Something Knocking

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  • Getting Started
  • Introduction
  • Adventure Summary
  • Tales from the River Bank
  • Events
  • Part One: Something Knocking
  • Part Two: Onto the Island
  • The Villain, Flusskapitan Meinard Links
  • A New Day

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• SOMETHING KNOCKING •
• SLAUGHTER OF SPITTLEFELD •
SOMETHING KNOCKING

CREDITS CONTENTS
Design & Writing: Robin Low Introduction........................................................................ 3
Illustration: Ralph Horsley, Josef Kucera, Adventure Summary..................................................... 3
Roena I. Rosenberger, Sam Manley and Scott Purdy Getting Started................................................................... 3
Graphic Design & Layout: Rachael Macken Foreshadowing .............................................................. 3
Cartography: Safary Levente Event: The Abandoned Patrol Boat................................ 5
Editing: Chris Walz Event: The Travelling Shaman....................................... 5
Yevgeni Dostal......................................................... 6
Managing Editor: Síne Quinn
Part One: Something Knocking..................................... 7
Developer: Dave Allen
Conversations with the Undead..................................... 7
Proof Reader: Tim Gray
Permission to Come Aboard.......................................... 8
WFRP4 Producer: Pádraig Murphy Further Conversations with the Undead........................ 9
Publisher: Dominic McDowall Klara von Holgau..................................................... 10
Shade ...................................................................... 10
Special thanks: Games Workshop The Other Ghosts.................................................... 10
Deadsight...................................................................... 11
Published by: Cubicle 7 Entertainment Ltd, To the Island.................................................................. 12
Unit 6, Block 3, City North Business Campus, The Skull of Bloody Klaas ............................................. 13
Co. Meath, Ireland Part Two: Onto the Island............................................. 13
The Spectral Kaye.......................................................... 13
Last Edited: April 2020 Encounters and Hazards on the Island.......................... 14
The Pirate Settlement.................................................... 15
Pirate Cabins................................................................. 15
No part of this publication may be reproduced, stored The Lock-Up................................................................. 15
in a retrieval system, or transmitted in any form by any Stores............................................................................. 15
means, electronic, mechanical, photocopying, recording or The Goat Pen................................................................. 15
otherwise without the prior permission of the publishers. Graveyard...................................................................... 15
The Chapel.................................................................... 16
Encountering Meinard Links......................................... 16
The Villain, Flusskapitän Meinard Links................. 17
Destroying the Skull...................................................... 17
Escaping from the Pirates.............................................. 18
The Pirates............................................................... 18
In Pursuit!...................................................................... 18
A Ghastly Cavalry......................................................... 19
Good-byes..................................................................... 19
A New Day.................................................................... 19
Awarding Experience..................................................... 19

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.

2
SOMETHING KNOCKING
0
SOMETHING KNOCKING
• INTRODUCTION •

Adventure Summary Entry points into the scenario are varied, although you should
Over the last seven years a stretch of river has been subject to choose a stretch of river that is fairly well-travelled yet relatively
mysterious pirate attacks. Boats are found drifting, stripped remote from larger settlements. The Characters could be familiar
of cargo and crew, only signs of violence remaining. Despite with the region and its reputation (from previous adventures or
patrols and several investigations, local riverwardens have failed foreshadowing), but equally it could be quite new to them. It’s
to discover the cause. In fact, a large party of wardens has probably best if they are boat owners themselves, as persuading
vanished recently, the deck of their drifting vessel found awash others to pursue the adventure might be challenging (though fun
with blood. for some groups). They might be professional riverwardens or
have been hired to investigate the problem by local authorities.
A cult of river pirates led by Meinard Links, a devout follower of It’s even conceivable the Characters are river pirates themselves,
Khaine, are behind these attacks. Links possesses the enchanted though ones who operate through cunning and honest thievery,
skull of the infamous pirate captain, Bloody Klaas. The skull’s or want to secure a hideaway for themselves.
dark magic renders their island home and ship magically
obscured, keeping them safe from discovery. All the murderous Foreshadowing
death in the area has caused concentrations of Shyish and Dhar There are two kinds of foreshadowing: rumours and events.
to gather and stagnate, leaving many souls unable to move on. If Something Knocking is used as a side-adventure within a
These linger in the area as Undead creatures. The same magic larger campaign, such as Death on the Reik, there is ample
casts a pall of concealing darkness about the pirates’ hideaway, opportunity to slip them in here and there earlier in the
and prevents the Undead from exacting their own vengeance. campaign. Save some for this scenario in case the Characters go
seeking clues or folk wisdom after first hearing the knocking.
One night, the Characters hear a knocking on the hull of their Alternatively, if you are playing the scenario as a one-off, one of
boat. They must identify the Undead source of the noise and the events can be used to introduce the adventure.
find a way to communicate with the vengeful entities. With a
line of communication established and mutual trust in place, the
Characters are asked to find the pirates’ island and bring them
to justice. The Undead offer to help, but first the Characters
must get to the heart of the pirate’s settlement and destroy
the cursed skull, leaving them trapped and surrounded by
murderous pirates. Can they stave off the pirates long enough
for their Undead allies to reach them before it is too late?

Getting Started
This scenario benefits from foreshadowing. Rumours and
passing encounters taking place during earlier adventures help
establish the mysterious disappearances and offer ideas on how
to interact with the Undead. Ideas to help the GM are described
in Foreshadowing.

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0 SOMETHING KNOCKING

Tales from the 0 Knocking on your hull? It’s driftwood. Or sleeping Reik
River Bank – Rumours turtles. Don’t you mind any o’that ghosts nonsense. No such
thing. I saw a walking corpse one, though. Should never
Riverfolk love ghost stories as much as anyone, and many are have married him in the first place!’ (Told by a scorned
willing to share their own experiences if prompted. Most are boatwright)
superstitious and believe in ghosts, but some prefer mundane
explanations for any experience. Talking about the knocking 0 ‘Have you heard it, too? The knocking on your hull below the
or the supernatural in general leads to ghostly tales, some water? It’s drowned children, you know? Trying to find their
suggesting ways to communicate with the dead, the etiquette mothers. Poor little mites. Light a candle for them.’ (Told by
of interaction, and the risks and possible benefits of doing so. a young, cowled hedge witch)

If the Characters are part of a larger campaign, it would be 0 ‘You ever see glowing lights in the water, not on it, deep down
good to have them hear some of these rumours during the in it, you steer clear, right? Ghosts they are, river ghosts. Get
sessions leading up to this adventure. These rumours could be too close and they’ll pull you down with them!’ (Told by an
interspersed with ones from your main campaign, and picked up orphan)
whenever the Characters stop at a town, riverside inn, or meet
fellow travellers on the Reik. 0 Ghosts are one thing. It’s the bodies you got to watch for!
Bloated and hungry! Clambering over the gunwales with
If you are playing the adventure as a standalone, this information leeches all over their pale skin. Eels for tongues! (Muttered by
could be imparted by people encountered as part of the events. a washed up drunk)
It is particularly important to prime the party with knowledge
that the ghosts of the river can be communicated with. 0 ‘Lots of ghosts in the river. Drownings, accidents, murders.
Then there’s the Janni Verdtfang and the Naiads. Won’t come
0 ‘It’s a bad river for disappearances. We find the boats drifting aboard though, not unless you invite them. Just stay out of the
or caught up, but nobody on board — just blood and robbed water. Wouldn’t even trust rowboats. That’s where they’ll get
holds. Sometimes even stoves and furniture are gone. A you.’ (Told by a Halfling cook)
wedding boat full of nobles vanished last year — a whole
minor house just gone! Strigany, too, and probably more than 0 ‘One knock for “yes”, two knocks for “no”. Three knocks for
we know about, since they’re none-too fond of us. You find the “”don’t know”. You can use a flame in a closed lamp, too, just
occasional mutilated body we can link to a particular boat, but watch for flickers. One flicker for “yes”… (Told by a fortune
mostly people just disappear. Been going on six, maybe seven teller, for a few pennies)
years and no sign of the culprits. You’d think it was ghosts!’
(Told by a riverwarden) 0 ‘Oh, ghosts can get aboard, even if you don’t invite them. Can’t
get you though, you’ll just hear slow footsteps and creaking
0 ‘Used to be an island in the river where they buried the dead, boards. Sometimes you’ll see wet footprints on the decks. You
so they say. Kept bodies safe from wolves, see? Don’t know have to invite them aboard if you want to talk to them, so they
if it was upstream or downstream. Vanished, see? River fog say.’ (Told by an unlicensed ‘physician’)
swallowed it up one night, and it ain’t never been seen since.
Proper spooky! When did this happen? Only a half dozen or 0 ‘You invite them aboard, they’re guests and have to behave.
so years ago. You ask around, you can find people who tied up There are rules, see? Mind you, there’s a lot of argument over
there.’ (Told by an old herbalist) what the rules actually are…’ (Told by a Strigany trader)

