Summarize a specific part of a book in clear and concise Spanish. Ensure the translation maintains the original meaning, paying special attention to difficult terms and context-specific language. Ensure correct spelling and grammar are used, and avoid leaving out any key points or explanations.
Clarity: The prompt specifies the task: summarizing part of a book.
Language Translation: It highlights the need to carefully translate from English to Spanish, ensuring fidelity to the original meaning.
Specificity: Focuses on difficult words and context-specific translation, helping avoid misinterpretation.
Thoroughness: It includes a requirement to explain all important aspects, ensuring no key points are left out.
Spelling and Grammar: Emphasizes attention to proper spelling and grammar in the final summary, resume solo esta parte en concreto, no hace falta que repitas anteriores bloques de resumen, ponlo si quieres en contexto pero la parte ahora a resumir es esta: :""and many more introduced by Players and GMs , arising from personal taste and random chance until they loom as large for one group as anything written by any game designer . As you play through this new edition of the campaign , keep these established themes in mind , but do not let them dominate : simply notice them when they appear , and take advantage of any opportunities they offer to create a deeper , more entertaining experience . RUNNING THE ADVENTURE The early chapters of Enemy in Shadows are designed to cover a wide range of common situations — the sort of challenges that will crop up again and again in the campaign , and in just about any WFRP game . There is plenty of advice on how to run the various incidents and encounters . During the course of the adventure the Players get to see typical Empire locations such as a coaching inn , a forest road , a great city , a medium-sized town , and a journey by river and canal . In addition to easing you and the Players into the game ’ s setting and important mechanics , Enemy in Shadows also establishes the major themes and enemies of the Enemy Within campaign as a whole . While Chaos threatens from without , it also weakens from within . Some servants of the Ruinous Powers are willing converts seduced by promises of power , pleasure , and more , but most are victims of bad luck , mutated by exposure to Chaos that was unwitting and accidental . Once the adventurers arrive in Bögenhafen , the story becomes more complex — too complex to be laid out chronologically . The Players have a great deal of freedom , and you must be prepared to react to their decisions , pulling the necessary information from various places and improvising where necessary . Before running the adventure , you should take the time to read through this book carefully , becoming familiar with the plot , the Characters ’ options at each stage , and the significance of each event and encounter . It would also be wise to think about some contingency plans in case the Players decide to head off in an unexpected direction , or do anything else that might derail the campaign . Bear in mind that Enemy in Shadows is part of a larger campaign . Some of the many strands that begin here will fade into the background for now , only to reappear in a later adventure . neW rules Enemy in Shadows uses new rules for Difficulty , Diseases , NPCs , Doors and Locks , and more . To make these easy to reference , they can all be found in Appendix 2 : New Rules , on page 114 . WARHAMMER FANTASY ROLEPLAY 10 THE ENEMY WITHIN THE ENEMY WITHIN 11 I THE ENEMY WITHIN : CHAPTER 1 – WANTED : BOLD ADVENTURERS CHAPTER 1 WANTED : BOLD ADVENTURERS Our Heroes are a ragtag band whose thirst for adventure leads them to follow the road to Altdorf trodden by many from the Empire ’ s countryside and smaller towns . Altdorf , the vast and bustling capital of the Empire , where the streets are paved with gold and anything is possible . Their journey is rudely interrupted by an encounter with a wrecked coach and a band of Mutants , whom they find feasting on the remains of the passengers and crew . Among the corpses they find a lead that promises great wealth , if not exactly adventure . What they do not yet know is that the corpse in question is that of Kastor Lieberung , a high-ranking Chaos cultist who was the magister impedimentae ( master of trappings ) of the Order of the Purple Hand . STARTING THE ADVENTURE The adventure starts with the Characters heading for Altdorf by road . The reasons for this are left for you to resolve with your group . It is assumed by the adventure that the Characters are heading from Delbren to the Middenheim-Altdorf road , to then head southwards to the capital , but the starting point could be anywhere . Any place about two days from Altdorf by road is ideal . Two days by coach , that is . Walking could take as much as a week . For this reason , the adventurers ’ first concern is to secure places on a coach headed for the capital . Some of the Characters may know each other already ; the others will meet for the first time as they converge on a nearby