TEXT: WFRP Scenario: With a Little Help from my Friends 
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  WFRP Scenario: With a Little Help from my Friends 
    
  With a Little Help 
  from my Friends 
   
  A Short Adventure for a Small Party 
   
   
  Written by Carl Sargent  
  Updated for WFRP 2nd edition  by Steven & Dawn Lewis 
  
  WFRP Scenario: With a Little Help from my Friends 
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  Credits  
  Written by Carl Sargent 
  Illustrations by Kev Walker 
  Updated by Steven and Dawn Lewis 
  Thanks to Michael Congreve for help with maps and images 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Copyright © Games Workshop Limited 2007. Games Workshop, the Games Workshop logo, Black Industries 
  and their respective logos, Warhammer and all associated marks, logos, places, names, creatures, races and 
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  images from Warhammer are either ®, TM and/or © Games Workshop Ltd 2000-2006, variably registered in 
  
  WFRP Scenario: With a Little Help from my Friends 
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  WFRP Scenario: With a Little Help from my Friends 
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  With a Little Help From My Friends is a short adventure designed for a small party 
  of adventures.  A magic user will be useful, as will at least one rogue type 
  character. 
  The encounter locations use Middenheim as an example, though any medium or large-
  sized city in the Old World will do just as well.  You could also insert the adventure as 
  part of the Paths of the Damned series, in Middenheim itself, Altdorf or Nuln, but be 
  careful of giving the adventures too much to do. 
  The encounter is designed to give players a chance to think before they bash.  There’s 
  been a kidnapping, and the adventures are hired to rescue the hostage.  The characters 
  should consider their rescue carefully, but may have to improvise quickly if things don’t 
  go quite according to plan. 
   
  Enter Alphonse 
  As the action opens, the adventures are approached by a rather short and thin figure 
  with the rather improbable name of Alphonse Hercules de Gascoigne.  The figure, 
  dressed in well-tailored but old-fashioned clothing, has an almost perfectly round head, 
  and sports an enormous waxed moustache, which he pets and twiddles constantly.  He 
  hails from Bretonnia, and speaks with the equivalent of an outrageous French accent - 
  well Belgian accent actually, but who knows how to do a proper Belgian accent? 
  Full details on Alphonse may be found at the end of the adventure. 
  Alphonse, a noted private detective, is working on 
  a kidnapping case; ands needs reliable, trust 
  worthy help.  He gives the PC’s the information 
  below.  Either read this aloud, or feed it to the 
  players as a series of answers: 
  “Mes amits, I am, as I am sure you know the 
  world’s greatest detective.  You ‘ave ‘eard of 
  Alphonse, no?” 
  Gascoigne bows his head modestly.  If the PCs 
  say that they haven’t heard of him, he looks 
  annoyed, but continues. 
  “I ‘ave been employed to ensure ze safety of ze 
  young son of Ludwig Orteli - an enfant named 
  Sigismund - who ‘as been abducted and ees 
  being ‘eld for ransom.” 
  “Ze kidnappers demand 5000 Gold Crowns for ze 
  boy’s safe return, and quell disaster!  Ze father 
  ‘as not the funds!  If zey do not receive ze money 
  by mid-night, three days from now, ze villains ‘ave 
  promised to return ze child in -‘ow you say - tiny 
  
  WFRP Scenario: With a Little Help from my Friends 
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  little bits.  So, Alphonse will rescue ze enfant before zen!” 
  “I, Alphonse, ‘Ercule do Gasoigne, ‘ave brilliantly tracked ze villains to zeir lair, where I 
  am sure zey are ‘olding ze young Orteli.  I need ze assistance of several discreet” - he 
  pauses and looks at the PC’s doubtfully before continuing - “gentlemen such as 
  yourselves to scout out ze enemy’s position, and zen, when the time ees right, rescue 
  Sigismund.  Will you ‘elp?” 
  If asked, Alphonse explains that the local authorities have not been called in because 
  (though he puts it a little more delicately), they are a bunch of stupid louts who would 
  probably mess the job up and only get Sigismund killed. 
  Alphonse offers to pay the PCs 100 Gold Crowns if they help him rescue the boy 
  unharmed, 50 if the boy is mostly alive, but nothing should he die. 
  If the PCs agree to take the job, Alphonse tells them to meet him at a house he has 
  rented near the kidnappers’ hideout.  He gives directions to Number 12 Wendenbahn in 
  the Altquartier, a disreputable part of town.  Alphonse insists that the PC’s wear no 
  armour better than leather, no helmets, and carry no large weapons that might be 
  spotted by the kidnappers. 
  Broke PC’s can wheedle an advance of 20 GCs out of Alphonse to purchase necessary 
  equipment (or get it out of hock if they have had stuff confiscated by the Middenheim 
  watch). 
   
  Casing the Joint 
  The hideout should be deep within the 
  seedy side of the GM’s chosen city.  For 
  Middenheim this would be the Altquarter 
  (see Ashes of Middenheim page 17) and is 
  home to a large portion of Middenheim’s 
  underworld population.  It is a maze of 
  winding streets and alleys lined with run-
  down houses and tenements.  During the 
  day the streets crawl with low-life; during 
  the night they crawl with even less 
  reputable sorts.  Watch patrols are 
  infrequent and heavily armed.  If you want 
  to set this adventure in Altdorf, the shadier 
  parts of The Docks or the east of the city 
  would work.  In Nuln you could use the 
  Faulestadt, Neuestadt or Shantytown areas 
  of the city. 
  As the adventures head towards their 
  destination, they have to run a fairly heavy 
  gauntlet of beggars and pick-pockets.  
  WFRP Scenario: With a Little Help from my Friends 
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  Guiseppe the Dog  - Tilean Manhound. 
  Guiseppe is a Tilean Manhound, a vicious terrier-like brute bred for mayhem.  It is 
  completely loyal to Claudio and attacks in a frenzy when given a verbal or hand signal.  
  Guiseppe is midnight black, wears a spiked collar and has ugly scars on its back gained 
  from many previous combats. 
   
