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.

Explanation:

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. text: ""WARHAMMER FANTASY ROLEPLAY 2CONTENTS WANTED : BOLD ADVENTURERS Starting the Adventure ......................... 11 The Coach and Horses Inn .................. 11 Approaching the Inn ............................ 13 The Journey .......................................... 17 Resolution ............................................ 20 Non-Player Characters ........................ 20 MISTAKEN IDENTITY Blood on the Road ............................... 24 Howls on the Wind ............................. 26 The Mayhem Mystery Tour ................. 26 The Double ....................................... 26 The Arrival of the Law ..................... 26 The Inn of the Seven Spokes ................ 28 Resolution ............................................ 29 Non-Player Characters ......................... 29 HEART OF THE EMPIR E Adventuring in the Capital ................... 32 Altdorf Map .................................... 33 Arriving in Altdorf ............................... 33 Prince Hergard von Tasseninck ....... 34 Welcome to Altdorf , Herr Lieberung ... 35 The Bounty Hunter ......................... 35 An Old Friend ...................................... 35 The Street of a Hundred Taverns ..... 36 Manic Street Preacher .......................... 36 The Boatman Inn ................................. 37 Resolution ............................................ 40 Non-Player Characters ......................... 40 ON TO BÖGENHAFEN ... Leaving Altdorf ................................... 43 The Journey to Weissbruck .................. 44 Weissbruck .......................................... 45 The Trumpet Inn ............................ 46 The Bounty Hunter ’ s Plan .............. 46 The Journey to Bögenhafen .................. 49 Resolution ............................................ 49 Non-Player Characters ........................ 50 SHADOWS OVER BÖGENHAFEN THE FALSE INHERITANCE Bögenhafen .......................................... 52 The Map ......................................... 52 Visiting the Lawyers ............................ 52 Resolution ............................................ 54THE SCHAFFENFEST Visiting the Schaffenfest ...................... 55 Optional Encounters ............................ 56 Medicine Shows ................................... 56 Fortune Tellers ................................ 56 Random Events .............................. 58 Primary Locations ............................... 60 Wrestling Ring ................................ 61 Livestock Market ............................ 61 Jousting Lists .................................. 62 Festival Court and Stocks ............... 63 Doctor Malthusius ’ s Zoocopeia ...... 64 Resolution ............................................ 65 Non-Player Characters ........................ 65 INTO THE DARKNESS Entering the Sewers ............................. 70 Adventuring in the Sewers ................... 70 Sewer Map ..................................... 71 Optional Encounters ........................... 72 Primary Locations ............................... 74 Out of the Sewers ................................ 77 Resolution ............................................ 77 Non-Player Characters ........................ 77 CHASING SHADOWS The Investigation Begins ! ..................... 80 Events .................................................. 80 Primary Locations ............................... 83 The Festival Court ........................... 84 Richter ’ s Chambers ........................ 84 The Town Hall ................................ 85 The Sewers Revisited ...................... 87 The Crossed Pikes .......................... 87 The Steinhäger Offices ................... 89 The Adel Ring ................................. 90 The Steinhäger Warehouse ............. 92 The Schaffenfest .............................. 92 The Watch Barracks ........................ 92 The Temples ................................... 92 The Guilds ...................................... 94 The Golden Trout ............................ 95 The Ritual Draws Closer ...................... 96 Resolution ............................................ 96 Non-Player Characters ........................ 96 THE DARKEST HOUR Unleashing the Ritual ........................ 100 An Unexpected Visit .......................... 100 A Message .......................................... 100 Murder Most Foul ............................. 101One Thing After Another .................. 103 Flaming Nuisance .............................. 103 The Ostendamm ................................ 103 Warehouse 17 ................................ 104 Warehouse 13 ................................ 104 The Appointed Time ......................... 104 The Ritual ..................................... 105 Foiling the Ritual .......................... 106 The Ritual Disrupted .................... 106 The Ritual Completed ................... 107 Resolution .......................................... 109 Non-Player Characters ....................... 111 APPENDICES A GUIDE TO BÖGENHAFEN Bögenhafen Map ........................... 115 Timeline of Bögenhafen .................... 