Fell
39% 28%
28% 44%
44% 50%
50% 29%
29% 36%
36% 46%
46% 41%
41%
A W SB TB M Maag IIP FP
1 1 15
15 4 5 4 0 0 0
Skills: Animal Care, Charm, Command, Common
Knowledge (The Empire), Concealment, Consume
Alcohol, Drive, Evaluate, Gamble, Gossip, Haggle,
Navigation, Outdoor Survival, Perception, Performer
(Singer), Scale Sheer Surface, Secret Language (Guild
Tongue), Set Trap, Speak Language (Reikspiel), Swim,
Trade (Cook, Miner)
Talents: Hardy, Orientation, Public Speaking, Specialist
Weapon (Sling, Two-handed), Streetwise, Sturdy, Very
Resilient
Obviously, he is not going to release this information to
the Characters easily. It will have to be done in stages.
Although his information should be made available to
Characters, they will have to approach him carefully to
learn what he knows.
Combat:
Armour (Light): Sturdy Leather Jack and Leggings
On first contact, allow the Characters a Perceotion Skill
Test to detect that Martin is unusually tense and nervous,
even by comparison with other villagers. You may decide
that if and when the Characters go to consult Johann's
map, they find it missing. Johann knows that Martin is the
only person who has access to it. (In fact, Martin did
borrow it and has forgotten to return it.) This will worry
Johann, and he may set up an interrogation of Martin,
although you should try to explore subtler possibilities
than this. If the Characters get Martin drunk, for example,
he might let something slip, or even confess his story to a
sympathetic Character who promises not to tell Johann
or to let other villagers know. To arouse Character
suspicions about Martin, in addition to his general anxiety
you can have him hang around the Characters a lot. He
is very ambivalent, fearing that they may learn of what he
has done, but also desperately hoping that they can sort
out the terrible mess he thinks he has landed the village
in. If he confesses to them, and they then shop him to
Johann, angry villagers will probably run Martin out of
town.
Armour Points: Head 0, Arms 1, Body 1, Legs 1
Weapons: Pick (Great Weapon, 1d10+4, Impact, Slow)
Trappings: Whistle, Leather Hipflask, Pick, Spade,
Storm Lantern, Lamp Oil
Martin Kurtz, Mine Foreman
Martin is a strong young man of 26, 6' 2", with short black
hair and green eyes. He is a miner, and does not dress
conspicuously - he looks like any other miner. He is,
however, the foreman of the mine, and Johann will
introduce him to the Characters in this capacity. If they
Martin Kurtz, Mine Foreman
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