A scenario for Warhammer Fantasy Roleplay

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A scenario for Warhammer Fantasy Roleplay
Inspired by the literary works of Mervyn Peake, H.P. Lovecraft and Marquis de Sade
By Daniel Niklas Jørgensen
Contact: [email protected] or
[email protected]
I certify that I am the author of the attached material and that attached material is original, unpublished work. Fantasy Flight Games and its licensees may reproduce, distribute, publish, display, edit, modify, create derivative works, and otherwise use the material for any purpose in any form and on any media. I agree to indemnify and hold harmless Fantasy Flight Games against all claims, suits, costs, damages, and expenses
that may be incurred in connection with the material.

WFRP: Grauschloss
Holy Father Eschenbach,
I write to you, for I know not what else to do. I am faced with an entity too formless to fight, but too malevolent to respite against. But let me recount the full story: a year past, I was sent to Almburg, an isolated community in the Grey Mountains, upon the request of the Count Wilhelm von Lanecker. I welcomed the opportunity; to nurture the faith in Sigmar where it is most needed, on the very rim of our great Empire. I imagined I could be not just an icon of the Faith, but also a ward against undesirable foreign influence. Upon arrival, I found to my satisfaction that the people of Almburg had forgotten neither their God nor Emperor, but I found myself at unease nonetheless. Initially, I attributed the feeling to the change of climate (the mountain air is quite different from that of lowlands), but my disquiet has but grown with time. Then there was the murder. A young peasant girl, no more than fifteen summers, was gruesomely violated and slain by a stablehand, himself no more than eighteen. There seemed no motivation for the killing, and the culprit did not attempt to hide, flee, not even to resist arrestation. He was hanged but a few days later, under frightfully curious circumstances, for while he showed no sign of fear or regret, he did spew forth words too heretical to be repeated here; not in Reikspiel, but in the Classical tongue. I remind you, this was a man who had never learned his letters. By Sigmar, I should have seen the signs then, but I did not. This lies six months back, and since then, a dark shadow seems to have fallen on Almburg, a palpable sense of evil that I cannot put into words. We have suffered a suicide, an accidental death due to drunkenness, and just now, the heinous, unspeakable murder of a boy of ten, under circumstances too grim to be put in writing. Of the killer, I can but repeat what I described of the stablehand; the sudden bloody madness, the uninterest in his own fate, and the knowledge of things that the man has never expressed knowledge of previously. Possession is the only explanation I can find, and that is why I write you. I am truly at my wit’s end. The culprit is, at my advice, kept under lock and key at the fastness Grauschloss, fiercely guarded, awaiting either salvation or death. I implore you to assist me, lest I fear we all be consumed by this evil.
Yours in faith, Brother Pieter Schött

WFRP: Grauschloss
Page 4: Introduction
A brief history of Grauschloss and the basics of the scenario.
Page 5: The Grauschloss Ensemble
Descriptions and profiles of the essential NPCs of the scenario.
Page 8: The Deaths; Truth & Lies
Background on the murders.
Page 9: Investigation; Action & Consequence
The course of the scenario laid out; the PCs’ choices and their outcomes.
Page 12: A Joining of Fates
Descriptions and profiles of the player characters.
Page 21: In Sickness and in Dreams
The nightly terrors of Grauschloss presented as handouts.

