The Enemy Within 4E: Unofficial Errata

This refers to the last updated PDF that I purchased from the Cubicle 7 webstore on April 5, 2020, and downloaded from DriverthruRPG.com, last updated on Oct 16, 2019 on the site. Hopefully these notes will soon be obsolete as an corrected PDF is made available. [This is meant for readers of TEW so of course contains spoilers…]

1. Clear Typos, Errors, and Omissions

Here I am putting things that seem unambiguous errors, either simple typos or omissions when porting the text over from the 1E version to the 4E version.

p.16 A Long Way Down, Maybe?

This can be inferred from the calculations, but the mention that the jump out of the window down to the stables is four yards was dropped when this was transcribed from 1E to 4E.

P.19: The (Missing) Missing Wheel

A whole paragraph is missing on p.19. On p.43 in 1E:

“Should a character take over the reins of the coach the coachmen will not object and take the opportunity to curl up and go to sleep. With the PCs in control, the coach can be made to travel quite quickly for an hour, at which point one of the wheels will come off and go rolling away down a hillside while the coach lurches sharply in the other direction. There is a 25% chance that the coach will overturn, causing 1xS3 hits to all characters (modified by T only). Characters riding on top can jump to safety, taking no damage, if they make a successful Initiative test, otherwise they also take 1XS2 hits. It takes a total of at least 12 Strength points to right the coach and 10 minutes to replace the wheel.”

p.23 Bretonnian Improv, Part 1

In the text it says Philippe will use his Disarm talent against his opponents. He doesn’t have this talent so he cannot use it, unless it is added. It was there is 1E but gone here.

p.26 Mistaken Identity (Roadwarden Edition)

On p.26 the roadwardens are led by Magnus Athrect, a copy and paste from 1E (p.45). But in this edition his name is actually Magnus Pflaster (p.30), and this has not been updated in the text.

p.45 Hunting for ‘Hunting the Hunter’

On p.45 there is a reference to a section excitingly named “Hunting the Hunter.” Unfortunately, this is a reference to 1E (p.51), and that whole section has been dropped in 4E… Ironically the “Grognard” section refers to players already knowing he’s at the Trumpet Inn, but new players have no (as written) way of finding out. Here are the ommitted paragraphs (p.55, 1E):

“Adolphus is staying at the Trumpet Inn (B). The adventurers may discover this by asking around the local inns about him. Most of the villagers know of his arrival and can give leads to the characters if they make successful Bribe, Charm, or Gossip tests, for example. On a bad roll you may decide that the person talking to the adventurers reacts badly and insults or even attacks them. If a fight does break out, use the Thugs profile on the GM’s Reference Sheet.
Depending on how long you wish this section to take, the characters could discover where Adolphus is immediately, or they might have to follow his trail to a second inn. In the former case, they are told that the bounty hunter is staying at the Trumpet Inn. In the latter case, they will be told that he was seen going into the Happy Man (C). On making enquiries at the Happy Man, the adventurers must again interact with the locals before being directed to the Trumpet Inn.”

p.78 Amoeba Engulfora

The Amoeba has the Engulfing trait, which is nowhere to be found. It’s probably been replaced by the Absorb trait, which is a new trait also listed for the Amoeba, and defined on p.147 or EiS 4E. As written the Amoeba has both, but only needs Absorb.

p.97, 112 Really Arcane Arcana

Steinhäger (p.97) has the petty spells Magic Alarm and Magic Lock. Teugen (p.112) has the Curse and Magic Lock petty spells. These are 1E spells (see p.153) that did not make it to 4E, either in the core book or the companion.

p.99 Who Heads the Merchants’ Guild?

Magirius is described as “The Guildmaster” twice in a box on p.99 titled “The Merchants’ Guild,” and again on p.94, as well as p.128 in the description of the Guild. But then Teugen (who’s only mentioned as a “key member” on p.112) is described as the Guildmaster on p.81, and again on p.118 in the description of the Town Council, while Magirius is merely described as “a member” on p.81.

 

 

p.106 Tearing the Flesh Suit

“Next, Gideon tears free of its Human disguise and appears in daemonic form, giving it Fear 2 against everyone except Teugen…” This is inconsistent with the description of Fleshthief on p.148: “If the creature wishes, it can burst free from a worn flesh suit in a horrific fashion, granting the Terror 1 Trait for 1 Round.” Then it also causes Fear 2 as a demon.

p.112 Watch Sergeants

They are listed with S45, T35, WP45, and 2 Hardy talents, but only 12 Wounds. They should have 20 Wounds (14+6 for Hardy[2]). Also, the status for all three types of watchmen is missing (it should be Brass 3, Silver 1, and Silver 3, respectively – see Core p.68). It’s also unclear why the Sergeants’ BS is lower (30) than watchmen (40).

p.146 Delirium

“Make a Challenging (+0) Willpower Test each hour, and consult the following table” – what’s wrong is “and” here, or there’s no point in making the test. Presumably the authors mean, “If you fail, consult…”, so that you only need to consult the table if the test is failed.