coaching inn , the Coach and Horses . THE COACH AND HORSES INN The Coach and Horses is similar to thousands of other coaching inns found throughout the Empire . Its exact location does not really matter , so long as it is about two days ’ journey from Altdorf . Although the Characters are likely to have visited a coaching inn before , this may be the Players ’ first experience of one . For this reason , it is worth taking some time to describe the inn when the party first arrives . Coaching inns are found throughout the Old World . They serve as stopping places for weary travellers and allow coachmen to change horses on long journeys and to repair any damage to their vehicles . Coaching inns are also used by road wardens as temporary bases and as holding cells for any criminals captured on the dangerous byways of the Empire . In times of unrest , coaching inns act as strongholds for the local populace , who flock behind their stout walls to avoid rampaging mercenaries , Beastmen , or Goblins . But in more peaceful times , coaching inns are a welcome place to rest . Coaching inns are usually independently owned , but chains of inns owned by coaching companies , often call ‘ coaching houses ’ , can be found on the well-travelled routes . The owners of the inns make their living not only from their paying guests , but also from rents paid by the various coaching houses that use their facilities , and from a small fee paid by the State Army to supply the road wardens . The map shows a medium-sized inn . Some are far larger , resembling castles more than inns , while others consist of nothing more than a bar , a few bedrooms , and a stable . 1 . Outer Wall Most inns outside the major cities have a defensive wall of some description . Depending on the location , it is either made from stone or wood and is usually 8–12 ft high . Entrance is via a pair of gates leading to the road . The gates are normally open unless the landlord has reason to expect trouble from outside . In wilderness areas where rampaging monsters are more common , the gates are always closed and barred , and coachmen wishing to enter for the night must blow a horn to alert the inn ’ s staff as they arrive . The Delbren road , which passes through the forested foothills of the Five Sisters , is not quite so wild , so the gate of the Coach and Horses is kept open during daylight hours . 2 . Porter A porter is generally on call at all times of the day and night to see to any arriving or departing coaches . The porter meets a coach as it arrives and directs the driver to an available stable . 3 . Courtyard The courtyard is paved , and serves as an area for general horse grooming and coach repairs . 4 . Barroom This is the area that travellers use most . In the barroom , they can relax and sample the inn ’ s food and beverages . The barroom is also where the landlord , Gustav , is most likely to be found . There he oversees the staff or waits on tables personally . Meals range in cost from 3d for bowls of soup or bread and cheese , 6d for a small pot of beef stew or a sizeable pie , and 12d or 1/– for a full plate of the daily roast , sausages , and vegetables . The locally brewed beer is a reasonable 2d , but the imported wines are expensive and sold by the bottle , ranging from 2–6 shillings . 5 . Stables and Coach House Here , the inn ’ s ostlers stable and look after the horses . In bad weather and during the winter months , coaches are placed undercover in the coach-house ; otherwise , they are usually left out in the courtyard . WARHAMMER FANTASY ROLEPLAY III6 . Smithy A blacksmith/cartwright/farrier works here , conducting minor repairs as needed . In smaller establishments , the smith doubles as a groom , a barman , or whatever else is needed . 7 . Stores Goods transported by the coaching companies can be left here for the night . It is common practice for passengers ’ luggage to be stored here as well . Most innkeepers refuse to take responsibility for any thefts that may occur during the night , but the stores are safer than leaving luggage with the coach . Travellers are advised to keep any valuables with them at all times . 8 . Brewhouse It is common practice for coaching inns to brew their own beer on the premises , a custom enjoyed by many guests as each new inn brings a new beer to try . 9 . Common Room This is a large dormitory capable of sleeping up to 20 guests in beds and more on the floor . Dormitories are usually serviceable and clean , but they are often noisy places , especially when full of snoring , drunken travellers . Dormitories are frequently used by poorer guests as their average cost per night is only 15d , or 10d without a bed.10 . Bedrooms These rooms offer privacy and comfort , being better furnished than the dormitories . Each room sleeps two comfortably , but four can be accommodated by sharing beds . The average cost of a bedroom is 10/– per night . All of the bedrooms are locked ; their keys are held by their occupants or Gustav , the landlord . The locks are standard : Challenging ( +0 ) requiring 2 SL to pick . 