WFRP: Grauschloss

The Grey Keep
High in the Grey Mountains, on the Empire’s very border, stands a fortress. Grauschloss was erected to guard a pass that has since been blocked by the raging of mountain storms. Its purpose all but gone, it has become an isolated, desolate place, with limited contact to the outside world. And it is perhaps thus that its history has been forgotten. Two hundred years past, Grauschloss bore witness to unspeakable crimes committed in the worship of the great Deceiver, the Chaos god Slaanesh. Orchestrated by four influential men, the debauchery spanned four months and claimed more than thirty lives. Despite this, the crimes were never fully uncovered – the Empire was in tumult after the Great War against Chaos – and each of the four men walked away free.
And yet, each of them came to an abrupt end. Johannes von Karlstein, a Sigmarite priest, was found drowned in a vat of holy water. Markus Alderheim, a Nulner politician, fell victim to a poisoned cognac, while Maximillian Freisler, a judge, was found hanged in the same noose that he had just sentenced a murderer to. Lastly, the count Otto von Karlstein, elder brother of Johannes and ruler of Grauschloss, vanished upon the same stormy night that saw the pass to Bretonnia permanently blocked.
Of the four, Otto von Karlstein was the only one to leave behind a child, Katarina. She married a minor, impoverished nobleman eager to claim the keep that was her inheritance, though he died only a year later. The widow soon after married a cousin of her own, regaining the von Karlstein name. Both of them were later found to be worshippers of dark powers, and burnt at the stake. A son survived, though of which husband is uncertain. The infant was stripped of every noble right, and was sent to be reared at a monastery. The line survived, though only barely, and its history remains tumultuous. A later descendant proved himself as a great warrior and skilled commander during the Warlord Grom’s invasion of the Empire, and the noble name that had not been in use for generations was returned to the family.
Though the family history lost, the von Karlstein line persists, and with it a guilt that transcends time and space.
And Grauschloss has not forgotten.

The Scenario
Grauschloss is a bleak, gothic scenario of investigation and intrigue, ideally run as a stand-alone adventure with four players. In it the players assume the roles of an inquisitorial assembly heeding a call for help by the priest Pieter Schött, who rightly senses that something is terribly, terribly wrong at the keep and in the nearby village of Almburg. Their task is to investigate the murders that have occurred there, discern truth from lies, and hopefully uncover the dark truth of Grauschloss’s history. The central idea behind the scenario is not puzzle-solving, however, but realising a sense of gothic horror that should leave the players squirming in their seats, all the while pushing them to roleplay their characters to the fullest. Indeed, one of the greatest obstacles for the party may be simply cooperating. For this purpose, four very different PCs are included for use with the scenario. While you could go with other characters, it is not recommended – the group is designed to play an integral part in Grauschloss’s plot.
Depending on the attitude of your players, it may be a good idea to stress that their primary goal should be to roleplay their characters faithfully, not to act as efficiently as possible. It is not uncommon for players to forsake their characters’ personalities (or intellectual capabilities) when faced with murder mysteries, attempting rather to crack the case as surely and swiftly as possible. This is not what the scenario is about, and it should be avoided at all costs.
The Chronicle
A central part of Grauschloss’s plot is the presence of an account, the Quatre Mois dans le Service de Slaanesh, detailing the events that unfolded at the keep. It was written by the Bretonnian Duc d’Mépris, a notorious heretic, author of countless banned works. The Order of the Silver Hammer knows of this chronicle, though most witch-hunters believe it lost or destroyed, and none know of its contents. But even if such a fate has befallen the original, at least one copy exists, and it is currently in the possession of count Wilhelm von Lanecker, the new lord of Grauschloss. As for its contents, this scenario remains mercifully vague (sometimes the power of suggestion is stronger than explicit detail), but an observant reader should realise that it is readily available on the web.


WFRP: Grauschloss
The Grauschloss Ensemble

Wilhelm von Lanecker
Race: Human Career: Noble Lord (ex-Knight, ex-Squire)
Main Profile
WS BS S T Ag Int WP Fel
57% 38% 45% 48% 51% 49% 46% 37%
Secondary Profile
2 16 4 4 4 0 6 0
Skills: Academic Knowledge (Genealogy/Heraldry +10%, History, Strategy/Tactics, Theology), Animal Care, Animal Training, Charm, Command, Common Knowledge (the Empire), Dodge Blow, Gossip, Perception, Read/Write, Ride, Secret Language (Battle Tongue), Speak Language (Breton, Classical, Reikspiel +10%) Talents: Etiquette, Lightning Reflexes, Public Speaking, Sixth Sense, Specialist Weapon Group (Cavalry, Flail, Twohanded), Strike Mighty Blow Armour: None Armour Points: Head 0, Arms 0, Body 0, Legs 0 Weapons: Best Craftsmenship Sword (Hand Weapon) Trappings: Grauschloss keep, a copy of the Quatre Mois dans le Service de Slaanesh
Apart from the noble name, Wilhelm von Lanecker was not born with great privileges. The younger son of a minor family, he was entitled to no wealth or power worth mentioning. He’d hoped to become a priest, but his father had different plans, and at an early age he was squired to a knight of the Fiery Heart. Despite his initial discomfort with the situation, he did well, and soon became a full-fledged templar. It was in this function that he first encountered the forces of Chaos, and a fierce hatred for the ruinous powers soon hatched within him. If things had played out differently, he might have become a witch-hunter.