0 Yes, I remember an island in the river. I tied up there one


misty day and had a look round. Rough ground, little chapel
of Morr in the middle, and old gravestones. Don’t think it
was still in use. Thing is, I’ve been up and down that stretch
and it’s just not there now. Maybe I’m muddled in my old
age. Maybe it was a phantom. Maybe I’m thinking of another
river. (Told by a bargeswain from Marienburg)

0 ‘You don’t want to tie up at the bend by the willows on that


stretch of the river. Not at night, no-ways. Something not
right in the water. You hear things there. What sort of things?
Not rightly sure. Never tied up there myself. Not at night, no-
ways.’ (Told by a young fisher)

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SOMETHING KNOCKING
0
Event: The Abandoned Patrol Boat Event: The Travelling Shaman
The Characters discover a drifting boat, clearly a riverwarden An unusual battle cry alerts the Characters to a conflict along
vessel. There are no signs of life aboard, but gobbets of the river. They spy a tall, lean man in a rowboat fighting for
congealed blood are spattered about on the deck. A log book his life against some aquatic beast, such as a Bog Octopus.
reveals the vessel’s home port (a coat of arms on the cover helps Assuming they come to his aid and drive the beast off, they
the illiterate), which ought to be a destination large enough to become the friends of a boatman named Yevgeni Dostal. He
support its own river patrol (if you are playing Death on the hails from the far-off marches of Kislev. Yevgeni has the habit
Reik, Altdorf ’s Reik River Patrol Terminal is the most likely of referring to folk from the Empire as chegan. A Character who
home port). The log contains details of an ongoing investigation passes a Hard (–20) Language (Kislevite) Test understands
into the disappearances of river craft on this stretch of water. that Steppe Nomads use this term to describe ‘worthless people’
they take offence, he laughs and treats them to a hearty slap on
The book is stained with blood and water, and most of the entries the back. Despite this habit, Yevgeni is friendly and appreciative
are illegible, but a recent one reads: ‘Knocking was heard again of the Characters for providing him with assistance. If asked
last night. We spoke with a travelling trader today who claimed that why he is so far from home, he explains his tribe’s shaman Dafa
she and her family often hear it, too. She insisted that the noises told him he had things to do in this far land. As well as being a
were made by the spirits of the drowned. She said that there might mighty warrior, he tells them, he was also an apprentice shaman
be ways to talk to these spirits using Morrite rituals or contraptions, and can commune with the spirits.
but hasn’t the skill to do so herself. I pray to Morr that he take these
unquiet dead before I ever have to speak with them!’ This encounter can be run before this scenario, with Yevgeni
going his own way afterwards. The Characters can track him
Towing the boat back to its home port yields the Characters down later. Alternatively, it can take place early in this scenario.
a finder’s fee of 5 gold crowns. This makes a good scenario
entry point: whether immediately or at a future date, a senior
riverwarden asks the Characters to discreetly investigate the
stretch of river where other boats have been found drifting,
sharing with them details from the logbook if they cannot read.

5
0 SOMETHING KNOCKING

Yevgeni Dostal
This tall, lean boatman hails from the vast grassy plains that
stretch out to the northeast of Kislev. He is proud of his YEVGENI DOSTAL
achievements: A fine horseman! A great warrior! Apprentice M WS BS S T I Ag Dex Int WP Fel W
to the great shaman Dafa! Oh, and the tales of his adventurous
travels! 4 35 30 42 35 35 40 35 30 30 40 12
Traits: Armour (Leather Jack) 1, Weapon (Bow) +6,
Why is he here, of all places? Dafa told Yevgeni he had things to Weapon (Sabre) +8, Weapon (Spear) +8
do here, so he came. These things were many and varied: ‘Fight Skills: Animal Care 35, Athletics 48, Charm 48,
the fish that flies’, ‘Listen for noisy water,’, and ‘Make friends! Our Charm Animal 33, Consume Alcohol 37, Dodge 47,
lands may need chegan someday’ and similarly odd ideas. Endurance 42, Gossip 44, Haggle 43, Intuition 40,
Language (Battle 32, Reikspiel 35), Melee (Basic 45,
Many folk can find Yevgeni rather loud and irritating, yet miss Polearm 37), Lore (Kislev 33, Magic 38, Steppe Nomads
him when he’s gone. Besides having a strong arm, he has some 45, Undead 48), Outdoor Survival 37, Perception 37,
understanding of spirits and the dead. Culturally, he is more Ranged (Bow) 35, Ride (Horse) 55, Row 48, Swim 49
tolerant of ghosts, wary but less fearful. Talents: Fisherman, Gregarious, Rough Rider, Second
Sight, Strider (Marshes), Strong Swimmer
Yevgeni offers some extra muscle and insights into the spirit
world — rumours regarding communicating with ghosts could Trappings: Bow, Covered Row Boat, Leather Jack,
Sabre, Spear
come from him, although he will phrase them in somewhat
broken Reikspeil, insists on the term ‘vaiduk’ rather than ‘ghost’,
and has no knowledge of Morrite ritual.