116 Bögenhafen Today ............................. 118 Town Rulers ....................................... 118 Bögenhafen : A Visitor ’ s Guide .......... 120 The Adel Ring ............................... 120 Altstadt .......................................... 123 The Artisan Quarter ...................... 125 Bögenseite ..................................... 126 The Dreieckeplatz ......................... 127 The Göttenplatz ............................ 129 The Pit ........................................... 132 Teuerberg ....................................... 134 The Walls and Beyond ................... 136 The Duchy of Saponatheim ............... 139 The County of Kleinwald ............. 140 The Barony of Stürmdunkel ......... 141 Dark Cults and Seedy Gangs ............. 143 The Bloody Nose ........................... 141 The Blackpikes .............................. 141 The Vigilant Eye ............................ 142 NEW RULES NPCs ................................................. 144 Doors and Locks ............................... 145 Disease and Infection ......................... 145 New Creature Traits ........................... 147 HANDOUTS AND PLAYER AIDS The Imperial Calendar ....................... 149 Handouts ............................................ 151 INDEX ........................................................ 157 NPC INDEX .............................................. 159 WARHAMMER FANTASY ROLEPLAY Original Design and Writing : Jim Bambra , Graeme Davis , Phil Gallagher Director ’ s Cut : Graeme Davis Design and Writing : Graeme Davis , Andy Law , Dominic McDowall Additional Writing : Andy Leask Illustration : Mark Gibbons , Dániel Kovács , Andy Law , Victor Leza , Sam Manley , Janine van Moosel , Clara-Marie Morin , JG O ’ Donoghue , Scott Purdy , Erin Rea , Matteo Spirito Cartography : Jérôme Huguenin , Daniel Kovacs , JG O ’ Donoghue Graphic Design : Rachael Macken , Rory McCormack Editor : Síne Quinn Proofreader : Tim Gray Assistant Producer : Zak Dale-Clutterbuck , Ben Scerri Producer : Andy Law , Dominic McDowall Publisher : Dominic McDowall Special thanks : Games Workshop Published by : Cubicle 7 Entertainment Ltd , Unit 6 , Block 3 , City North Business Campus , Co. Meath , Ireland No part of this publication may be reproduced , stored in a retrieval system , or transmitted in any form by any means , electronic , mechanical , photocopying , recording or otherwise without the prior permission of the publishers . Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2019 . 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 . 3 FOREWORD CREDITS The first instalment of the Enemy Within campaign , The Enemy Within , was published in December 1986 , one month after the 1st edition of the Warhammer Fantasy Roleplay rulebook . Everyone in the Games Workshop Design Studio , which occupied two floors of a small office building in Nottingham ’ s city centre , was proud of the rulebook , but everyone knew that the game ’ s success would depend on strong adventures . Jim Bambra and Phil Gallagher ( along with Graeme Morris , who went on to pursue a career in archaeology ) had been responsible for many well-regarded roleplaying modules before joining Games Workshop , some of which could be described as object lessons in how to set up a campaign . So , as soon as the rulebook was off to the printers , Jim and Phil set to work planning a campaign for WFRP . Meanwhile , I carried on developing my own adventure , Shadows Over Bögenhafen , following a verbal brief from GW boss Bryan Ansell to create a bloodless , investigative adventure for Warhammer . Jim and Phil wrote it into the campaign as the second instalment , and it was published in early 1987 . Both The Enemy Within and Shadows Over Bögenhafen were first published in module format , with a card wrapper around a booklet and a sheaf of maps and handouts , shrink-wrapped together . Warhammer Campaign , published in 1988 , combined The Enemy Within and Shadows Over Bögenhafen in a hardback book format . The following year Death on the Reik , originally published as a boxed set in 1987 , was also reprinted as a hardback . All three instalments were combined in a single volume , Warhammer Adventure , in 1989 . In 1995 Hogshead Publishing reprinted The Enemy Within and Shadows Over Bögenhafen as a single softback : The Enemy Within Campaign Volume 1 : Shadows Over Bögenhafen . A second edition of WFRP appeared in 2005 and a third in 2009 . The third edition even published a campaign titled The Enemy Within , which explored the same themes as the original through all-new adventures . But the original Enemy Within campaign continued to hold a special place in fans ’ hearts . Fans still discuss the campaign online , pointing out problems and suggesting fixes . Thirty years of play by gamers all over the world has provided a level of playtesting that most game designers can only imagine , finding and addressing many problems that slipped by us in the first version . That is why I am so happy that Cubicle 7 asked me to create this Director ’ s Cut of the Enemy Within campaign . And , of course , Cubicle 7 ’ s new rule-set resolves many of the mechanical quirks from WFRP ’ s earlier editions , while keeping the setting and atmosphere that made gamers love WFRP1 , warts and all . - Graeme Davis , 2019 WARHAMMER FANTASY ROLEPLAY 4 Enemy in Shadows presents the first two adventures of the Enemy Within campaign , The Enemy Within and Shadows Over Bögenhafen , in a revised and expanded form for the 4th edition of the Warhammer Fantasy Roleplay rules . This book contains everything you need to play the adventure , except for the WFRP rulebook . If you are looking for more options , side-quests , pre- generated Characters , and much more , the Enemy in Shadows Companion , the sister volume to this book , includes a wealth of supplemental material you can use to make this chapter of the Enemy Within campaign even more entertaining . THE STORY On the surface , the Empire is all but invincible . It is the greatest of the Old World ’ s realms , both in extent and in military might . Founded two and a half millennia ago , it has withstood countless assaults by Greenskins , Skaven , Chaos , and its many neighbours . Beneath the banner of the twin-tailed comet , emblem of its founder-god Sigmar Heldenhammer , the State Armies of the Empire take to the field behind their mighty Griffon-riding Emperor , confident of victory . However , scratch the surface and peer just beneath , and things take on a different aspect . There are worrying rumours concerning the Emperor ’ s health , and he hasn ’ t been near his Griffon for months . Deep in the remote forests of this vast realm , Beastmen and worse still lurk , even though the forces of Chaos were expelled from the land two centuries ago . The taint of Chaos touches everywhere , inflicting strange mutations that force good folk to hide from their neighbours or face the flames of the witch hunters . Strange and secretive cults worship blasphemous gods with titles like ‘ the Changer of the Ways ’ , ‘ the Prince of Pleasure ’ and ‘ the Father of Decay ’ .Beyond the Empire ’ s borders , past the icy fringes of Kislev and Norsca , the swelling forces of Chaos inhabit the twisted and unnatural Northern Chaos Wastes . Leaders rise and fall , amassing armies to raid and plunder , only to have them disperse again . It has been two centuries since any Champion of Chaos has arisen with the strength to unite the Enemy Without . But rumour suggests a new Chosen of the Ruinous Powers walks the north , and is binding the warlike tribes together . So , the rulers of the Old World do not relax their vigilance . They keep their eyes steadily on this terrible external threat . And , in doing so , they overlook the Enemy Within . The PurPle hand There are many Chaos cults active within the Empire at any given time . Most are short-lived , foolish groups of madmen and malcontents . Seduced by the false promises of the Ruinous Powers , they give themselves away too quickly and perish in the witch hunters ’ flames . The good people of the Empire gather to witness their trials , hurl dung and insults , and return home once the cleansing fire has done its work feeling secure in the knowledge that the authorities are protecting them . But not all the damned followers of Chaos are so obvious , or so careless . INTRODUCTION OPTIONS : GROGNARD BOXES Grognard , n. From French grognard , ‘ grumbler. ’ An old soldier or other kind of veteran : originally , a member of the Old Guard in Napoleon I ’ s army , whose long and faithful service won them the right to complain , even in front of the Emperor . More recently , an experienced ( and often opinionated ) player of wargames or roleplaying games . Over the last 30 years or so , an awful lot of people have played the Enemy Within campaign . While this Director ’ s Cut includes some changes , they are not enough by themselves to offer a completely new experience to someone who has played the campaign before . That is where Grognard Boxes like this one come in . At key points in the story , Grognard Boxes present new ideas and different events to make the Enemy Within just as fresh and challenging for seasoned fans as it was when it first appeared in 1987 . They can be identified by the old soldier of Reikland in a circular icon attached to the box ( just like the distinguished chap at the bottom-right of this page ) . Of course , you are also welcome to use these options with a first-time group if you think they sound better ! INTRODUCTION To out-manoeuvre his quarry , Adolphus first stopped in Altdorf , and contacted Professor Quintus Fassbinder at Altdorf University . Professor Fassbinder had sanction from the previous Emperor , Luitpold III , to study and catalogue the manifold Chaos Cults and their members . His research had brought the Purple Hand to his attention . He was able to tell the bounty hunter a great deal about the role of magister impedimentae , including some leads to track down the fugitive . Among them was a name : Kastor Lieberung . Adolphus ’ s plan was to flush the magister out with the promise of a lucrative inheritance , including a small estate and a minor title . A letter was sent to Kastor ’ s last known address in Nuln , directing him into a trap in the market town of Bögenhafen . THE SIGMARIAN HERESY Believers of the Sigmarian Heresy claim that Sigmar Heldenhammer , the founder of the Empire