He did not, though. A decade past, he and a company of knights were ordered to recapture a keep on the Empire’s western border. Long since abandoned, it had become home to a band of greenskins who were deemed too big of a threat to ignored. Wilhelm suggested a plan to lure the enemy out in the open where they would be easy prey, and it ensured swift and sure victory. For his effort, he was awarded the liberated keep, ensuring that no enemy could shelter there again. It was, of course, a political decision; a permanent garrison was needed at the keep, and Wilhelm proved the perfect candidate to oversee the restoration, for while its strategic importance is limited, ownership of the fastness would nonetheless elevate him to a much higher position in the hierarchy of the Empire’s nobility. This is how Wilhelm von Lanecker came to be lord of Grauschloss.
During the following three years he remained in Altdorf, from where he arranged the reconstruction of the village Almburg, on which the keep remains dependant. He offered homes and livestock to peasants willing to populate the heights, and soon enough life returned to Grauschloss. The title of Count meant that many noblemen were suddenly eager to offer him their daughter’s hand, and once he’d settled for a bride, he and his wife relocated to the keep. The future was looking bright for the young nobleman, but not for long.
A year later his wife died during childbirth, claiming also the child. Wilhelm bore the loss with dignity, though he became increasingly shut-in. Some would say he gave up on the future, seeking solace instead with the past. At least
he took to studying it, pouring over old tomes at all hours of day. And of such there were plenty at Grauschloss; when the keep was restored, a cache of books were
found, having lain miraculously undisturbed for the past two hundred years – a virtual goldmine for any historian. It was among these works that he eventually came across a dusty old copy of the Quatre Mois dans le Service de Slaanesh.
In perusing the text, Wilhelm found that his gift was tainted, though it didn’t surprise him. He’d sensed the corruption for a long time, only now he knew the cause. He swore to himself that he would never see history repeat itself, not as long as he remained lord of the grey keep. He has been subjecting his servants to strict discipline and piety, though he fears it is not enough. He wrote to the temple at Altdorf, asking for a priest to be sent


WFRP: Grauschloss

to Grauschloss, hoping to quench any seed of licentiousness. But he feels the evil waxing, and he knows he is fighting a losing battle, and it is driving him, slowly but surely, into madness.
Von Lanecker is well aware that Grauschloss has a will of its own, and as it grows stronger, the count’s methods in fighting it grow more extreme. Since the first instance of actual possession, the situation has escalated to the point where Wilhelm will stop at nothing to fight it. He’d rather see every man, woman and child at Grauschloss dead than relent.
Brother Schött’s call for assistance complicates the situation. The count is well aware that if his actions are exposed, he will burn at the stake. Simply possessing the heretical text of the Duc d’Mépris is a capital crime, and his go beyond that. There was a time when he’d welcome a witch-hunter at the keep, but now believes it too late. The fight for Grauschloss is his and his alone.
Pieter Schött
Race: Human Career: Priest (ex-Initiate)
Main Profile
WS BS S T Ag Int WP Fel
32% 33% 34% 36% 30% 44% 48% 47% Secondary Profile
1 14 3 3 4 0 2 0 Skills: Academic Knowledge (Astronomy, Theology +10%), Charm +10%, Common Knowledge (Dwarfs, the Empire), Gossip, Heal, Perception, Read/Write +10%, Speak Language (Classical, Reikspiel +10%) Talents: Public Speaking, Resistance to Disease, Strongminded, Suave, Very Strong Armour: None Armour Points: Head 0, Arms 0, Body 0, Legs 0 Weapons: None Trappings: Robes and religious symbols
Brother Schött is a small man with an anonymous face and a cautious voice. He is exceedingly aware of his responsibility to his ‘flock’, and takes almost obsessive interest in the spiritual wellbeing of every man, woman and