6
SOMETHING KNOCKING
0
Part One: Something Knocking. Sometimes it comes from the very bottom of the hull. If the
The scenario begins at night. The Characters have tied up their boat is still travelling, the knocking follows them. What is clear
vessel on the banks of a lonely stretch of river, the nearest in all cases is that whatever is knocking is doing so from below
fishing village half a day away. They may be aware of the area’s the waterline.
reputation, but the alternative is travelling in the dark (if they
choose to keep sailing, they will still soon hear the knocking). Those with Second Sight notice a slight, wispy presence of Shyish
in the atmosphere close to the walls of the hull. If they go up
At a time when at least some Characters are asleep, have on deck to look overboard, they see its darkly swirling presence
everyone make a Perception (Hearing) Test. For those below in the water close to the hull. Looking out over the river, they
deck, the Test is Easy (+40) if they are awake or Average (+20) if see points of Shyish very loosely scattered in the water some
they are asleep. For anyone on deck, perhaps keeping watch, the distance from the boat, but surrounding them, like violet stars.
Test is Difficult (–10), unless they’ve fallen asleep, in which case
it is Hard (–20). If everyone fails, allow another Test an hour What exactly happens next depends on the Characters. If
later. Those who succeed hear a distinct tapping or knocking they actively engage with the knocking, you can proceed to
on the hull. Those on deck hear it echoing up from below. Its Conversations with the Undead. If they ignore it, don’t know
pattern changes from regular and continuous to random and what to do, or otherwise fail in any attempt at communication,
without pattern. One Character (pick at random) might swear the knocking eventually stops (it stops at sunrise, even if the
they think it sometimes sounds like a tune they can’t remember Characters are still trying to communicate). The knocking
the name of. happens again the following night at the same time, and the
night after that. If you are faced with these interludes, give the
If the Characters do not perceive the knocking, or ignore it, you Characters the opportunity to encounter NPCs who they can
have a couple of options. talk to about their experiences (see Foreshadowing). If the
Characters are reluctant to talk, let the NPCs do the talking
Firstly, if you are running the scenario as part of a larger — the Characters are not the only people to have heard the
campaign, the Characters can simply go on their way, but the knocking.
knocking occurs again whenever they pass this stretch of river.
It is louder and more desperate each time, making Perception Conversations with the Undead
Tests made to hear it increasingly easy. Probably the most likely thing the Characters do is knock back.
If they do, whatever is knocking responds to their tapping,
Alternatively, if and Characters continue to ignore the knocking mimicking it. It may be fun to do this in real life. However, this
and you wish to force the issue, it becomes so insistent that is unlikely to result in proper conversation.
a board in the hull is loosened and the boat springs a leak.
Detailed rules for damaging vessels are given in the Death on The next thing Characters might try is talking to the knocking.
the Reik Companion (see pages 29–30), but here is a summary They quickly discover whatever is outside the hull can hear
of the main points: them. From here it’s a simple step to one-knock-for-yes-two-
knocks-for-no. If the Characters have heard one of the rumours
0 The leaking vessel sinks in a number of minutes equal to described in Foreshadowing, they may decide to try using
its Toughness (so 45 minutes for a typical barge). a lamp flame in a similar way. What information this yields
depends on the questions, as it is limited to yes or no answers
0 Characters can busy themselves bailing out water, which — ‘Who are you?’ cannot be answered this way.
doubles the time it takes the boat to sink.
Any Character who has been part of the cult of Morr as a Nun,
0 Every 20 minutes, the Characters can make a Trade Priest, or Warrior Priest, or any Character who passes an Easy
(Boatbuilding) or Trade (Carpentry) Test to fix the leak. (+40) Lore (Religion) or Challenging (+0) Lore (Empire) Test
Seeing as the Undead have only caused a small hole, the has heard of a ritual known as a Morr Dial. The Dial consists of
difficulty is Easy (+40). an array of letters, numbers, and the words ‘yes’ and ‘no’ inscribed
in a circle on a flat surface, with an upturned drinking vessel
0 This action is intended to inconvenience the Characters placed in the centre. For many, this is considered necromancy,
rather than deprive them of their barge. There are many however, Morr Dials are one of several methods used by the
bays and mudbanks along this stretch of river, so if the cult of Morr to communicate with restless spirits and are not
barge does succumb to the leak, it would be better to strictly illegal. The Characters can create a large one up on deck
beach it rather than have it go under. or a smaller one on a floor or table below. As they start to use it,
the temperature drops and the Characters can see their breath.
From time to time the knocking changes where it is coming Frost forms on metal surfaces. This happens regardless of the
from. The Characters first hear it one side, then on the other, season.
sometimes from the fore of the vessel, sometimes the aft.

7
0 SOMETHING KNOCKING

Whatever methods the Characters try, communication comes Characters who succeed on an Average (+20) Intuition Test
to an end at sunrise and can only resume again the following sense that the first Ghost radiates sadness and honesty. The
midnight. latter, a slightly sinister playfulness (somehow directed at the
Characters) and active malevolence (somehow not aimed at
Questions and Answers them). Both radiate cold and, for those with Second Sight, a pall
Here are some questions Characters are likely to ask and the of Shyish.
answers they get. Questions without yes-or-no answers are met
with silence (or no flicker of a flame). The response in brackets The bride identifies herself first, naming herself Klara von
indicates the letters a Morr Dial spells out, if the Characters Holgau. With an oily chuckle, the other entity says, ‘Call me
use one. Shade. Sounds appropriate!’

1. Who are you? ‘We are murdered and we are not alone.’
Silence. (We are the dead.)
At this point, in ones and twos, another dozen ghostly beings
2. Are you Ghosts? flare into light around the boat, but at a distance intended
Yes. (Some of us.) to avoid intimidation. Colours, shapes, and details vary, but
the Ghosts had strong personalities in life, so there’s always
3. What do you want? something notable about them. Some wear the colourful shawls
Silence. (May we come aboard?) of Strigany traders, others the buff uniforms of the Reik River
Patrol.
4. Are you responsible for the disappearances?
No. (We are the disappeared.) At this point, the Characters should make a Challenging (+0)
Perception Test. Those who succeed immediately notice things
5. Will you harm us? bobbing in the dark water. They appear to be heavy, bloated
No. (No. We give you our word.) bodies or thin skeletonised ones, others halfway between. They
shine under the ghostly light. Then (if the Characters had
Permission to Come Aboard previously given permission to come aboard), either side of the
The immediate aim of the Undead is to get permission to come two Ghosts, bony talons clasp the sides of the vessel and haul
aboard. They want to talk clearly, face-to-face, and establish their weed-dripping bones aboard. They shake like dogs, rattling
trust. They won’t force their way aboard — that would be an act inside their rotten clothes, then reach toward the gunwales and
of piracy, something they are victims of. rap their bony knuckles, knock… knock… knock.

If the Characters use a Morr Dial, the Undead eventually ask Now, at any point from the Ghosts’ arrival onwards, frightened,
directly to be allowed aboard. If the Characters run out of paranoid, or naturally aggressive Characters may attack. Some
questions, the Undead ask again. If the Characters repeatedly Characters may harbour a Hatred (WFRP, page 190) towards
ignore or refuse the request, or if they fail to get beyond yes- the Undead and must make a Challenging (+0) Cool Test
and-no questioning, the Undead have to become more direct to resist the urge. This is fine — the Undead simply retreat,
and manifest. However, they do this beyond the boundaries of withdrawing to a safe distance. The River Zombies (see page 11)
the boat (after all, Ghosts don’t need a surface to stand on). are slower (though still Move 4), but do not engage if attacked.
If the Zombies are destroyed, the remaining Undead do not
Whether on the vessel’s decks or off its gunwales over the water, hold a grudge. They understand what they are, but they have
two Ghosts (WFRP, page 331) manifest themselves, growing unfinished business and need help. They wait patiently for the
out of swirls of mist. The first is a young woman in a beautiful Characters to compose themselves and reconsider their actions.
flowing dress, glowing a deep aquamarine tinged with silver; However, if the Characters are having none of it, sunrise sees
she looks like a bride. Drops of aquamarine light drip from the them depart, and they do not come knocking again.
edges of her dress. Her silvery hair is loose and gently waving all
around her as though underwater. The second is an altogether
different creature, swirling thick and oily, blackly brown against
the night, manlike in cloak and hood, with the occasional
rainbow flash of oil on water.

8
SOMETHING KNOCKING
0
SO, THEY DIDN’T BITE
If the Characters want nothing to do with the Undead, this is not the end of the adventure. The easiest way to proceed is to wait a while
and have the pirates attack them. The crew of the Spectral Kaye (see page 14) is large enough (a score or so of vicious, experienced
cutthroats) to take them alive. Then, it’s off to the hidden island as future sacrifices to Khaine, and hopefully a daring escape.