Damaged Goods

Throughout, weapon damage is treated rather haphazardly. It pays to remember that a dagger is SB+2, and a hand weapon SB+4. Examples below:

Page NPC S Weapon Dam Should be
21 Herpin 45 Dagger +5 +6
22 Marie 56 Sword +9 +10#
23 Philippe 30 Sword +8 +7
- - - Pistol +7 +8
30 Knud Crossbow +6 +9
31 Anida 31 Fists +37 +3
40 Josef 55 Axe +8 +9
41 Max 44 Sword +8 +9#
41 Bodyguards 54 Various weapons +7 +9
42 Drinkers 40 Fists +3 +4
69 Rogues@ 30 Weapon (Hand?) +6 +7
- Warriors@ 40 Weapon (Hand?) +7 +8
- Burghers 30 Weapon (Hand?) +5 +7
- Peasants@ 40 Weapon (Hand?) +3! +8
79 Franz 27 Cosh(Blackjack) +7 +6$
96 Thugs 40 Basic (Hand?) +7 +8
97 Thug Boss 50 Basic (Hand?) +8 +9
97 Steinhager 39 Cosh (Blackjack) +9 +7$
98 Goertrin 39 Sword +7 +8#

#Because of Strike Mighty Blows
@Ranged attacks weird too for these NPCs
$Assuming it’s at most +4, probably less - and likely Pummel?

 

 

Minor Typos

  • Janna Alleiner (p.13) vs. Elleiner (p.22)
  • p.30, the “Traits” listed for Knud are really his Trappings
  • p.33, the word “Merchantile” in the map legend is a carry-over from the 1E map. The correct word is Mercantile
  • p.33, the map says “Konigsplatz,” but the text says “Konigplatz” (no s) - twice. In 1E, the square was spelled Konigplatz in both places; but Spires of Altdorf has a map that spells it Konigsplatz too, which may be the source of the confusion. Note that it’s spelled Konigplatz elsewhere in the book, except on p.34 when Konigsplatz makes an appearance again… The issue occurs in the Core book too: Konigplatz (p.63) and Konigsplatz (p.149) – so maybe it can be spelled either way!
  • p.38, “Averaged Ranged(+Crossbow)” should be “Average(+20) Ranged(Crossbow)”
  • p.45 In the Map Legend, the “Berebelli” is incorerrectly spelled with two l’s
  • p.47 There is a reference to Koftsus’ trap on p.53. The chapter about the trap starts on p.52
  • p.48 in the Letter handout, the word “sir” at the end should be capitalized. I believe that is also an issue with Handout 7 (p.153), probably a copy/paste.
  • p.57 “Castle Grauenburg” should be Grauenberg
  • p.61 “Geltgrubetag” is spelled that way three times, and one time it’s spelled “Geltgrubestag” (with an s)
  • p.67 The Dwarf assistant is variously called Grunni and Gunni
  • p.68 “Wyrdroot” for “Weirdroot” (Core p.307)
  • p.68 “Secret Signs” needs a specialization or is meaningless
  • Handout 8, on p.82 and again on p.152, should be called “An hour after sunset,” not “Hour after sunset”
  • p.88 and 155: It doesn’t make any sense for all of the rooms in the Steinhäger offices to have beds as depicted on the maps
  • The elder Ruggbroger’s first name is mostly spelled Heironymus (e.g., p.91), but sometimes also Hieronymus (p.54) or Hieronymous (p.122)
  • The priestess of Shallya is sometimes referred as “Rubenstein” (p.93 and 131) and sometimes as “Rubenstern” (p.133)
  • p.95 In the legend of the Golden Trout “Member’s Lounge” should be “Members’ Lounge.” It was correct in 1E.
  • p.99 “Tuegen” should be “Teugen”
  • p.100 After referring to Handout 10 and 11 in the appropriate places, the reference is then repeated for no reason at the bottom of the page following the sentence about being framed for murder, even though that is unrelated to the handouts (“see Handout 10 … page 153”).
  • p.105 “Thugs(use the profiles on page 79)” should be “page 96”
  • p.113 Gideon has the trait Blight(Purple Brain Fever); this is really the new trait “Blighted” (p. 147) “Blight” is instead a disease symptom (see Core p.188)
  • p.115 The map lists the “Dreieckplatz” – in the text it’s always referred to as the Dreieckeplatz instead – with an extra “e”. - p.115 Again the map: The wharf were the Berebeli moors is called Haagen’s wharf on p.52 and 127, but “Haagens’ Wharf” on the map

 

 

2. More Debatable

These I will agree are more debatable, and stood out to me, because I have GM’d TEW1 in both 1E and 4E, as mindless copy/pastes that worked in 1E but take a different (sometimes problematic) meaning in 4E.

p.11 I’m Sorry, Where?