child at Almburg and Grauschloss. Some find him a notch patronising in his zeal, but most like him well enough. Schött takes great pride in his weekly sermons, though the small chapel can only barely house the congregation, as the count has decreed attendance compulsory.
Schött is deeply worried about the events that have recently transpired at Grauschloss, and has written a plea for help to the witch-hunter and exorcist Eusebius Eschenbach, whom Schött knows vaguely from his time in Altdorf. He holds Eschenbach in high esteem, and is confident that he’ll root out the evil entity, and destroy it once and for all.
Klaus Wildermann
Race: Human Career: Captain (ex-Sergeant, ex-Soldier)
Main Profile
WS BS S T Ag Int WP Fel
53% 45% 48% 46% 44% 39% 54% 47% Secondary Profile
3 17 4 4 4 0 3 0
Skills: Academic Knowledge (Strategy/Tactics), Animal Care, Command, Common Knowledge (the Empire +10%, Tilea, the Wasteland), Dodge Blow, Gamble, Gossip, Intimidate, Perception, Ride, Secret Language, Speak Language (Reikspiel, Tilean) Talents: Coolheaded, Disarm, Hardy, Lightning Parry, Quick Draw, Seasoned Traveller, Specialist Weapon Group (Two-handed), Street Fighting, Strike Mighty Blow, Strike to Stun Armour: Sleeved Mail Coat, Leather Jack Armour Points: Head 0, Arms 3, Body 3, Legs 2 Weapons: Sword (hand weapon) Trappings: None
The captain of Grauschloss may be a military commander by profession, but he is a warrior at heart. And one should not be fooled by his short stature; he is a deadly
combatant. Klaus Wildermann is fiercely loyal to count von Lanecker, and has gladly subjected his men to the steely discipline that Wilhelm von Lanecker encourages. He will need tangible evidence to believe
von Lanecker’s crimes.


WFRP: Grauschloss
Kurt Hegel
Race: Human Career: Physician (ex-Student)
Main Profile WS BS S T Ag Int WP Fel 26% 29% 28% 32% 41% 49% 37% 54% Secondary Profile A W SB TB M Mag IP FP
1 13 2 3 4 0 5 0 Skills: Academic Knowledge (Law, Science +10%), Charm, Common Knowledge (the Empire), Gossip, Heal +10%, Perception, Prepare Poison, Read/Write, Speak Language (Classical, Reikspiel +10%), Trade (Apothecary) Talents: Acute Hearing, Etiquette, Suave, Super Numerate, Surgery Armour: None Armour Points: Head 0, Arms 0, Body 0, Legs 0 Weapons: None Trappings: Medical equipment, a large assortment of potions and drugs, a healthy store of brandy
Doctor Kurt Hegel came with Wilhelm von Lanecker to Grauschloss seven years ago, originally to look after the count’s pregnant wife. For this purpose, Hegel was found inadequate, but he remains in the count’s employ nonetheless. He too has felt the presence of the Daemon, and has turned to self-medicating to subdue it. Hegel is intoxicated most of the time, and though he has become accustomed to hiding it, the PCs should be allowed a Very Hard (-30%) Perception Test to notice this whenever they deal with him. To be free from evil dreams, the Doctor also imbibes powerful sleep medicine at night, making him impossible to wake until the drug wears off.