11 . Servants ’ Quarters The inn ’ s servants sleep here . Often visiting coachmen are put up here for the night , although some inns make bedrooms or the dormitory available to them — as long as the inn is not crowded . 12 . Road Wardens Many inns have a couple of rooms set aside for road wardens , often marked with local State Army heraldry . The road wardens have beds for the night and a place to deal with their administrative duties , while the inn gains the benefit of the wardens ’ presence . Often these rooms are also used by State Army officials , though most officers prefer to purchase larger , private rooms . 12 THE ENEMY WITHIN : CHAPTER 1 – WANTED : BOLD ADVENTURERS IIIAPPROACHING THE INN It is assumed the Characters arrive at the inn early in the evening , just as the last coach is leaving . If you wish to have them arrive at a different time , make any necessary alterations to the information below . As the Characters approach the inn , a coach is just leaving through the gates . The coach belongs to the Four Seasons Company , and is travelling towards Middenheim ( or another suitable destination ) . The coach has just had a wheel repaired , and the driver is hurrying to make up lost time . Once out of the gates , the driver whips the horses up to a gallop and heads down the road at breakneck speed . The coach stops for no one , and the driver lashes with his whip at any Characters who get in the way . If the Characters try to stop the coach , the guard will level his blunderbuss at them and yell for them to stand aside . If this does not deter them , he will not hesitate to fire : it ’ s a Hard ( −20 ) shot using the coachman ’ s BS 32 — Damage : +8 , Blast 3 , Dangerous . The driver runs down any Characters foolish enough to get in the way of the horses . Unless these characters make an Average ( +20 ) Dodge Test to dive out of the way , they lose 1d10+6 Wounds ( modified by Toughness , but not by APs ) . The inn ’ s courtyard is bustling with activity as the Characters arrive . The smell of fresh manure is heavy in the air . A couple of ostlers can be seen outside the stables busily rubbing down a team of four horses . From the inn itself comes the delicious smell of cooking and the sound of merry laughter . The CoaCh There is a coach in the yard by the coach house . It bears the livery of Ratchett Lines of Altdorf , an old , established coaching house that is struggling to survive in the face of competition from the Four Seasons Company . The coach arrived this evening , and is headed for Altdorf in the morning . The passengers and coachmen are currently relaxing in the inn ’ s bar.At first glance , the coach seems to be in fine condition , but Characters who look closely and make a Challenging ( +0 ) Perception Test , or an Easy ( +40 ) Trade ( Carpentry ) Test or similar , will notice that it is old and rickety . Underneath its bright paint and polish , the coach ’ s frame is rotted and riddled with woodworm . The barroom The inn ’ s barroom is a bright and cheerful place . On opening the door , the Characters can smell fine foods cooking and hear the laughter of the two coachmen who are drinking and joking together . From across the room the adventurers notice the icy stare of a finely dressed young woman ( Lady Isolde von Strudeldorf ) . She sits at a table with two other women : one is tall and heavily built ( Marie , her bodyguard ) while the other is small and mousey-looking ( Janna Alleiner , her servant ) . A young man ( Ernst Heidlemann ) is sitting at another table . He appears absorbed in his book . Leaning on the bar is a foppish gentleman ( Phillipe Descartes ) who stares closely at the Characters before returning his gaze back to the bar . A thin- looking barman ( Herpin ) and the plump innkeeper ( Gustav ) are behind the bar . Above the bar , standing on a guano-stained wooden beam , is the landlord ’ s pet crow , Blackie . Before the Characters can do much more than take in the scene , Gustav , the fat and effusive landlord , comes waddling towards them . He smiles warmly and greets the adventurers with a hail of chatter : ‘ Greetings ! Welcome to the Coach and Horses . Do have a seat . Take this one by the fire where you ’ ll be nice and warm . Would you like drinks and food ? Yes ? Of course , drinks first . How foolish of me. ’ As Gustav prattles , Blackie struts around on his beam above the bar , repeating Gustav ’ s tones almost perfectly , but mixing his words up : ‘ Welcome to the seat ? Take a nice by the foolish ? Would you drinks by the Horses ? ’ WARHAMMER FANTASY ROLEPLAY 14 IAs they settle themselves at the table , the Characters can ’ t help but notice Phillipe Descartes watching them intensely . When he ’ s spotted , Phillipe quickly looks down into his wine . The other guests take no notice of the Characters : Lady Isolde picks fastidiously at her food while her servant stares vacantly off into space ; Marie , Isolde ’ s bodyguard , drinks her wine moodily ; Ernst Heidlemann ’ s head is buried in a book , which he studies avidly all evening ; the coachmen , Gunnar and Hultz , are busy getting drunk , taking the opportunity to enjoy themselves before they have to return to the road in the morning . Accommodation Four of the bedrooms are taken by coach passengers . Lady Isolde and her maid Janna share a room , while her bodyguard Marie has an adjacent room . Phillipe the gambler and Ernst the student each have a room to themselves . This leaves two bedrooms available for the Characters , or they can stay in the dormitory with the two coachmen . Doors All doors can be locked , and often are ; one can not be too careful considering the kinds of folk who travel the roads these days ! Generally , the only doors left unlocked are those that guests are likely to use regularly . The nPC s This section of the adventure revolves around the Characters talking and interacting with the NPCs in the inn . To play this , you need to bring the NPCs to life : this is very easy for most of them , as they do not speak unless spoken to first . However , Gustav the innkeeper and Phillipe the gambler are different in that they take the initiative . The other NPCs can be brought in when needed or as desired . For example , if one of the adventurers asks the coachmen to take them to Altdorf , you will have to play the part of the coachmen . Otherwise you need only draw the adventurers ’ attention to their drinking , laughter , and occasional song . Details of all the NPCs are provided at the end of the chapter . Feel free to change or embellish these details as required to make the game as entertaining as possible for the Players . The Landlord Gustav the landlord is the initial key to the inn . He welcomes the characters as soon as they arrive , talking non-stop and pausing only long enough for the adventurers to answer his questions . He enquires after the Characters ’ health , their destination , whether they would like rooms , and so on . He fills in even the briefest moment of silence with chatter about business , the weather , road conditions , and anything else he can think of . He enthuses about the other guests , especially Lady Isolde , since he is very excited to have a noblewoman as a guest . Gustav should be played as a mild annoyance , but too good- natured for anyone to become seriously angry with him . Any orders for food , drinks , or rooms are accompanied by mindless chatter about any of his favourite topics . Gustav is very hard to offend , but he will grow angry if threatened with violence . He orders the Characters out of the inn if they are ‘ unable to keep a civil tongue in their heads ’ .The Gambler Phillipe the gambler , a travelling Bretonnian , serves a different function : he provides the Characters with a card game and , if they catch him cheating , a fight . He is entertaining to portray as he has a broad Bretonnian ( that is , French ) accent and a fondness for flamboyant gestures . The Barman Unless the inn is very crowded , Herpin the barman stays behind the bar or in the cellar , pouring drinks as ordered by Gustav but never waiting on tables . If any customers need anything they will be served by Gustav , and subjected to his endless chatter unless they are clever about it . The Coachmen By the time the party enters the inn , the two coachmen , Gunnar and Hultz , are already drunk . As the evening progresses , they laugh , they drink , they sing , they drink , and they joke . Eventually , after a little more drinking , they stumble off to bed . Although their coach is nearly full , they are willing to take the party to the next coaching inn that services Ratchett Lines ( the Inn of the Seven Spokes , a journey of some 50 miles ) where they may be able to find another coach to Altdorf . They charge 6/– per Character , but if they lose an Opposed Haggle Test , they lower their price to 5/– ; if they lose the Test by 6 SL , they can be haggled down as low as 4/– per Character . Gunnar and Hultz demand payment in advance , and will spend any money given to them on yet more alcohol . The Noblewoman Lady Isolde will not talk to the Characters , believing it beneath her dignity to consort with riff-raff . If they insist on speaking to her , she will look extremely put out and instruct her maid , Janna , to tell the Characters to leave her alone . Janna will do this rather meekly as Marie , Isolde ’ s bodyguard , looks on , her eyes threatening . If the Characters persist , Isolde and her entourage retire to their rooms . FOOLS AND HORSES At the start of the adventure , it is important the Characters are trying to secure a coach to Altdorf . This means they should not have horses , and they should not be able to acquire horses before they reach Bögenhafen . As long as none of the Characters start as horsemen or squires , who start with horses , this is not much of a problem — beginning Characters can not afford to buy horses and you can easily make it very hard for them to acquire them by any other means , such as stealing . If the Players seem to be contemplating any illegal activities , you might like to remind them of the risks involved . If the Characters include a horseman or squire with a horse , it is up to you to resolve this . The easiest way to do this is to ask the Players concerned a question : ‘ Why do your Characters not have their horses ? ’ and work out a story with them . 