More subtle approaches are possible. They could be hired by the Imperial River Service to investigate the disappearances — the promise
of coin is a powerful incentive. They might meet a priest of Morr who is investigating rumours of local Undead or has found records of
the chapel on the island, but just can’t seem to find it. Alternatively, make it personal: when some friends or allies of the Characters go
missing, perhaps it’s time for them to go cap-in-hand to the Ghosts…

Further Conversations with the Undead Shade: ‘She means we’ll tear their hearts from their chests and
If the Characters are ready to listen, Klara von Holgau and Shade devour them. Mmmm. Tasty! Don’t be so shocked. The so-called
explain what’s going on. You could read-out the following or justice of the Living is oft as blindly cruel but less oft so clearly
use it as a guide for a conversation between the Characters and deserved.’
Ghosts. Encourage the latter, as it’s player led, allowing them to
take the adventure forward. Klara: ‘We need your help. We cannot cross onto the island, but
can help you see it as we do. We believe the Living who can see it
Klara: ‘We are all victims of murder. Most were folk who lived can step upon its shores, just as our murderers do. We beseech you:
on the water, fisherfolk, traders, and Strigany. Some travelled to travel to the heart of the Darkness and destroy what is within. Or
visit friends and relatives. Even riverwardens investigating our carry it beyond the island’s boundaries; perhaps that will be enough.
disappearance. A few were kidnapped from towns and villages to be With its destruction, we are free to come to your aid… and take our
killed. Rich and poor alike. All of us now lie in the mud of the river, vengeance.’
hiding from the light.’
Shade: ‘To help you see, we need only touch your eyes. It should not
Shade: ‘She talks as though we were all undeserving of our fate. hurt, but your lids must be open. Then, as the sun passes below the
Some of those merchants were cheats and swindlers. And I never met horizon, you can see what is hidden from the Living.’
a riverwarden who couldn’t be bribed.’
If the Characters ask for more personal information about Klara
Klara: ‘Those who killed us are worse than mere thieves. They are and Shade, refer to their descriptions below. Klara is quite open,
murderers and sadists. Even those of us who surrendered were taken while Shade pretends to be evasive in order to fit its sinister
prisoner to be murdered later, sacrificed to… something. Don’t ask image (though in truth, Shade is not so sure of its own history).
us what, though. Dark God or Daemon, we do not know, it is hidden
to us. We only remember knives and skulls.’

‘The pirates dwell on an island existing only for them and the Dead,
hidden from the living by Dark Magic. However, while we can
see the island, the Darkness holding us here prevents us crossing its
boundaries. A similar Darkness hides their ship from the Living and
prevents us boarding.’

Shade: ‘If we could, we would have dealt with our killers ourselves.
Oh, yes, we would have taken our revenge with great glee! Even her
gentle ladyship here would have smiled!’

Klara: ‘There is something evil in the Darkness at the heart of the


island. We are certain that if it is destroyed, we can cross the island’s
edge. Then we can demonstrate to our killers the kind of mercy they
showed us.’

9
0 SOMETHING KNOCKING

Shade
Shade has no idea who they were in life. But they don't plan on
letting anyone know that. Keep them guessing. Keep them on
edge. A little scared. Maybe a lot.
Klara von Holgau
As a minor noble, Klara had a comfortable, undemanding life. Shade has a teasing and sinister personality. One minute they
Her greatest joy was her forthcoming marriage to another have a cool edginess, like they really know the score. A minute
minor noble she had truly fallen in love with. They would have later, they're creeping you out. ‘I’m not that bad, though’, Shade
a comfortable, undemanding life together, and their children assures you. ‘But don’t get between me and my vengeance.’
would have equally happy lives. And then, before the ceremony
took place, something smashed into her wedding barge. People
carrying knives and swords appeared out of nowhere and lay
SHADE
about them yelling and screaming. Guests and family fell to
the decks with gaping bloody wounds. There was blood and M WS BS S T I Ag Dex Int WP Fel W
screaming and crying. As Klara looked around desperately 6 30 — 30 30 30 30 30 30 30 30 12
for her betrothed, she was suddenly overwhelmed by pain and
Traits: Dark Vision, Ethereal, Fear 2, Fury, Hatred
darkness.
(Pirates), Undead, Unstable, Weapon +6
When she next became aware of anything, she was a Ghost.
But she can’t remember her fiancé’s name. She was not a cruel
or angry person in life, but the loss of a name has left a focus The Other Ghosts
of tightly coiled hate deep inside what remains of her in death. The ghostly mob are people who had lives, who had goals.
Families, friends. Enemies, even! ‘I was somebody, damn it!’
It is Klara who has organised the Undead, breaking through They can’t remember it all, but they know they had things to do
their mindless hate, helping them reshape it into a goal — she and people they cared about. But now the dark river is all there
was a noblewoman after all. Organising others is what nobles is. And a darker island with borders closed to them. Maybe if
do. But now she needs the help of the Living and it’s time to they could have revenge on their killers, maybe that would be
go knocking. enough. They hope so.

KLARA VON HOLGAUR THE OTHER GHOSTS


M WS BS S T I Ag Dex Int WP Fel W M WS BS S T I Ag Dex Int WP Fel W
6 30 — 30 30 30 30 20 30 30 30 12 6 40 — 30 30 10 30 20 15 15 — 50
Traits: Dark Vision, Ethereal, Fear 2, Fury, Hatred Traits: Dark Vision, Ethereal, Fear 2, Fury, Hatred
(Pirates), Undead, Unstable, Weapon +6 (Pirates), Swarm, Undead, Unstable, Weapon +6

10
SOMETHING KNOCKING
0
RIVER ZOMBIES AND SKELETONS RATTLED CONDITION
These Undead are water-bloated corpses with fish-eaten eyes. This is a new Condition intended to be used in circumstances
Bodies that have shed a lot of weight, just ragged clothes and where Characters have faced a disturbing phenomenon, but not
brown rotting flesh hanging off bones. Skeletons wearing only one that is so clearly threatening so as to leave them Broken.
the muck and weed of the riverbed. There’s not much left going
on inside their heads, but they understand the purpose Klara has A Character gains this Condition when they fail a Cool Test in
given them. And they are very, very angry. an ominous environment or worrying circumstance.A Character
might also become Rattled after being intimidated. A Character
who is Rattled gains +10 to Perception Tests as they pay
RIVER ZOMBIES additional attention to every creaking floorboard and looming
M WS BS S T I Ag Dex Int WP Fel W shadow, but all other Tests are at a –10 penalty as they find it
hard to concentrate. This Condition does not stack: you are
4 15 — 30 30 5 10 15 10 — — 12 either Rattled or you’re not. The Condition is removed if the
Traits: Construct, Dark Vision, Distracting, Fear 2, Character gains a Broken Condition, or once the disturbing
Painless, Undead, Unstable, Weapon +7 phenomena passes. If the disturbing presence lingers for a long
time, the Character can take an Average (+20) Cool Test to
SKELETONS remove the Condition every half hour.
M WS BS S T I Ag Dex Int WP Fel W
Any Skill, spell, or other effect that can remove Broken
4 25 25 30 30 20 20 25 10 — — 12 Conditions also removes the Rattled Condition.
Traits: Armour 2, Construct, Dark Vision, Fear 2,
Painless, Undead, Unstable, Weapon +7

Deadsight
To see the hidden island, the Characters must be touched by The power of Deadsight vanishes with the final passing of the
the dead. Specifically, one of the Ghosts must place an ethereal Undead (even if Shade decides to linger on a while…).
fingertip on the bare eyeballs of at least one Character. It is not
a painful process, but it is an unnerving experience and requires Characters with Second Sight may be able to perceive the island
a Challenging (+0) Cool Test to keep the eyelids open. Anyone too, though the more specific Deadsight is clearer. Any relevant
who fails can try again after a few minutes, but a second failure Tests made with Second Sight alone should be more difficult by
means the Character is disturbed and suffers from the Rattled two steps.
Condition (see box). If they fail again, they’ll never find the
courage. As long as just one Character has Deadsight, this is
not a problem. If none succeed, the Ghosts suggest finding a
braver person to ally with (Yevgeni Dostal, for example, who
automatically succeeds on the Test).

For the purposes of this scenario, with the coming of dusk,


Deadsight allows the Characters to see the hidden island,
enabling them to cross its boundary. It’s a kind of Second Sight,
limited to Shyish and Dhar. The additional ability to see in the
dark is a possibility, although this spoils the atmosphere and
risk of exploring a mysterious shadowy island in the dead of
night.

Any Character without Deadsight cannot see the island.


However, like the victims of the pirates, they can be physically
hauled across the boundary by those who can. This requires
only a tight grip, but provides an additional complication if
clambering up the slippery rocky sides. Once on the island, they
can see as well as anyone else on a dark night.