WFRP: Grauschloss
The Deaths; Truth & Lies

The Evil Made Manifest
Whether Grauschloss itself has been possessed, or if it’s developed a will of its own, is impossible to say; but the deeds of four men two hundred years ago has planted a seed of evil in the very stone of the fastness. Perhaps they summoned the Daemon intentionally, perhaps it came on its own, perhaps the keep birthed it somehow. No one will ever know how or why, but it is there: an unseen entity that drives sane men mad, a worm in the core that poisons the minds of those that dwell near it. It has lain dormant since Grauschloss was originally abandoned, but ever since the return of mortal men, it has been growing stronger. It feeds off their desire, their pleasure, their hopes and dreams, and it perverts it all. Its only wish is to see Grauschloss become the place of horrors it once was, and it’s coming closer and closer to see that goal realised.

The Accident
But a few days later, one of the keep’s guards, Georg Helmark, was found at the bottom of a staircase, his neck broken. Farther up the spiral flight was found the remains of a bottle of rotgut spirits, making the case an easy one: Helmark, not celebrated for his discipline, had been drinking on his watch, and had missed a step on the long, narrow, tower staircase – the rough tumble to the bottom must have shattered half the bones in his body. While the cause of death is accurate, the death was, of course, no accident. The count had found that he was the father of Elizabeth Ellers’ babe, and determined to be rid of him. His lack of discipline endangered everyone at Grauschloss, and he would pay the price. The murder itself was quite simple; the tower stairs are treacherous and quite deadly, and Helmark did not expect the attack. A tactically emplaced bottle of spirits and no one suspects foul play.

The Case of the Stablehand
Fritz Schmidt was the very first victim of the Daemon. It found in him the perfect subject: a love-stricken young man, whose sweetheart was promised to another. He was vulnerable, and he became a weapon. The murder and his subsequent execution were like a declaration of war against the Count, who’d long sensed the Daemon’s presence; a war not for land, but for the minds and souls of those that dwell upon it.
The Suicide
Three months after the possession, a young serving girl at Grauschloss, Elizabeth Ellers, was found to have hanged herself in her private quarters. She’d approached Doctor Hegel a few days prior, asking him to assist her in being rid of a baby. He had, of course, refused, and the suicide was accredited to her precarious situation. The truth is not so simple. Hegel had informed the count of Ellers’ situation, and von Lanecker resolved to confront her in private. He recognised just how dangerous the girl had become, even if she were just a fool in love. He pressured her to tell of the father, and did at first intend to force the man to marry her. He changed his mind, however, and strangled her with his bare hands. He knew that as long as she lived she would constitute a danger – perhaps it was even merciful to let her die while her mind was still her own. He made it look like a suicide to excuse himself from instigating an investigation.

The Case of the Cook
Despite the count von Lanecker’s best attempts at caging it, the Daemon of Grauschloss remains at large. Since the stablehand it had been probing for weaknesses to exploit, and finally found it in Thomas Bost, the keep’s main cook. An infamously ugly simpleton, Bost was always the laughingstock of the castle’s servants and guards. All he ever wanted was a friend, and he found one in a friendly kitchen rat. No one besides Bost ever saw the creature, and thus everyone wrote it off as a figment of the cook’s imagination. No one realised just how dangerous the figment was.
Feeding evil thoughts into Bost’s head, it eventually succeeded in driving him over the edge. The resulting aggression was directed against an easy target: an errand boy from Almburg village, often running messages around Grauschloss. The child was not just slain, but butchered and cooked by the maddened Bost. The horror was soon discovered, and the cook apprehended. Were it not for Brother Schött, who happened to be at the keep, he would probably have been executed right then. The priest recognised the eerie similarities to the case of Fritz Schmidt however, and advised that Bost be subjected to an exorcism instead. Count von Lanecker realised the truth of the observation, and chose to follow the advice. He soon realised the folly of that decision: Bost seems to know of his crimes. The exorcist can not be allowed to face him.