15 I THE ENEMY WITHIN : CHAPTER 1 – WANTED : BOLD ADVENTURERS During this adventure , the party can come across the following rumours . These rumours are not assigned to any specific NPCs , so you can choose who passes them along to the Characters and when . The most obvious initial sources of information are the talkative innkeeper Gustav and the gambler Phillipe , but plenty of other NPCs can drop gossip : from a recent guest , a passing coachman , to a friend ’ s neighbour ’ s brother-in-law . Not all the rumours should be used in the inn — others can be supplied on the coach journey , in Altdorf , or anywhere else you feel makes most sense . The rumours show Players the wider world , and events taking place quite apart from the party and its actions . A rumour can be dropped into conversation whenever you see fit . If you wish the Players to feel their Skills make an impact , perhaps pass on a rumour or two after a successful Gossip Test . It ’ s entirely up to you . Like most rumours , the ones below hover somewhere between truth and falsehood . Most have grown and changed over repeated retellings , but there is at least a grain of truth to each one . All of them are completely believed by the NPCs who recount them , and these characters may be offended if anyone doubts or mocks them . This is a superstitious world , where magic works and most people regard unlikely- sounding events as quite possible.RUMOURS 0Altdorf Zoo 's been shut for weeks . I heard Deathclaw , the Emperor ’ s Griffon , went on a rampage . Probably because the Emperor hasn ’ t been to see him for months . This rumour is common in Altdorf , and is true : the Emperor is avoiding his Griffon for reasons that will become clear in later instalments of The Enemy Within . 0The weather is going to take a turn for the worse , and it ’ s going to rain tomorrow . Probably true . It rains a lot in this part of the Empire . And , given it is winter , it may snow instead . 0Don ’ t stray off the roads into the woods . Those who do never return : eaten by Beastmen or something far worse . This rumour is often all too true . 0The mayor of Grunburg was burnt at the stake a few months ago for being in league with Chaos . He was overheard talking to his cat , and fed it human blood in its milk . More than one witness testified that the mayor told his cat to : ‘ Stop yowling and drink your bloody milk ! ’ This humorous rumour sets the scene . You decide whether it is true or not . 0Strange lights have been seen in the sky to the east . They look like fire Daemons dancing among the stars . This rumour sets the scene ; you decide the truth of it . 0Colonel Sievers of the Imperial Ostlanders has returned from the Border Princes . The Greenskins must have been defeated ! It ’ s a great victory for the Emperor ! The Greenskins have not been defeated . Sievers is here to warn the Emperor of Orc and Goblin build-up south of Blackfire Pass , which is of consequence in the last instalment of The Enemy Within : Empire in Ruins . 0The road wardens are all corrupt and ca n't be trusted . Partially true . This rumour will not come from Gustav . 0This year 's Schaffenfest is stated to be the biggest , most profitable , most entertaining ( and probably most dangerous ) yet ! . Everyone is talking about Schaffenfest and will do anything to attend . The food stalls alone are to die for . 0The village of Blutroch was wiped out by a mysterious disease that causes people to break out in red blotches . Make sure you stay well clear of anyone with red marks on them ! This rumour helps set the scene in the Empire ; you can decide whether it is true or not . 0The Emperor has a sister who is hidden in the Great Hospice north of Altdorf . She 's the secret shame of the Empire ! Partially true . There is someone claiming to be the Emperor ’ s sister in the Great Hospice , but whether she actually is or not is up to you . 0The road to Altdorf is troubled by bandits . Only last week , a coach failed to get through . These are troubled times , and it 's about time that the Emperor started looking after the common folk . True . Coaches frequently fail to ‘ get through ’ , as the party will soon discover . 0A holy White Wolf of Ulric was spotted in the Drakwald Forest not far from Delberz . Priests of Ulric are in the area looking for it . You can decide if this rumour true or not . 0The village of Teufelfeuer was recently burnt down by Fabergus Heinzdork , the witch hunter . He discovered the villagers were in league with Daemons — something to do with them eating raw meat ! This rumour sets the scene of current events in the Empire ; you decide whether it is true or not . 0The roads are getting worse because the Emperor is not bothering to maintain them any more — he is too busy spending money on the State Army to fix problems like the mess in Ubersreik . The Emperor is spending a great deal on the State Army of Altdorf , and three of its regiments are currently stationed in Ubersreik . For more on this , see the WFRP Starter Set . 