11
0 SOMETHING KNOCKING

1 2 3 6
7

1 Chapel of Khaine
2 Garden of Morr
3 Meinard's Cabin
4 Lock-up
5 Stores
6 Goat Pen
7 Vegetable Patch

Bramble Patch

Goose Nest

Pirate Patrol

12
SOMETHING KNOCKING
0
To the Island The Skull of Bloody Klaas
Once they have a guide to the island, the Characters still Thirty years ago, Klaas Vissier, or Bloody Klaas as he was known,
have to travel to it. When dawn comes, the Undead depart was a murderous pirate terrorising the Reikland’s rivers. His
and the Characters must find it for themselves or at least its cruel piracy was finally curtailed in a river battle that saw Klaas
general area, as their Deadsight won’t help until dusk falls. The taken alive while his vicious crew were slaughtered to a man.
Characters likely have a rough idea where the island is from the Klaas was found guilty after a swift trial and hung from his
Ghosts (even if it’s only upstream or downstream; details often battered ship’s mast. Klaas’s body was left hanging overnight.
elude the Undead), but may have picked up helpful rumours In the morning, it was found on the deck, but without its
of a vanished island during earlier investigations. Alternatively, head! This tale is still told on the river and in the port where it
the Characters could spend the next day asking questions and happened, with much gruesome speculation.
chasing down rumours to help them find the right area (perhaps
a Hard (–20) Gossip Test to meet an old fisherman who As a notorious killer, Klaas and his trial attracted the attention
provides an actual landmark on an adjacent riverbank, ‘I recall of a devotee of Khaine, the God of Murder. Under cover of
a rocky outcropping with a wind-bent old tree on top’). They may darkness, the priest cut Klaas’s body down and removed the
also want to do some preparation for their coming adventure, head. After boiling off the flesh and scraping out the brains,
so provide a convenient village or chance meeting with a river prayer, ceremony and Khaine’s divine will turned the murderous
trader so they can do some shopping. pirate’s skull into a darkly enchanted object.

If you want to add some other events to the journey, here are The skull has the power to conceal a murderer’s hideout — a
some ideas: location with clear boundaries (the walls of a room or building,
or as in this scenario the edges of a small island) that have been
0 The pirates have struck again! The Characters find a drizzled with the blood of a murder victim, by the murderer.
small vessel floating in the river. Nobody is aboard, just The detached mandible has similar though weaker properties.
signs of robbery and bloodshed. You could link this to the The magic renders the location invisible and allows no sound
three captives in the pirates’ lock-up (see page 15). to emerge from it. It does this by subtly shifting the location
out of reality and filling in the gap with natural surroundings so
0 It’s a body! The body of a young man lies floating face nobody can accidentally wander into it, which is why no boats
down in the water. If turned over, there is a single, have crashed into an invisible island in the middle of the river.
exceptionally clean stab wound to the heart. It looks like
the body’s been in the water for a few days, and his face In the thirty years since Bloody Klaas’s hanging, the skull has
and chest wound have been nibbled by fish. passed through a succession of bloody hands. The current owner,
Meinard Links, has demonstrated considerable ambition,
0 What was that? The Characters’ vessel is suddenly successfully murdering enough people to a gorily consecrate
subjected to a sudden buffeting in the water. Looking the edges of the island his pirates use as their base. His crew,
to see what has caused it, they spot the wake of another all having contributed to the ritual and regularly reinforcing it,
vessel racing away from them… but there’s no vessel! enjoy its blessing, too.
The invisible source of the wake very swiftly heads away,
leaving the Characters with just the muffled sounds of The skull currently sits on the altar of a defiled chapel of Morr
raucous laughter. They have just had a close encounter on the island. However, its mandible is detached and is inside
with the pirates and the Spectral Kaye. a chest on the Spectral Kaye. As long as the rest of the skull
is intact, the jawbone provides similar benefits to the bloodily
Once in the general area of the hidden island, and once consecrated boat. The difference is that it doesn’t shift the boat
darkness has fallen, Characters with Deadsight can see the out of reality the way the skull does the island — it is possible
island. What catches their eye is not so much the island, but the to bump into the boat and hear voices from on board, although
darkly glowing fog of Dhar coiling threateningly around it, shot they sound muffled and distant. If the skull is destroyed, the
through with violet streaks and flashes of Shyish. Now they can jawbone’s magic is greatly weakened (the skull is not affected if
see it and know it’s there, the magic that has shifted it out of the jawbone is destroyed).
reality no longer affects them. It is time to cross the boundary.

13
0 SOMETHING KNOCKING

The jawbone alone makes the bearer invisible, but not silent 0 An insomniac pirate taking a stroll or perhaps encountered
(breathing, sneezing and so can be heard by Characters who answering a call of nature over the edge of the island.
pass a Very Hard (–30) Perception (Hearing) Test). Also, to A Challenging (+0) Stealth Test is required to avoid
grant invisibility, the jawbone must be anointed with 1 Wound attracting her attention.
equivalent of blood, taken from the victim of a murder. Its
power of invisibility comes into effect only between the next 0 A wild goose that lets rip with a loud honking if disturbed
dusk and dawn. Come dawn, it must be anointed again to be by a Character who fails an Easy (+40) Stealth Test whilst
of use. Additionally, it is a cursed item and if not anointed at passing by her nest. This wakes a pirate, who decides to go
least once a month, the owner becomes subject to the Animosity shut the annoying bird up.
(Everyone) Psychology (WFRP, page 190). The only way to
break this curse is for the owner to destroy the jawbone. 0 A Character stumbles into a rocky hollow (pass a
Challenging (+0) Agility Test to avoid falling and
Part Two: Onto the Island suffering 1d10 + 1 point of Damage)
The island lair of the river pirates is an oval plateau some 600
yards in length in line with the river by 400 yards. Its rocky sides 0 A Character catches an exposed area of skin on some
make it easy to tie on to, but rise steeply, two yards and higher nasty brambles (pass a Challenging (+0) Willpower Test
in places. The rock is slick with weed and water, requiring a to avoid crying out; pirates get a collective Perception
Difficult (–10) Climb Test to avoid slipping and falling in the (Hearing) Test, difficulty based on how close the
water (see WFRP, page 166 for more on falling). Once ashore, Characters are).
the ground is extremely uneven, with mossy hollows and grassy
hummocks where the Characters (or pirates) can hide. There 0 There is a population of wild goats on the island, and
are large areas covered with brambles and rank weeds, with the Characters suffer an encounter with a territorial ram.
scattered thickets, branches twisted and dripping with moss. It Goats’ screams can sound horribly human; while the
is night when the Characters visit the island, and even with pirates are used to them, a protracted fight or a screaming
their Deadsight, shadows are deep and dark. It is a creepy place, retreating animal might provoke the interest of a pirate
stained with blood and suffering. There is the taste of rust in or three.
the damp air.
Pick two of these when the Characters are first exploring the
If the Characters take the time to sail around the island, they island, saving the others for environmental complications in any
eventually discover the pirates’ boat, the Spectral Kaye, secured chase sequences later in the adventure.
fore and aft by sturdy ropes to metal staples in the rock. Adjacent
are a series of stepped rocks. While slippery, they offer a safer The Pirate Settlement
path onto the island. Meinard Links and his pirates have been here for several
years and have built themselves a surprisingly comfortable
The Spectral Kaye home. Various buildings have been constructed, mostly from
The pirate’s ship is equivalent to a Patrol Boat (for details of the broken-up boats they have attacked. Although the pirates
Patrol Boats, see Death on the Reik Companion, page 35). It is steal most of what they need, Meinard Links encourages self-
an ordinary example of its type, the only notable features being sufficiency to limit the need for excursions to civilisation, so
the bloodstained gunwales. Inside the captain’s cabin there is there are also vegetable plots, two stores, and a goat pen. The
a small wooden chest. It is not locked, and inside, wrapped in chapel of Khaine is at the heart of the settlement.
red velvet, is the jawbone from the skull of Bloody Klaas. If the
jawbone is destroyed, Meinard Links immediately wakes up. He Pirate Cabins
is aware something is wrong, but not exactly what. He quickly Loosely scattered around the chapel of Khaine are small huts
dresses and goes to the chapel of Khaine, where he sits and and cabins the pirates have built for themselves over the years.
contemplates the skull for the rest of the night. Sooner or later, Some live alone, others as couples or smaller groups. Most have
the Characters will disturb Links’ meditations, but how it plays stoves and other furnishings looted from boats they’ve attacked.
out depends on how the Characters go about their explorations. The pirates don’t live in luxury, but certainly in more comfort
than they deserve. Most of the cabins have vegetable patches
Encounters and Hazards on the Island alongside them and some have a still for making vegetable
The pirates are confident in their security and do not post watches spirits. Doors tend to be unlocked, although some have simple
or patrol the island. This allows Characters considerable freedom bars on the inside.
of movement — only bad luck or shocking incompetence should
alert the pirates to their presence. Bad luck and other hazards
may come in the form of:

