Current Events: In this adventure, the adventurers have arrived in Middenheim shortly after it survived a long and bloody siege by the forces of Chaos called the Storm of Chaos. The City of the White Wolf still bears the scars of that conflict, and many of its buildings and districts are damaged. Although they lost the siege, the hordes of Chaos still infest the forests and mountains of Middenland. In their absence the scarred city is defended by the watch, as supplemented by an assortment of district militias, and an ad-hoc committee appointed by the Graf rules it.
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Current Events: In this adventure, the adventurers have arrived in Middenheim shortly after it survived a long and bloody siege by the forces of Chaos called the Storm of Chaos. The City of the White Wolf still bears the scars of that conflict, and many of its buildings and districts are damaged.
Although they lost the siege, the hordes of Chaos still infest the forests and mountains of Middenland. In their absence the scarred city is defended by the watch, as supplemented by an assortment of district militias, and an ad-hoc committee appointed by the Graf rules it.
Inside the city entire districts have been damaged by attacks from above or Chaos cultists from within; repairs are underway, but even now no-one is sure that the tunnels and caverns that lie beneath the city have been cleared of enemies.
En route a dying priest entrusted them with a holy relic of Sigmar—an ancient icon in a gold frame—and asked the PCs to hand it over to the Temple of Sigmar in Middenheim. Lore Sidenote — Founding of Middenheim According to legend, Middenheim was founded by the god Ulric himself, to be the centre of his religion in the Old World.
Taal gave the mountain to Ulric, and he struck the top of it with his fist, shattering the top of the mountain and leaving a flat stump where the city was to be.
The first Humans to settle on the Fauschlag were Teutogen tribesmen, more than 2, years ago. With the help of a neighbouring Dwarf clan, the Teutogens tunnelled up through the rock and established a settlement on the top. In addition to the refugees that you brought to safety, you have with you a holy relic from your village shrine: an ancient icon bearing the likeness of Sigmar himself. Rather than see this relic fall into the hands of the beastmen, you have brought it to Middenheim with the intention of handing it over to the Temple of Sigmar there.
You are directed to the Temple of Sigmar. It is situated in the Freiburg district not far from the North Gate. Father Morten is a shortish man in his early forties, with thinning grey-brown hair and a cheerful manner. His eyes widen slightly as the PCs show him the icon. And the style of the costume—this is old enough to have been drawn from life!
When the PCs return from the Temple of Sigmar, they find a couple of Middenheim city watchmen waiting for them. If you would come with us, please? Once inside, the PCs are show to a large office on the top floor, where the Watch Commander is waiting for them. Now, I hear that you encountered some Beastmen on your way here. A clerk comes in and hands Commander Schutzmann a note. He reads it with a frown, and then turns to the PCs.
The object is missing, and it appears that you were the last people to see him alive. The Watch is stretched very thin keeping order and seeing to the defence of the city in the absence of the Graf, Ar-Ulric, and their knights, and he is glad of any help he can get.
He gives the adventurers a warrant to investigate the crime. The walls are lined with floor-to-ceiling bookshelves, and he sits slumped over his desk under a window. Parchment pages are scattered over the desk and the floor around it, all of them blank. Once it is removed carefully—enough of the poison on the dart is preserved to be analysed.
The window stands open, and a search reveals three small scratches on the windowsill, close together. Once again, the appearance is rodent-like but looks like it belongs to a man-sized creature. Unfortunately, the rest of the cobbles are dry, and it is not possible to track the assassin.
It covers a large area of the original painting — only fixed with slender pins — should be easily removed. Condition of the painting under the frame is good. Colours are better preserved, with fine detail. The painting style seems consistent with Dwarfen work of the age of Sigmar. Could this be drawn from life? If so, it is a find of enormous significance. The clerk glances in a ledger, and then disappears into the maze of shelving that fills most of the room.
After a few minutes, he comes back with three small packages wrapped in scraps of cloth. He lays them out on his desk, opening each one to reveal a blowgun dart identical to the one that killed Father Morten. Commander Schutzmann and his staff have been unable to find any other connection between the three murders. The party thinks about this. In addition, a couple of minor functionaries at the Temple of Sigmar in Middenheim would have found out about it when they took it there and handed it over to Father Morten.
There are no obvious suspects at this stage. When the adventurers report their findings to Commander Schutzmann, he looks surprised and leads the PCs into a dark storage room in the bowels of the Watch Headquarters, speaking briefly with a clerk at a desk who is apparently in charge of the area. When the party mentions the rodent-like tracks to Schutzmann, he gives a start.
The Skaven are smaller, quicker, and more devious. Beastman are really just brutes. The bodies of the other three victims have been taken away for burial. Here is a brief summary of what can be learned. When his relief came on duty at dawn, he found the body with a dart in its neck. The party inspects the body of the dead watchman, which has not yet been buried, by tracking down his family and showing their warrant.