and its patron god , never ascended to godhood . Instead , the heresy claims the Cult of Sigmar is an entirely human fabrication , populated with deluded fools with no link to the divine . They propose Sigmarite miracles are conjured by individual belief , not divine intervention . If true , this would mean the miracles of Sigmar are actually magical , not divine — a proposition utterly abhorrent to the Cult of Sigmar , an institution known for its witch hunters , not its witches . Citing old lectures presented by Loremaster Teclis , the High Elven founder of the Colleges of Magic in the Empire , the theological and magical arguments behind this heresy are complex and abstruse , too subtle for any but scholars to understand . But their import , understood very clearly , if incorrectly , is that Sigmar is not a god . The Order of the Purple Hand is one of many Chaos cults that exist in the shadows of the Empire , but few are more widespread and dangerous . These worshippers of Tzeentch plan to bring the Empire to its knees by infiltrating positions of power and then manipulating affairs to their own ends . The Purple Hand has successfully placed members in the cults of Sigmar and Ulric , and is working to spread religious dissent , based on the so- called Sigmarian Heresy . By setting the cults of Sigmar and Ulric , the Empire ’ s two most powerful , at each other ’ s throats , the Purple Hand plans to create a tinderbox where the slightest spark could plunge the Empire into civil war . This would lead to a weakening of the Old World ’ s strongest bulwark against the forces of Chaos , paving the way for an incursion from the Chaos Wastes to the north . However , that day is still a long way off , and at present the Chaos cult is just one of several that are striving to bring the Ruinous Powers into the heart of the Old World in various ways . And , luckily for the Old World , thwarting each other as often as not . KasTor lieberung Kastor Lieberung was a member of the Purple Hand for most of his evil and corrupt life . By merit of his abilities , he quickly rose to a moderately powerful position within the Nuln cell of the Chaos cult . As magister impedimentae , his primary duty was to acquire whatever the cult required , by any means necessary . Among other efforts , he was responsible for organising a campaign of kidnappings to satisfy the cult ’ s constant need for sacrificial victims . While attempting to snatch a merchant , one cultist , Sister Beatha , was caught . She confessed all under torture , but fortunately for Lieberung she knew her superior only by his title . Kastor fled Nuln for Middenheim , fearing for his safety . In Middenheim he joined another cell and continued to further the Purple Hand ’ s ambitions in that city . Nuln authorities were unable to establish the identity of the magister impedimentae , and eventually dropped their investigation in frustration . But there were some who were reluctant to let the matter rest , and soon a new investigation began . A generous bounty was placed on the head of the mysterious magister impedimentae , and many bounty hunters hoped to claim it for themselves . Of these , some probed too deeply into the cult ’ s activities and disappeared . Others tired of chasing a shadow and gave up , pursuing easier prey instead . One bounty hunter , Adolphus Kuftsos ( see page 50 ) , succeeded in infiltrating the lower levels of the Purple Hand . When Adolphus learned the magister impedimentae had left Nuln for Middenheim after the botched kidnapping , the hunt was on . WARHAMMER FANTASY ROLEPLAY 6 RUNNING A CAMPAIGN A roleplaying campaign is a series of linked adventures . As well as being a story in its own right , each adventure advances the plot of the campaign as a whole , and supports the themes that underlie the story it ’ s telling . Along the way , the Characters explore a large area of the game world , and the Players become familiar with its culture , its society , and the various kinds of threats that lurk within it . a Wider World As the Characters battle the enemy across the Empire , they will hear news and rumours from the wider world . It is not simply a static backdrop for their adventures , it is a vital and active realm with millions of inhabitants , where things are always happening . Some of these events simply give the impression of a wider world , some strengthen the atmosphere of the setting and reinforce the themes of the campaign , and still others turn into leads and encounters that develop the campaign as a whole . Some may tempt the Players down side-tracks , appealing to their curiosity or even leading them to conclude , mistakenly , that these are clues connected to the campaign ’ s main plot . When the party seems to be heading in the wrong direction , you face a choice : force the Characters back to the plot , or indulge the Players for a while and let them wander . sandbox vs railroad When running a campaign , your greatest challenge is to keep the Characters on track without being too obvious about it . Players can quickly become frustrated if they suspect their freedom of action is being restricted , and that they are being ‘ railroaded ’ from one campaign location to another . So , you must convey