On p.11 there are two references to Delbren and the Delbren Road. Delbren is also referred to in the companion on p.43 referring to this beginning, and twice as Kirsten’s hometown (p.125), placing it in Middenland, wheras Wanda and Johann are described as coming from Delberz. The 1E version only refers to Delberz (p.32, 38, and in multiple PC profiles, as it is the PC’s “HomeTown,” p.47). Delberz is also referred to in this 4E version on p.15 and 28. Delberz is a Middenland town on the Middenheim to Altdorf road, also cited twice in the 4E Core book (p.29 and 90), whereas there is no reference to Delbren anywhere else I could find. Update: Someone pointed out that this has apparently been retconned as an in-joke, with an art piece on p.32 of the EiS:Companion even showing a signpost where one town’s name has been crossed out for the other, and vice-versa. If it is indeed now canon, why not put it on the map? And why confuse GMs who are not in on the joke at literally the very start of the adventure?

p.23 Bretonnian Improv, Part 2

Philippe makes a dashing escape on a horse, presumably using his Ride skill (“Anyone attempting to follow him on horseback must have Ride Skill and be willing to steal a horse,or Phillipe will soon leave them far behind.”). Philippe doesn’t have Ride, but it is a basic skill in 4E so Philippe can use it. What’s a weirder carryover from 1E is why PCs “must have [the?] ride skill” to be be able to follow, since it’s a basic skill in 4E so, like for Philippe, it’s just base Ag.

p.70 Leap of Faith

“There is only room for a run-up if the Character runs diagonally across the effluent channel, a leap of 4 yards.” That made sense in 1E, where a character could leap 2xM-1D6 yards (p.75), i.e. 2-7 yards with M4. In 4E (p.166), however, they can only leap M feet plus the SLs from an Average (+20) Athletics test. So in 1E an average human had a 66% chance of making it; in 4E she’d need to score 8SLs to succeed, an impossible feat – unless they have 60% or more in Athletics and rolled under 10.

Making the jump 2 yards wide would make it easier, needing only 2 SLs, but still means an average human (M4, Athl 30) would only succeed 39% of the time. If you make the diagonal leap 5 feet, meaning an average human would succeed 49% of the time, the problem is that now the width of the effluent would need to be less than 4 feet (cf. Pythagoras), which anyone can jump without a test with M = 4.

You may also want to say they cannot run up to it because it’s too slippery etc., so the test is Challenging(+0) as in RAW – but then it’s either an automatic success if the gap is under 4 feet, or only 29% success if it’s under 5 feet, which seems low. None of these solutions seem satisfactory to capture the mini-game created by the authors with this device – it’s fun and a point of pride for the rare PC who ends up walking out of the sewers clean…

So it’s probably best to avoid using the 4E leaping rules altogether here by saying that the effluent is just under 1 yard (3 feet) wide, but that because of the slimey floors and low ceilings, any succesful leap must be followed by an Easy(+40) Athletics roll or fall in. That means your average human has a 70% chance of making it, very close to the 66% in the original, and makes each jump still a fun story moment where everyone holds their breath.

 

 

p.112 and 113 Doppleganger Indeed

This seems like a biggie. I am putting this in “More Debatable” because although it seems like a Copy/Paste gone wrong to me, it could be agued to be intentional. Anyway, see for yourself. Compare the stats for Teugen on p.112…

Teugen (4E)
M WS BS S T I Ag Dex Int WP Fel W
4 45 47 42 40 58 47 39 59 60 51 18

…with the stats for Gideon on p. 113:

Gideon (4E)
M WS BS S T I Ag Dex Int WP Fel W
4 45 47 42 40 58 47 39 59 60 51 22

This seems like a case of copy and paste gone terribly wrong, as only the Wounds are different , due to Gideon’s Hardy Talent. Perhaps this is intentional, but if a merchant and a Daemon have the exact same stats it makes you wonder what stats mean. Let’s check with 1E (pp. 50-51) to see if they are meant to be the same:

Teugen (1E)
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 45 47 4 4 9 58 1 39 62 59 55 60 51