WFRP: Grauschloss
Investigation; Action & Consequence

Arrival in Rain
The party – Eschenbach and cohorts – will arrive at Almburg in the evening, under heavy downpour. The village lies sheltered in a small mountain vale, surrounded by highland pastures usually dotted by sheep, the community’s sole source of income. Almburg counts about thirty homes, all of which are newly built and in good shape. The only official building is a small chapel dedicated to Sigmar, which also serves as a kind of town hall.
Upon first leaving their coach, the PCs will find themselves in deep mud and icy rain. The night is impenetrably black, and save for a few, flickering lights here and there, Almburg is nowhere to be seen. The party remains lost in the black for a moment. Then a cloaked figure appears out of the rain. Brother Schött humbly introduces himself, apologises for the weather, and tells them to get back in the coach, and he’ll lead them to the keep. Grauschloss lies higher than Almburg, where the vale becomes a cleft, cutting through the mountains like a sword. The cleft once yielded passage to Bretonnia, though no more; a strike of lightning collapsed it.
Twenty minutes later, they arrive at Grauschloss’s gate. A brief discourse between Schött and a guardsman, and the gate comes clanking up. The coach leaves the mud of the road behind in favour of the courtyard’s cobblestones. A guard approaches, asking them to follow him. “Oh, and don’t worry ‘bout your luggage, we’ll bring it on in.” They enter the keep by a postern door. The guardsman enquires if they’ve had a pleasant journey, and if they’re in need of refreshments – which some of them undoubtedly are. He’ll take them to a well-furnished dining hall, where he’ll leave them with a promise of sending servants their way. Once they are alone, Brother Schött greets the party properly, thanking each of them for heeding his call. He won’t discuss the situation in detail, though. “Let us leave such matters for the daylight hours. You should rest for now; we’ll talk on the morrow.”
Not long after, a sleepy manservant shows up to get a fire going, but leaves immediately after. A while later, he and another return with hot broth for the travellers. They’ll also bring any drink that the characters should wish. While they’re dining, the count Wilhelm von Lanecker appears. Gaunt, hollow-cheeked, and clad in practical clothes, the party might just mistake him for another

servant. He’ll sombrely welcome them to Grauschloss keep, if wishing that the circumstances could be less grim. At the utterance of von Karlstein’s name, his eyes linger on the young knight for a few seconds.
Once they’ve taken their meal, the party is shown to their quarters, where their belongings await them. The accommodations are sparsely furnished, and certainly not extravagant, though not downright shoddy either.
The Grey Halls
The Grauschloss scenario is a dark one, and the keep that is Grauschloss should reflect that. An eerie feeling of unease should spread to the PCs the moment they set foot on the castle grounds, but it is always better to have the players feel at unease than to tell them to be at unease. Try evoking the keep through description; the roughness of its stone walls, the coldness that lingers in every chamber, and the uncanny absence of colour. Grauschloss is all wood and stone, and as a result almost everything in it is either sepia or grey. Its construction seems disproportional too; every room and hall appears either claustrophobically small or echoingly spacey.
Let these descriptions, and anything else you might come up with, accompany the PCs everywhere they venture on Grauschloss. If they start feeling at home in the keep, you’re doing something wrong. Or they’re really weird.
The Murder of a Dead Man
The morning of the next day, the PCs are invited to join breakfast in the same hall where they dined last night. Present is the doctor, Kurt Hegel, and the captain, Klaus Wildermann. Both greet them, Wildermann with a hope that they’ll “set that filthy creature straight”, Hegel with a meek offering of assistance, should they need it. Wildermann is rapidly emptying a bowl of porridge, while Hegel is satisfied with a lump of bread. The party should soon recognise that the tone is rather informal.
While they’re breaking their fast, brother Schött arrives. This time he is more willing to answer their questions, recounting the full story of the stablehand and the cook. He doesn’t realise that the suicide and accident were also murders, so he won’t make a big deal of them. Should they inquire about them, he will answer to the best of his knowledge. Doctor Hegel can confirm that the girl, Ellers,