the impression that there is a whole , living world for the Characters to explore , while making sure that they want to go where the campaign leads — and ideally , that the Players believe they have chosen the course they will follow . This can be a balancing act - be prepared to humour the Players if they follow a side-track or two . It calls for quick thinking and improvisation , but if you have a thorough understanding of the game world it can be fun to run an occasional session ‘ on the fly ’ . Some groups prefer this ‘ sandbox ’ style of play to following a set course : they explore the setting at will , stopping whenever something interesting catches their attention . This style of play is just as valid as any other . Options are provided for dealing with wandering Players , and ways to bring them back to the main plot when necessary . While there are certain key events to the campaign plot , like landmarks on a route , there can be many different ways to get from one to the next . Enemy in Shadows starts as a journey , but some options are offered for Players to take that journey however they please . Later it is more free-form , allowing the Characters to follow their own course after they uncover the first clues that set the adventure in motion.In due course , a cultist from Nuln sent the letter to Middenheim , and Kastor set out immediately to claim the windfall . With Kastor established as a land-owning noble , the cult ’ s plans to disrupt the Empire could be greatly advanced . Along the way , Kastor was instructed to make contact with the Purple Hand ’ s Altdorf cell , who were to lend him any assistance he required . The double Kastor never made it to Altdorf . He was slain by Mutants in a chance attack on his coach . His body is waiting to be discovered by the Characters , one of whom bears an uncanny resemblance to the cultist . Kastor ’ s double inherits his problems along with his supposed prospect of wealth and ennoblement . Adolphus Kuftsos is waiting in Altdorf to pick up the cultist ’ s trail : acting on information from Professor Fassbinder , he has staked out the city ’ s Purple Hand cell and is waiting for the magister impedimentae to make contact . If the bounty hunter sees anyone from out of town contact known members of the cult , he will immediately try to kill them . Meanwhile , Professor Fassbinder will continue to seek out the magister impedimentae , as will those who hired Adolphus in Nuln . The bounty hunter is not the double ’ s only problem . If the double fails to make contact with the Purple Hand cell in Altdorf , which is inevitable , the cult concludes that the magister impedimentae has gone rogue and plans to betray the Chaos cult and keep the money for himself . shado Ws darKen Arriving in the market town , the Characters make their way to the lawyer ’ s office where a signature on a few papers will make one of them rich , only to find themselves in an ambush . After dealing with the bounty hunter once and for all , they may like to take a few days and enjoy the many attractions of the town ’ s annual fair . Apart from the amusements , a local fair can be a good place to find employment . When a simple job leads to a grisly discovery , the party finds itself embroiled in a deadly plot involving some of the town ’ s most prominent citizens . The local authorities are not about to take the word of a ragtag bunch of strangers against the families who power the town ’ s economy and pay everyone ’ s wages . The adventurers will have to save Bögenhafen on their own , and doing so will likely result in them being branded as criminals . afTerma Th If the adventurers fail to save Bögenhafen , the consequences will be very serious indeed as a Chaos Gate opens within the town , possibly eradicating it . If they succeed , the town ’ s society and politics are turned upside-down , and no one is likely to thank them — or even believe them . In either case a swift exit is wise and , in an uncommon stroke of luck , one of their very few friends happens to own a river barge . Leaving Bögenhafen behind them , they set off downriver into the next instalment in the Enemy Within campaign : Death on the Reik . 7 INTRODUCTION 0 Book 5 : Empire in Ruins ends the campaign and delves into the Empire ’ s political and military classes , as well as providing information about Altdorf , the Empire ’ s great capital . Taken as a set , the five campaign books and five companions in this series contain everything you need to create almost unlimited adventures against all manner of internal threats , allowing the adventurers to save the Empire again and again . CAMPAIGN THEMES Ever since it was first published , gamers and reviewers have commented on the unique tone of the Enemy Within campaign . Much of this unique tone comes from the campaign ’ s underlying themes . At the time , all fantasy games were inspired by literature of heroic fantasy or the legends of King Arthur . Low fantasy and dark fantasy were relatively unknown , even as terms — at the time , we described WFRP as ‘ grubby fantasy ’ for want of something better to call it . The enemy WiThin The Enemy Within wears a human face , and walks among the everyday folk . While all eyes are on the enemy without , the