14
SOMETHING KNOCKING
0
If the Characters start investigating the cabins, they could The Chapel
reveal their presence. Hard (–20) or even Very Hard (–30) At the heart of the island lies the stone chapel. Formerly of
Stealth Tests are needed to enter any cabin without disturbing Morr, it is now dedicated to Khaine. Even from some distance
the inhabitants. Similarly, even if they manage to silence them away, anyone with Second Sight can see Shyish and Dhar gathered
before they cry out, attempts to search cabins for loot require churning around it, carrying a sense of sweaty terror. The
a Challenging (+0) Stealth Test to avoid making a sound. building is kept in fair condition despite its spiritual corruption;
However, other pirates are not likely to take an interest unless the stone is crumbling and the few Morrite carvings defaced,
they hear multiple failures. but the wood-tiled roof keeps the rain out. Roughly 10 yards
long by 6 yards wide, it has a doorway at either end (an entrance
Any money or valuables in the cabins is for the GM to decide. symbolising entry into the world, an exit symbolising death).
However, in Meinard Links’ cabin there are three items of Both doorways have been desecrated with the addition of
interest: a jewelled Dagger worth 3 GCs, a collection of high- wooden doors, which are barred on the inside during sacrifices.
quality butcher’s knives, and Links’ heavy leather diary, a Its windows, placed just above Human head-height, are boarded
detailed collection of atrocities. up, although there are gaps which can be peered through. The
inside is simple: an open space with a central altar. The once-
The Lock-Up plain walls are now blood-stained and hung with rusty old
The pirates keep a lock-up — a windowless log cabin — for daggers and swords. Grimy skulls dug up from the graveyard
sacrificial captives. The door is secured with a hefty wooden bar, are scattered about. At night, it is dimly illuminated by four very
which is easily removed from the outside. The lock-up is not large black candles in brass candleholders at each corner of the
guarded. altar. The candlelight just about stretches to the walls, around
which are chairs and stools used by the pirates during worship.
It has three occupants, two women and a man, dirty and bloodied,
their clothes as worn and ragged as they are. They are weak and The altar is the dominant feature within the chapel. It is a solid
need assistance. If they become aware of the Characters, they rough-carved block of dark grey stone, large enough to bear a
immediately cry out for help and, if not immediately reassured, sizable coffin. The image of a raven carved on its surface has
attract the attention of a pirate 3 Rounds later. Depending on been defaced and crudely replaced with scratched and painted
the season, it is cold or stuffy inside. If the Characters end up symbols of Khaine (mostly daggers, but also skulls and horned
inside the lock-up, they require a cunning plan to escape. heads).

Stores On top of the altar, nestled upon a crumpled heap of crushed red
There are two sturdy sheds where stolen goods are kept. One velvet, is the Skull of Bloody Klaas. When the Characters first
is for food and the other for items useful to the pirates such as come close, under the flickering light of the candles it appears
tools and clothing, alongside saleable goods. Each is guarded
by a quartermaster, who bars themselves in and sleeps inside.
When a quartermaster leaves, they padlock the doors.

The Goat Pen


A dozen goats are kept in a high-fenced pen, with a ram kept
adjacent but separate. The pirates use them for milk and meat.
They take an interest if Characters come close, suddenly rearing
up, resting their hooves on the pen bars, and bleating at them.
Some Characters might be startled (an Easy (+40) Cool Test to
suppress a surprised cry).

Graveyard
The rotting remains of wooden fencing surrounds an area
beyond the chapel’s exit: a Garden of Morr. It was a simple
affair, with a few wooden and fewer stone markers now lost
within a tangle of grass and bramble. Anyone making a rather
prickly search of the Garden finds a single standard black rose
tree, struggling in the tall weeds.

The Garden is old and untended. As followers of Khaine, the


pirates tend to avoid it if they can. They make do with pitching
their own dead into the river.

15
0 SOMETHING KNOCKING

horribly like the skull is perspiring, but it is only condensation Spectral Kaye that Links is woken if the mandible of Bloody
(although if anyone dares wipe the moisture with their finger Klaas is destroyed, after which he goes to the chapel of Khaine
and taste it, perhaps it is a little salty…). The mandible is and meditates on the skull. This is an obvious opportunity for
missing; if the Characters haven’t already found it, the jawbone a meeting, and GMs could place Links in the chapel regardless
is on The Spectral Kaye (see page 14). of what happens with the mandible. Unless the Characters are
exceptionally careful in their approach and entry to the chapel,
Those granted Deadsight can sense the ‘Darkness’ the Ghosts Links can raise the alarm even if he cannot get out and evade
spoke of, coiled like a snake around the skull. Anyone with the the Characters. This leads to a situation similar to destroying
Second Sight Talent sees a shockingly intense concentration of the skull in the chapel and the ensuing scream. The difference is
Dhar within the skull with no need of a Test. It is difficult for the presence of Links.
someone with Second Sight to look at it for too long.
Links is a bargaining chip, and he can order his pirates to
Upon entering the chapel for the first time, the Characters hold back. Links is egotistical, happy to tell the Characters
should make an Average (+20) Cool Test or receive the Rattled about himself and everything he’s achieved, and tries to tease
Condition (see page 11). out information about the Characters. He’s also quick with a
knife (even if disarmed, Daggers and Swords are all over the
Encountering Meinard Links walls), though he won’t risk it unless he can either easily take a
GMs might want the Characters to formally meet the main Character hostage or the skull is threatened. Links is completely
villain of the scenario, Meinard Links, rather than just unaware of the Undead, but if the Characters make him aware,
encounter him during a final battle scene. It is suggested in The he is very disturbed by the news, although he tries to hide it.