WFRP: Grauschloss

did in indeed come to him seeking an abortion. As a good Sigmarite, he refused her, though she was visibly distraught. As he doesn’t see the relevance of the information, he won’t mention his informing the count of the occurrence, though he won’t hide it should they enquire. Likewise, captain Wildermann will confirm that Georg Helmark was lacking in discipline, and seems almost glad to be rid of him. “He dug his own grave. I don’t mourn the loss.”
Eventually, the group will prepare to face the possessed Tom Bost. Brother Schött and the captain will escort them to the cell, and while the former warns them of the spiritual threat the man poses, the latter will assure them that he is firmly secured in fetters.
When the heavy oak door is finally swung open, the PCs face a massive anti-climax. In the narrow cell is no raving lunatic, no possessed killer or blood-spewing Daemon, just a fat, greasy man slumped against the same wall to which his hands are shackled. He doesn’t stir as the door opens, he doesn’t flinch at the sudden burst of light; he just sits there. White foam has formed at the corner of his mouth. Tom Bost is dead, and it doesn’t take a great detective to figure the cause. The remains of his porridge breakfast lies close to his body, brought to him but two hours prior. The pair of guardsmen watching his cell did hear turbulence from inside, but had no intention to risk their lives looking into it.
The circumstances of his death easily determinable, the real questions are who and why. But neither question is an easy one. Poisoning the porridge would be easy for anyone familiar with the servants’ routines. Every morning, the kitchen staff would prepare a bowl for the prisoner, leaving it on a table at the staircase leading to the cells. When the morning’s shift of guards passed it, they’d take it with them. The servants were afraid to go near the cell, so it was a practical solution. No one had foreseen that someone would poison the food.
The poison itself might be something to go on, though. Doctor Hegel can identify its properties as being reminiscent of Blackstalk poison, a lethal concoction made from certain rare mushrooms. As a matter of fact, he’s got some, though it is safely locked away in his chambers. Should the PCs ask him to check on it, he will assure them that it could not have been stolen, though he’ll comply if they’re insistent. And indeed – the poison has vanished.
The culprit is, of course, the count von Lanecker. Though Bost’s ramblings were mostly nonsensical, the count discerned hints of truth in them. He feared what Bost would tell the PCs, so he decided to be rid of him as well. He knew of Doctor Hegel’s poison, and stealing it wasn’t difficult.

Cesspool of Chaos
Grauschloss and the surrounding area are contaminated by Chaos. Dark magic is abundant there, and toying with the Winds of Magic is even more dangerous than usually. In effect, this means that whenever a wizard attempts to cast a spell, he adds one Chaos Die to the Casting Role. This die does not add to the Casting Roll, but does count for the purpose of Tzeentch’s Curse. This does not affect Dark Magic users.
The Count’s Guilt
Sooner or later, one way or the other, the PCs will realise the count’s involvement in the many deaths that have occurred at Grauschloss. When they do, they will probably take to searching his private quarters, which will – upon a successful Search Skill Test – result in them finding his copy of the Quatre Mois dans le Service de Slaanesh. Possession of such a work is a grave offence, punishable by death, and is as such the only evidence they need.
Should the PCs discover the illicit text, the count will give up the charade and offer his side of the story. He is entirely convinced that he acted if not justly, then sensibly. He will also sow doubts about the motivations of von Karlstein – doubts which the Quatre Mois dans le Service de Slaanesh substantiate by its accounts of Otto von Karlstein’s crimes.
The fact of the matter is that while von Lanecker’s methods may have been extreme, they’ve effectively hampered the Daemon’s growth. The fierce discipline he has enforced has made him a symbol of authority that the people of Grauschloss fear and respect. The moment he is no longer in power at the keep, the Daemon’s sphere of influence expands dramatically. The effects are palpable: people become violent and aggressive, stealing, raping, and even killing. Servants and guards stop taking orders, rather doing quite as they please. Captain Wildermann will fight just to keep his men under control, while doctor Hegel’s drinking becomes rampant. At this point, neither can prove of help to the PCs.
Facing the Daemon
As the count is exposed, the Daemon grows stronger. As the situation escalates, it soon becomes strong enough to take physical form. Once it does, it will wish to meet with von Karlstein. It will want to face him alone, but it won’t come to him. Instead, it’ll cause him to rise from his sleep, guiding his sleeping body through the keep to the dungeons below, where it awaits him (see the handout on page 22).


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A scenario for Warhammer Fantasy Roleplay