enemy within walks freely , exchanging cheery greetings with friends and neighbours even as it plots the destruction of the world . Using the distraction of the enemy without to their advantage — the vast and twisted hordes of Chaos that lurk beyond the Empire and Kislev to the north , ready to pour across the border and into the Old World without warning — the enemy within is closer and arguably much more dangerous . The society of the Empire is riddled with Chaos cults , great and small . Some , like the Purple Hand , are widespread , their plans vast and unguessable ; others , like the Ordo Septenarius , are small and local , and may not even know that they serve the Ruinous Powers . As the Characters progress through the campaign , they become more and more aware that anyone they meet could be an agent of Chaos in disguise.maKe iT your oWn Above all , you must not feel restricted by the material in these pages . There is no right or wrong way to play this campaign : roleplaying is an interactive medium and the Players shape the story just as much as the GM and the writers . Most experienced GMs agree that there is no accounting for what a group of Players will do , even in the most straightforward situations . Part of the challenge — and the enjoyment — for a GM is the need to react , improvise , and entertain in response to whatever the Players decide to have their characters do . The adventures that follow are a resource to be used for inspiration , and not a script to be followed slavishly . Let the Players explore the world and make their own way a little ; they will almost always be willing to come back to the campaign plot sooner or later . A skilled GM will find ways to make the plot more appealing than simple exploration . Each gaming group is a unique collection of individuals , and no one knows your group better than you . Therefore , you should always feel free to adapt the adventures as written , adding or changing details to provide the kind of gaming experience your group prefers . As long as everyone is having fun , there is no wrong way to play . afTer The advenTure Each instalment of the original Enemy Within campaign was written to be useful even after its adventure content had been played . To that end , the first part contained information about the Empire , where the campaign takes place , as well as the introductory adventure The Enemy Within . Similarly , Shadows Over Bögenhafen gave the GM a whole trading town to use in future adventures . With a different name and some changes to the map , Bögenhafen could stand in for dozens of towns across the Empire , allowing it to be used again and again . This Director ’ s Cut follows the same model , offering a mixture of adventure and background material to create a greater whole . This is all expanded further with the five Enemy Within Companions , each of which is full of useful setting and scenario material to expand the campaign and support continued play long after The Enemy Within is concluded . 0 Book 2 : Death on the Reik is the next book in the campaign . It includes detailed information on the Empire ’ s great rivers , the craftsmen that ply them , and the culture of the riverfolk , as well as rules for moving and trading cargo . 0 Book 3 : Power Behind the Throne describes adventuring in Middenheim , one of the Empire ’ s great cities , where countless other adventures can be set . 0 Book 4 : The Horned Rat examines the vile Skaven , a race of Chaotic rat-people that burrows beneath the Old World in search of the magical mineral known as Warpstone . WARHAMMER FANTASY ROLEPLAY 8 ChoiCes of evils Many fantasy games and stories have a very simplistic morality : heroes are heroes , villains are villains , and never the twain shall meet . Just as WFRP eschews the unsullied palaces and consequence-free magic of heroic fantasy for a grubbier and more authentic setting , so too its adventures are at their best when they present players with moral ambiguity . Mutants , for example , are a threat to the Empire and the rest of the Old World , and they must be destroyed . But most Mutants are victims themselves : simple farmers , burghers , and normal folk whose bodies started to change for no reason that they understand . Cast out or forced to run for their lives , they do their best to survive in a hostile world , hiding and stealing to get by . Spurned , feared and rejected by everyone else , these Mutants slowly gravitate toward the Ruinous Power of Chaos . How heroic can an adventurer be when faced with a young woman who is pleading for her life with tears pouring from three wide , blue eyes instead of two ? grim fanTasy The Enemy Within is a low , dark fantasy ; or ‘ grubby fantasy ’ as we used to call it before such terms were coined . WFRP Characters are often not especially heroic compared to their lethal counterparts in other fantasy games . Instead of gleaming towers of enchanted stone , the buildings of the Empire are half-timbered , huddled tight like the cities of medieval Europe . Magic is known in the world , but it is not widespread , and it ’ s dangerous to use . Monsters are known to live in the wildernesses between the islands of civilisation , but the most dangerous enemies are often close