16
SOMETHING KNOCKING
0

THE VILLAIN, FLUSSKAPITÄN MEINARD LINKS


M WS BS S T I Ag Dex Int WP Fel W
5 42 35 35 40 51 52 40 48 34 47 14
Traits: Armour (Leather Jerkin 1), Cunning, Fast,
Weapon (Large Dagger) +6, Weapon (Throwing
Knives) +5
Skills: Athletics 56, Charm 52, Cool 37, Consume
Alcohol 40, Dodge 58, Endurance 44, Entertain
(Speeches) 49, Gossip 51, Heal 49, Language
(Battle) 50, Leadership 52, Lore (Reikland 51,
Theology 55), Melee (Basic) 62, Outdoor Survival 54,
Pray 48, Ranged (Throwing) 55, Row 41, Swim 39
Talents: Bless, Coolheaded, Dual Wielder, Fisherman,
Flee!, Inspiring, Savvy, Sixth Sense, Strider (Marshes),
Strong Swimmer
Trappings: Large Knives, Throwing Knives, Jewelled
Dagger, Leather Jerkin, Diary
Blessings: Blessing of Battle, Blessing of Courage,
Blessing of Finesse, Blessing of Grace, Blessing of
Savagery, Blessing of Wit

The Villain, Flusskapitän Meinard Links destruction is best accomplished. In practical terms, it doesn’t
Meinard Links believes he is the son of Bloody Klaas. This matter: smashed, covered in oil and burned, attacked with
may or may not be true: his mother, a riverwoman, told him damaging spells, they’ll all work. It could be carried and thrown
so during an angry exchange in his youth. She became his first off the edge of the island. Ultimately, it is down to the decision
victim, the first of many more. Murder, as Links discovered, of the Characters. The longer they take to decide, however, the
is very easy along the river and a good way to make a living greater the chance the pirates become aware of their presence.
if one is careful. And Links has been careful. The only person
to discover him was someone with an advantage — a priest of If the skull is physically destroyed, whether inside or outside
Khaine searching for new followers for his god. Previously only the island’s boundaries, it emits a soul-shattering shriek that
a killer for commercial reasons, Links found Khaine’s priest lasts a full minute and alerts the pirates. The scream might be
offered him something he didn’t realise he was missing: divine muffled if the skull is wrapped up, say inside the heap of crushed
meaning. That and the skull of Bloody Klaas. The priest’s death velvet it rests on, before it is damaged. Carrying the skull off the
was only a matter of time; after all, that was how he’d acquired island and throwing it in the water beyond the island’s blood-
the skull himself. anointed edges is the only way to avoid the scream, but the
time it takes to carry it to the edge only increases the chance
As a priest of Khaine, Links became ambitious: create a safe the pirates become aware of the Characters or that the skull is
base, create a following. He tells his followers he is the son missing. It also leaves the skull intact, and it may be recovered
of Bloody Klaas, and if he dies, the power of the skull dies, or found by a new owner.
discouraging knives in his back. Even Links is surprised at how
solid his community of Khainites has become. He’ll abandon If the skull is destroyed inside the chapel or near the pirates’
any of them in an instant if he has to, but while they’re useful to cabins, its scream immediately wakes the pirates, even ones
him, he’s the best friend they have. The only things he’s true to sleeping off a night of drinking. If the Characters have
are himself and Khaine. He’s quite fond of his knives, though. completely wrapped the skull in the velvet, there’s a chance
they’ve muffled it (the pirates get a Very Easy (+60) Perception
Destroying the Skull Test). If it’s destroyed elsewhere, the chance of the pirates
It should be clear to the Characters that it is the skull protecting hearing the scream decreases with distance from the pirate
the pirates and preventing the Undead coming onto the island, cabins. If the Characters make it to their own vessel, the pirates
and that it must be destroyed. It’s worth noting the mandible on require a successful Very Hard (–30) Perception Test to hear,
The Spectral Kaye does not have to be destroyed as well (although and if they muffle the skull, the pirates won’t hear it at all.
the Characters might worry about it.) They may wonder how

17
0 SOMETHING KNOCKING

Escaping from the Pirates The Pirates


If the pirates are alerted while the Characters are on the island, Sadists and murderers, drawn to the shining darkness that is
they give chase and try to capture them. If the Characters are Meinard Links. There is little good to say about them. There are
still inside the chapel, they have the chance to run while the 20 to 30 of them.
pirates are still waking up. Alternatively, they can bar the doors
and barricade themselves inside (the blades on the walls and
the chairs can be used to wedge the doors or hamper the pirates’ THE PIRATES
access through them; just remember there are two doors). In M WS BS S T I Ag Dex Int WP Fel W
this situation, the Characters are hopelessly outnumbered, but
there’s a chance they can hold the pirates off long enough for the 4 35 30 30 30 30 30 30 30 30 30 12
Undead to arrive and even the odds. This could entail a battle Traits: Armour (Leather Jack) 1, Weapon (Cutlass) +7
on two fronts as pirates assail both doorways. The Characters Skills: Athletics 37, Dodge 35, Endurance 37, Melee
could also play for time by engaging the pirates and their leader (Basic) 45, Perception 35, Row 45, Sail 38, Swim 42
in negotiation. The pirates are happy to talk, as they believe
they hold all the cards, being entirely unaware of the very angry Talents: Strong Back, Waterman 2
Undead heading their way if the skull is destroyed. Trappings: Cutlass, Leather Jack

Alternatively, the Characters may decide to run for it, leading


to a running battle as they race to get off the island. The pirates
are initially tired and confused, so the Characters need not In Pursuit!
be immediately overwhelmed. If the Characters are already There are at least two opportunities for chases to happen: when
elsewhere on the island when they destroy the skull, they have the pirates hear the skull scream and if Meinard Links flees
a head start on the pirates, who are unsure exactly where the during the final battle. The following starting distances are
Characters are. The scream will have given them some idea, but suggestions based on the pirates being asleep in their cabins at
an order to spread out is given by Meinard Links, thinning the the start of a pursuit. See WFRP, page 166 for more on running
pirate outs. However, if a group of pirates catch up with the chases.
Characters, their cries of battle draw in more and the Characters
become increasingly hard pressed. In the chapel: 2 (Characters are loosely surrounded by the
pirates’ cabins, so negative SLs may represent having to evade
The Characters might decide to split up or a stealthy Character sleepy pirates as they emerge; or swap the Athletics Test for a
could trick the pirates into following them and then attempt to Strength Test to shove the pirates aside).
hide. The Characters might all try to hunker down in a group
of trees or behind a rocky outcrop. It’s important to allow the Outskirts of pirate settlement: 4 (negative SLs may represent
players to come up with ideas to escape or play for time and let environmental complications, such as those in Encounters and
them try. Emphasise that time is of the essence, though. If the Hazards on the Island (page 14); or the hazard increases the
Players get stuck in lengthy discussions, have a small group of difficulty of the test).
pirates spot the Characters to spur them into action.
Out of sight of the settlement: 8 (pirates must succeed in a
Another option is surrender. This sounds risky, but the pirates Challenging (+0) Perception (Hearing) Test to work out
are cultists of Khaine and prefer to kill in cold blood, rather which direction the scream came from, otherwise they spread
than the heat of battle. If they can take the Characters prisoner, out to search).
they will, stripping them of weapons and possessions before
roughly throwing them into the lock-up. If the Characters have Meinard Links’ head-start depends on whether or not the
destroyed the skull, this is not a bad situation as the Undead are Characters have kept an eye out for him. If they have, then the
on their way. If they have not destroyed the skull, then they’ll starting distance is only 2, otherwise it is 4.
have to escape. The pirates take time to search the island in case
there are other intruders, but eventually return to make some
sacrifices to their bloody-handed god. The Characters’ time is
short. (If you have previously introduced Yevgeni Dostal and he
wasn’t already with the Characters, he could come to their aid,
having used his own shamanic means to discover the hidden
island. Or, the Characters are not the only people the Undead
have successfully persuaded to help them.)

18
SOMETHING KNOCKING
0
A Ghastly Cavalry Shade grins, perhaps. It’s hard to tell.
Hopefully, the Undead arrive to take their revenge before the
Characters are overwhelmed. First to arrive are the Ghosts, Shade: ‘Not too bad for a night’s work! I’m feeling much better
howling through the mist. Klara and Shade come individually, about everything now. Not so tied down, either. You know, I might
the rest together as a Swarm. Assuming the subsequent action just stick around for a bit. Have some fun. Had enough of this river,
happens around the settlement, this takes about 8 Turns. The though. Time to see the sights! Never know, I might bump into you
water-bloated River Zombies and weed-clad Skeletons follow, all again sometimes!’
silently shambling from the shadows of the trees, bringing
unfinished business and great anger. They arrive about 12 Turns And with that, Shade zig-zags off into the distance and vanishes.
after the skull is destroyed, with more arriving over the next 6
Turns (due to the oval shape of the island). The Undead arrive The Characters are alone on a dark island at night, surrounded
sooner if the action happens closer to the island’s edge. by corpses.