He has a small puncture mark in the back of his neck, but there are no other signs of violence. Enquiries at the shrine uncover a strange story. The priests at the shrine were preparing to perform a Nameless Funeral—an abbreviated burial rite, followed by burial in a common grave—when a group of men came and demanded to see the body.
They would not give their own names, but identified the deceased as Gerhard Kroen and said that he was a devout follower of Sigmar. The leader of the group was a tall man with dark hair, pale blue eyes, and a scar down the left hand side of his nose. He paid in gold for a full funeral, which the group attended, leaving when it was finished. Officially, they do not exist; in reality, they are a barely controlled organization of zealots and sadists, devoted to hunting down and destroying all traces of Chaos within the borders of the Empire.
There is not much to learn, except the location where the body was discovered and the fact that an unloaded crossbow was found beside the deceased. A keen spot by Ultrich turns up traces of blood several yards away from where the body was found.
Once the blood has been found, the group. Here, the effluent flows through a stout metal grate with a six-inch mesh. The trail seems to go through the grate, although there is no obvious way to open it. A quick search reveals that part of the grate has been broken or sawed through, creating an opening just large enough to admit a human-sized creature; the bars have been replaced with great care, and filth smeared over the breaks to disguise them.
The roof is arched, about 5 feet high over the walkway and 8 feet high over the centre of the channel not counting the 3-foot depth of the channel itself. As might be expected, the smell in the sewers is awful.
The group entered the sewers and almost immediately ran into a small band of grey-skinned ghouls chewing on a small teenage human. The ghouls were cruelly dispatched, with Hans decapitating one with a fell slice of his blade. Wolfric, using his sword, cuts the leg of one of the ghouls clean off. Skaven Hideout The trail finally leads to the edge of the city, where the sewer runs under the walls and discharges down the side of the Fauschlag rock. The opening is covered by another iron grate, which appears to be undamaged.
Nearby, though, a recently made hole leads down below the sewer system into a range of tunnels occupied by the Skaven. The Fauschlag rock has been honeycombed with tunnels since ancient times, when Dwarfen allies of the Teutogens helped them to reach the top of the unclimbable rock to found their city. During the siege of Middenheim, Dwarf Engineers and other underground specialists sealed many of these tunnels off, to keep the Skaven and other forces of Chaos from gaining access to the city.
Hans spotted the skaven guard at the entrance to a small, vine covered cave. Skarskin, spotted a a horn attached to a peg on the tunnel entrance, and was glad they dispatched the skaven before he could warn the others. As they entered deeper, Ulricht lit the lamp handed to him by Wolfric, and held it alot so that all could see; all except Skarskin, who had nightvision, and could see relatively clearly in very dim light.
Next, the adventurers encountered the skaven hiding out in the tunnels, and a climactic battle ensured: as the band turned a corner they saw light from a campfire just as the skaven saw their lamp light. Three of the skaven were sleeping, and Hans ran straight for the sleeping ones, in a fit of clear lack of chivalry.
Skarskin and Wolfric rushed to join him. A number of carved shallow designs are found seen on the walls, a strange three-sided rune with some slashes. But more alarming was a crude image of a human skull made of some brass-like metal covered with a brown stain that resembled dried blood.
The dwarf also discovered a disused shrine to Grungi — the dwarfen god of mining and underground construction. Hidden among the straw is the gold frame, which is worth 20 gc on its own. The icon itself was nowhere to be found. Although the Watch considers the murders solved with the death of Snikkit and his followers, the party had more questions. How are the murders connected? What is the meaning of the Crimson Skull? Who are the Ordo Fidelis?
All these questions will be answered in time, but for now there is nothing for them to go on. As well as offering food and drink including an excellent dinner and a place to spend the day debating on any topic under the sun, it has a well-kept stable and sixteen rooms for the use of visiting scholars and other travellers to the Freiburg.
Hugo is particularly proud of the collection of chess sets that he leaves out for the use of his patrons. It includes ivory examples from as far afield as Ind and Cathay, as well as antique sets from all over the Old World. Hugo himself is an excellent chess player, and well disposed toward anyone who can offer him a challenging game.
Industry Trade, Services, Government Middenheim, known also as the Ulricsberg , the Fauschlag, meaning "Fist-Strike" or simply the City of the White Wolf, is amongst the greatest and most fortified fortress-cities within the Old World and beyond. The City of the White Wolf, home to the Cult of Ulric and the greatest city-state of the north, Middenheim is the rock upon which the northern enemies of the Empire have broken upon. Founded before the Empire was born, the giant mountain on which Middenheim sits, called the Fauschlag or Ulricsberg , towers high above the surrounding Drakwald , like an island of defiance against rising sea of green and corruption. From its ramparts cannons point in all directions, showing the willingness of the people of the White Wolf to do battle anytime, anywhere. Central to the city is its identity as the home of the chief temple of the Cult of Ulric and its High Priest , the Ar-Ulric.
3. Ashes of Middenheim – Murders Most Foul