neighbours , most of whom are all too human.human frailTy Everyone in the Old World is struggling to get along . Everyone wants something : wealth ( or at least , enough to eat ) , safety for themselves and their loved ones , social advancement and the respect of their neighbours , revenge against those who have wronged them , justice ( or at least the promise of fair treatment ) , and happiness ( whatever it may mean to each individual ) . They have similar desires and worries to anyone else , and they will do what they can to satisfy the one and assuage the other . Chaos takes advantage of these mortal desires and worries , slipping unnoticed through the gaps into unsuspecting mortal lives . To be avenged , to be feared and respected , and to be strong enough to withstand all manner of threats — these are the promises of Khorne , the Blood God . Wealth , knowledge , power , and advancement are the lures dangled before mortals by Tzeentch , the Great Mutator . Pleasure , comfort , and escape are the temptations offered by Slaanesh , the Prince of Pleasure . Meanwhile sloth , surrender , and fear of mortality attract others to Nurgle , the Father of Decay and Disease . It always begins in a small , seemingly innocent way : a means to indulge one ’ s predilections , a shortcut to a small desire , a dodge to avoid a minor threat or worry . A friend , or the friend of a friend , who knows how to get something done , in exchange for a favour later on . Each time , it becomes easier to give in to the temptation . Each time , one more step is taken away from the mainstream of society , until it is no longer possible to ignore the growing deviancy of one ’ s tastes and actions . At last , a terrible name is spoken and a soul is damned . Witch hunters burn them and society fears them , but whenever a Chaos cult is exposed and its members questioned , one thought runs through countless minds : ‘ That could have been me. ’ 9 INTRODUCTION Where other fantasy adventures often take place in perfect weather amid park-like surroundings , the Empire is a place where it often rains — sometimes for hours or days , and usually at the least convenient times . Roads become impassable quagmires , mud sucks at boots , and the cold and damp seeps depressingly into the bones of the hardiest adventurer . humour vs horror An essential part of grubby fantasy — and one which is often absent from other games that claim to be low or dark fantasy — is humour . Before WFRP , Games Workshop ’ s Warhammer miniatures game included a great deal of humour , often in the form of silly names and thinly-veiled references to pop culture and contemporary events . WFRP continued this tradition , and found that elements of farce and low comedy provided a unique and welcome counterpoint to the gritty despair of the world and the cosmic horror of the struggle against Chaos . Like the grim gags exchanged by troopers in the trenches of the First World War , each of these jokes represented a small triumph of the human spirit against the overwhelming doom that threatens from within and without . A moment of farce can break the tension of a seemingly hopeless quest ; a wry observation can serve as a reminder that life goes on in all its glory and ridiculousness ; and the ability to laugh can show that not everything is lost . Used well , humour can make a game far more enjoyable than an endless diet of doom and gloom ; used brilliantly , humour can be as poignant as any tragedy . ThinKing enemies The enemies in The Enemy Within are not moustache-twirling villains bent on doing evil for evil ’ s sake . Even the non-Human opponents have goals , desires , and weaknesses that drive them . They do not simply wait in their lairs for heroes to burst in and kill them ; they react intelligently , adjust their plans , and provide a shifting , challenging target . In their minds , it is they , and not the Characters , who are the heroes of their own stories and they act accordingly . if iT Can go Wrong… Overconfidence is the greatest enemy of the WFRP adventurer . If things seem to be going well , most experienced players will start to worry . Without torturing the players , a WFRP campaign features a plentiful supply of accidents and happenstances that are frustrating in the moment , but can be amusing in hindsight . More tales are told over Bugman ’ s ale about mishaps than about glorious triumphs , and nearly all are accompanied by gales of laughter . brains over braWn Fighting is usually the worst possible option for WFRP adventurers . Combat is brutal , gory , and often short . Players proceed much farther by using their brains and their non- combat skills — and most Players enjoy this challenge much more than the simple , repetitive process of rolling dice to hit and cause damage.…and more These are some of the themes that generations of players and GMs have found in The Enemy Within . Some of them are the result of deliberate design decisions in the original writing ; some of them are reflections of the writers ’ personality quirks ; and some are more or less accidents . It is certain that there are more themes waiting to be identified : some , perhaps , in the written campaign ,
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