How the Characters experience this and how soon depends on A New Day
where they are at the time: they could be barricaded in the chapel What next? Well, the Characters find themselves in the middle
and fighting or playing for time, stripped of their possessions of an island with the makings of a functional village. It’s
and crammed into the lock-up, somewhere on the island, on somewhat tainted by a history of murder, but aside from that
their boat or even the Spectral Kaye. If they successfully made it’s just waiting for new residents. Perhaps the Characters wish
it off the island with the skull without the pirates knowing, the to become landlords. Or maybe they just loot the stores, or even
Characters can join the Undead in their final act of revenge or return some stolen items to their rightful owners.
they may decide they have no wish to witness the slaughter.
The cult of Morr is likely to come looking for the Characters,
If they stay involved, let the Characters fight their own whether they stay on the island or not. By rumour, instinct,
skirmishes, occasionally aiding individual Undead and vice versa, or divine guidance, senior priests become aware something
but assume the pirates are eventually overwhelmed. Remember significant has happened. The cult wants to cleanse and
the chaos of battle: screaming, the moon-lit darkness, feasting reconsecrate the chapel and debrief the Characters. It can
corpses, and the chill of an angry Ghost streaking past. You always find uses for people like them.
can break combat up by having some pirates surrender or lock
themselves into their cabins. Another group, led by Meinard Maybe some of the pirates escaped the island: the Undead’s
Links, can make a break for the Spectral Kaye. Giving each vengeance need not have been total. If one of them was Meinard
Character a chance to spot this (Challenging (+0) Perception Links, there is definitely trouble ahead.
Test) and give chase provides a more interesting challenge for
the players than just mopping up the Undead ’s leftovers. Awarding Experience
Good-byes Rewards
With the skull destroyed and the pirates slain, the Undead are As well as the normal XP you offer for good roleplay and having
free to depart, no longer bound to the river. The remaining River fun, you should apportion XP at the end of each session using
Zombies and Skeletons trudge to the island’s edge, stumble into the following guidelines:
the river, and gradually vanish beneath the surface. As they go,
some turn their heads to the Characters, giving a single jerky 0 5 XP for any Character who figures out a way to ask
nod. questions of the spirits before the board the boat.

The Ghost Swarm performs a brightly multi-coloured circuit 0 5 XP for allowing the spirits to come aboard.
around the Characters. It flies up into the night sky, then down
and through the entrance of the chapel of Morr, emerging from 0 10 XP for any Character who allows themselves to be
the exit, breaking apart and rapidly fading to the darkness. touched by the dead and gain Deadsight.

Klara and Shade remain to speak to the Characters. 0 15 XP for finding the Island

Klara: ‘I will not stay long. I offer you my thanks. And for all of us. 0 10 XP for boarding the Spectral Kaye
Now I must go and see if I can find my betrothed. I think his name
was… well, I will find out. If you ever visit my home, place a flower 0 5 XP for finding the Skull of Blood Klaus
for me.’
0 10 XP for destroying the skull
With that, Klara drifts off slowly towards the river, gradually
fading to a spark of turquoise light that suddenly blinks out. 0 15 XP for defeating Meinard Links

19
LET THE EPIC ADVENTURE CONTINUE WITH...

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THE RIVERS OF THE EMPIRE
HOLD MORE SECRETS AND THREATS.
DO NOT MISS THE INDISPENSABLE...

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Common questions

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The skepticism of characters who favor mundane explanations over ghostly interpretations adds tension and complexity by introducing doubt and potential conflict over the nature of the supernatural events occurring. This skepticism leads to alternative explanations and forces a deeper exploration into the evidence at hand, thus enriching the plot by highlighting rational inquiry alongside mystical explanations .

Characters in the story use methods analogous to real-world investigative techniques, such as systematic querying (knocks and light flickers), documentation (logbooks), and direct exploration (examining the patrol boat). These methods reflect the logic and inquiry involved in real-life investigations, converging intuition with methodical approaches to uncover truths hidden in superstition and folklore .

Interaction with NPCs introduces rumors and folklore about ghosts, creating a sense of atmosphere and foreshadowing in the story. These NPCs share ghost stories and their own interpretations of supernatural events, reinforcing the theme and preparing Characters for the mysterious events they may face. These conversations enrich the narrative by blending everyday superstitions with real threats, enhancing the immersive experience for players .

The relationship between the living and undead challenges conventional social boundaries, as entities from different realms of existence interact. The document depicts scenarios where human courtesy and rules of hospitality extend to the supernatural, such as when ghosts need to be invited aboard a vessel before interacting. This blurring of lines questions the limits of societal norms and hospitality laws, inviting reconsideration of what constitutes respectful interaction with non-human entities .

Superstitions and personal anecdotes shared by NPCs shape players’ perceptions by weaving a tapestry of mystery and foreboding about supernatural events on the river. These stories foster a climate of fear and apprehension, causing players to question mundane explanations and consider the credibility of supernatural threats. This narrative device builds tension and primes players for encountering or theorizing about ghostly phenomena .

Environmental elements, such as misty weather, cold temperatures, and hidden islands, enhance the suspense of ghostly encounters by creating an eerie and unpredictable atmosphere. These elements obscure vision, alter perceptions, and evoke feelings of isolation and vulnerability, crucial to building tension as players navigate the uncertainty posed by the supernatural elements of the story .

Traditional methods for communicating with the dead include using knocks (one-knock-for-yes, two-knocks-for-no) and lamp flickers to interpret responses. There is also the Morr Dial, which involves an array of letters and is used by the cult of Morr to communicate with spirits. Although some consider it necromancy, it is not illegal. The risks of such communications involve misinterpretation of signs and the possibility of unintentionally inviting harmful entities aboard .

The theme of vanishing islands and spectral occurrences metaphorically represents the fleeting and elusive nature of truth and memory. These occurrences symbolize how perceptions of reality can be distorted or obscured by fog both literal and metaphorical. The narratives around these phenomena suggest how past actions and spirits continuously influence the present, reflecting on how history and unresolved conflicts linger beneath the surface .

The Morr Dial is a ritualistic tool associated with the cult of Morr, used to communicate with restless spirits. Although it is not classified as illegal necromancy, its use is surrounded by caution due to its power to evoke the supernatural. Within the narrative, its use should be approached with respect and careful consideration of the questions asked, as it can open channels to potentially dangerous entities .

The discovery of the Spectral Kaye anchored to the island highlights the interconnectedness of past victims, notably through objects like Bloody Klaas's jawbone that hold power over present events. This connection reveals how past transgressions haunt the current mystery, illustrating the cyclical nature of crime and retribution while anchoring supernatural occurrences as echoes of unresolved historical conflicts .

SLAUGHTER OF SPITTLEFELD
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SOMETHING KNOCKING
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SOMETHING KNOCKING
No part of this publication may be reproduced, stored 
in a retrieval system, or transmitted in any form
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Adventure Summary
Over the last seven years a stretch of river has been subject to 
mysterious pirate
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Tales from the 
River Bank – Rumours
Riverfolk love ghost stories as much as anyone, and many are 
wil
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Event: The Abandoned Patrol Boat
The Characters discover a drifting boat, clearly a riverwarden 
vesse
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Yevgeni Dostal
This tall, lean boatman hails from the vast grassy plains that 
stretch out to the nort
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Part One: Something Knocking.
The scenario begins at night. The Characters have tied up their 
vessel
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Whatever methods the Characters try, communication comes 
to an end at sunrise and can only resume aga
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SO, THEY DIDN’T BITE
If the Characters want nothing to do with the Undead, this is not the end of the
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Klara von Holgau
As a minor noble, Klara had a comfortable, undemanding life. 
Her greatest joy was h

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