So the 1E Teugen was faithfully adapted into 4E. But these are the stats given to both Teugen and Gideon the 4E TEW. In the 1E version, here’s what Gideon looked like:

Gideon (1E)
M WS BS S T W I A Dex Ld Int Cl WP Fel
6 55 42 5 4 13 87 2 89 89 89 89 89 89

Also as a reminder, the other “Herald of Tzeentch” in the book, the Guardian (p.78), looks like this:

Guardian
M WS BS S T I Ag Dex Int WP Fel W
4 39 49 49 39 39 59 39 49 99 19 19

It’s hard to extrapolate from these what Gideon’s stats should be. A direct adaptation of the 1E Gideon would look like this:

Gideon (4E - Alternative)
M WS BS S T I Ag Dex Int WP Fel W
6 55 42 55 45 87 89 89 89 89 89 25

Gideon also got 2 attacks in 1E, which could be reflected with the Bite +9 trait.

 

 

3. Definitely Debatable

These are not changes a proofreader would have caught or corrected, and are definitely arguable. I just think they are things that could be considered to make the text easier for GMs to manage, and more internally consistent.

p.37 Just Sign Here, Don’t Worry About the Small Stuff…

When Josef invites the PCs to come to Bogenhafen, it doesn’t say anywhere for the GM how long it will take. It is later revealed it will take a full week (“three days” p. 44 + “four days” p.49). Others have discussed how the travel times here suggest a larger Empire than before, or much slower barges. This is not our concern here, just that this crucial information is left out, leaving the GM scrambling when PCs ask…

p.41 The Novice Protagonist?

Max Ernst is presented on p.37 as someone who specializes in picking fights in bars (p.37: “Anyone who has spent any time in drinking establishments is in no doubt — the man in black is here to fight. If a fight does not present itself by the time he is finished drinking, he picks a suitable victim and starts a fight of his own”). The authors also make clear on p.42 that drawing a weapon in the bar or reacting “with lethal violence rather than healthy brawling” would be out of the ordinary. All this to say that Max is presented as a regular fist fighter. And he has 0 advances in Melee(Brawling). That seems like an oversight.

p.50 Can’t Adolphus Read?

Crucial information for the PCs comes from Adolphus holding a highly confidential letter from QF. While it’s possible that Adolphus had someone else read it for him, write the fake sign at the Lawyers’ office in Bogenhafen etc., it makes more sense for him to be able to Read and Write, and would go better with the Bounty Hunter iconography in which bounties are posted in writing. Note that he couldn’t read in 1E either, though the device of the found letter was used there too. Not really an erratum, but a strong suggestion to add Read/Write to Adolphus.

p.85 It’s Just Like the Flu?

According to the book, Magistrate Richter “…is delirious and will likely die soon.” But actually, Richter is pretty tough with an endurance of 72, and the Blight test is Very Easy (+60), so he only has a 5% chance of dying every night (he would need an autofail), and a good chance to recover before that happens. If you do the math, just using the fact that it has a course of 1d10 days, that he has a 5% chance of dying every day, and that he needs to pass a challenging Endurance test (presumably -20 because of Convulsion and Fever) at the end of each course because of Lingering or go for another course of 1d10 days, he still has over 62% chance of survival without any care vs. less than 38% chance of dying – and it could take weeks. Sure, (1) 38% of dying are bad odds if that were your PC and (2) the GM can just kill him by fiat to serve the story. But the point is that the GM will need to, especially if he/she wants it to happen during the adventure to serve the story… So the statement that “he will likely dies soon” is completely unhelpful. Either the GM needs to kill him, or he is NOT likely to die soon.

p.106 The Blind Leading the Who?

On p. 106 there are two mentions of Teugen using “his Leadership Skill” against the cultist at a crucial moment. Teugen does not have any advance in this skill. It was a characteristic in 1E, and Teugen had 62. It’s a basic skill in 4E, so GMs can use his Fel score instead (51). It actually makes more sense for him to be using his Charm skill, for which he has advances (66), along with his Public Speaking(3) talent, unless the GM judges this does not apply here. Not technically an error, but an unimaginative obvious copy/paste from 1E.

p.115 Location of Grand Finale?

Warehouse 13, where the finale is to happen, is clearly marked on the map in the 1E version, but for some reason is left out in the 4E version. Less crucial, the Steinhager warehouse where the three-legged goblin is allegedly found and the investigation begins is also left out. In the 1E map, the Steinhagen warehouse is located on the Ostendamm next to Kringler’s ferry, the 4th warehouse from the bottom (see p.84 of 4E version). Warehouse 13 is also on the Ostendamm, just a few warehouses down Haffenstrasse. It is, indeed, the 13th counting from the South.

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