0Last time I was in Altdorf it… it felt strange . It ’ ll be those wizards . Too many wizards in the capital , I say . Partially true . There ’ s trouble in Altdorf , but it ’ s not wizards . Later instalments of The Enemy Within will explain this . WARHAMMER FANTASY ROLEPLAY 16 IThe Apprentice Ernst Heidlemann is quite happy reading by himself in the corner of the taproom . He is a little startled if any Characters approach him . He answers questions in an absent-minded fashion , and attempts to avoid conversations if at all possible . He asks anyone who bothers him to leave him alone , claiming that he has lots of studying to do for his university entrance examination . Ernst appears uninteresting , with nothing important to say . He hides a dark secret ( see page 22 ) . Handling the Unexpected The inn provides an opportunity for the adventurers to spend a peaceful evening encountering NPCs from the wider world : a world of which their lives to date have offered them only a glimpse . Players who are new to the game can try out the rules for all kinds of social interactions , and if you are a novice GM , you can practise presenting a few colourful NPCs and playing out the kinds of situations that the Characters are likely to encounter many times in the future , in inns all over the Empire . However , there is always the chance that some of the Players might decide to do something that is not specifically covered in these pages . They may try to rob one of the NPCs at night , for example , or perhaps hire themselves out as bodyguards to Lady Isolde . Enough information has been provided for you to cover such events with a minimum of effort : simply use the game ’ s rules to play through these events and use some imagination to decide how the different NPCs react to the Characters . a game of ChanCe ? Phillipe Descartes sizes up the Characters when they arrive and stares at them whenever he thinks they are not looking . If spoken to , he is friendly , if a little guarded . If the adventurers ignore him , he wanders over to their table after about half an hour and engages them in conversation , attempting to ingratiate himself . Stroking the tip of his nose ( a habit of his ) , he offers to buy drinks for the group.After politely enquiring about their business , Phillipe suggests a game of Scarlet Empress , a popular card game in the Empire , to pass the time . Each Character involved rolls a Challenging ( +0 ) Gambling Test , with the hand going to the Character with the highest SL . Phillipe will play for any stakes , but considers it a waste of time to play for less than 2/– . He deliberately loses the first two hands ( ignore his rolls ) . He then begins to play in earnest , using his Cardsharp Talent to increase his successful Gambling Tests by +2 SL . Phillipe will also use his Luck Talent to reroll failed tests if the stakes are high . He can do this only three times before his luck runs out ( as he has the Talent three times ) . Phillipe will try to up the stakes whenever he thinks it appropriate , aiming to gamble at around 8/– a hand . If Phillipe loses three hands in a row by fair means , he resorts to cheating by palming cards , slipping aces into his hand , or secreting them up his sleeve . He does this with a Challenging ( +0 ) Sleight of Hand Test . If successful , he can do one of the two following options : 1 ) Reverse a failed Gamble Test ; or 2 ) use the Sleight of Hand SL instead of the Gambling SL to determine the winner for the Round . However , Phillipe may be caught : you should secretly roll a Challenging ( +0 ) Perception Test , Opposing it with Phillipe ’ s Sleight of Hand Test ( normally this is marked as an Opposed Perception/Sleight of Hand Test ) . Any Characters rolling a higher SL than Phillipe spot him cheating . Unless caught , Phillipe retires and goes to bed after winning as much of the party ’ s money as they are willing to gamble . If accused of cheating , Phillipe denies it hotly , appearing to be very upset that anyone could accuse him . He attempts to bluff his way out of any situation , but if things are going badly for him , he pulls out his pistol and fires it , relying on the terrific crack of gunfire and the billowing gout of smoke to intimidate the Players ( check the Blackpowder Weapon Trait in WFRP , page 297 ) . Under the cover of the smoke , Phillipe heads for the stairs and runs up to the top . The Spray of Lead Characters chasing Phillipe up the stairs will be confronted by an excited and confused Gustav , brandishing his blunderbuss and yelling for them to stop . Gustav has no idea what happened downstairs , but he aims to put a stop to it . He will fire at anyone who keeps moving , falling over as the recoil of the blunderbuss knocks him off balance . He will , of course , be profusely apologetic once he realises the true state of affairs . From the top of the stairs , Phillipe jumps out of the window to the stables below . He""