  Skills: Follow Trail, Perception +20, Swim. 
  Talents: Flee, Keen Senses, Natural Weapons, Strike Mighty Blow. 
   
  Knud, Bruno, Axel & Mikhail - Thugs 
  These men are freelance legbreakers for the loansharks which inhabit the Altquartier.  
  None are particularly intelligent, and none would risk his neck to save another.  They 
  are your basic vermin.  Knud is 5’ 10” and blonde; Bruno is 5’ 9” and has brown hair; 
  Axel is 6’ 2” and Mikhail is 5’ 5” both with black hair. 
   
  Skills: Common Knowledge (the Empire), Consume Alcohol, Dodge Blow, Gamble, 
  Gossip, Intimidate, Secret Language (Thieves’ Tongue), Speak Language (Reikspiel).  
  Talents: Disarm, Lighting Reflexes, Quick Draw, Resistance to Poison, Strike to Stun, 
  Very Strong, Wrestling.  
  Trappings: Leather jerkin, hand weapon (cudgel), knuckle-dusters, pouch with D10 
  GCs and 3D10 silver shillings each . 
   
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  32 
  0 
  27 
  30 
  30 
  15 
  37 
  0 
  1 
  8 
  2 
  3 
  6 
  0 
  0 
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  34 
  34 
  31 
  32 
  35 
  28 
  37 
  30 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  
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  Claudio Carbonetti - Thug - Racketeer  
  Claudio is a vicious and evil brute, but he does have a certain native cunning.  He hails 
  from Miragliano, and together with his four younger brothers is currently setting up a 
  branch of ‘da business’ in Middenheim.  He is a paunchy, middle aged man, swarthy of 
  skin and with a lecherous eye. 
   
  Skills: Common Knowledge (the Empire & Tilea), Consume Alcohol, Dodge Blow, 
  Gamble, Gossip, Intimidate+10, Secret Language (Thieves’ Tongue), Speak Language 
  (Reikspiel & Tilean), Command, Evaluate, Perception, Haggle. 
  Talents: Disarm, Lighting Reflexes, Quick Draw, Resistance to Poison, Strike to Stun, 
  Very Strong, Wrestling, Specialist Weapon Group (Fencing), Street-Fighting, Street-
  Wise, Strike Mighty Blow.  
  Trappings: Breastplate, rapier, dagger, Pouch with 28GCs, Gold Bracelet with motifs 
  of severed horses’ heads (worth 6GCs), bag of garlic toffee, very nifty suit, violin case 
  (containing violin).  
   
  Paolo Gentile - Thug - Interrogator  
  Paolo came with Claudio to Middenheim.  While completely loyal to Claudio, Paolo’s 
  pathological sadism sometimes causes problems for his boss.  It is completely useless 
  to ask Paolo to interrogate anyone, for example, since the victim usually dies before he 
  has a chance to answer any questions.
   
  Skills: Common Knowledge (the Empire & Tilea), Consume Alcohol, Dodge Blow, 
  Gamble, Gossip, Intimidate, Secret Language (Thieves’ Tongue), Speak Language 
  (Reikspiel & Tilean), Torture, Perception.  
  Talents: Disarm, Lighting Reflexes, Quick Draw, Resistance to Poison, Strike to Stun, 
  Very Strong, Wrestling, Specialist Weapon Group (Gun-powder), Menacing. 
  Trappings: Leather jerkin, sword, blunderbuss (with ammunition for 4 shots), dagger 
  pouch with 5GCs. 
   
   
   
  WS 
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  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  53 
  36 
  53 
  41 
  42 
  36 
  46 
  40 
  2 
  15 
  5 
  4 
  4 
  0 
  0 
   
  WS 
  BS 
  S 
  T 
  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  48 
  26 
  53 
  41 
  42 
  35 
  56 
  30 
  1 
  16 
  5 
  4 
  4 
  0 
  0 
  WFRP Scenario: With a Little Help from my Friends 
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  However, once they reach the street containing number 12 (a map of the street is on 
  page 17), the area becomes suspiciously empty.  The locals know something is going 
  on at number 17 - they always know something’s up in this kind of situation - and the 
  grapevine says it’s unhealthy to hang out in that neighbourhood. 
  Once inside number 12, Alphonse takes the adventurers upstairs and gives them their 
  assignments.  He tells them that the kidnappers are holed-up in number 17 across the 
  street.   
  One character is to watch the front of the house through the telescope (carefully 
  surrounded by drawn curtains), while the others are to find a vantage point from which 
  they can spy on the back of the house.  They are to carefully note down (or remember) 
  any arrivals and departures, plus anything they can see going on inside.  Under no 
  circumstances are they to do anything to make the kidnappers suspicious. 
  Alphonse is off to check some other leads concerning the kidnappers’ criminal 
  associates, and will return at midnight to take their reports. 
   
  The Telescope 
  The adventurer at the telescope has the easy job; all he has to do is stay awake and 
  avoid falling out of the window. 
  Through the ‘scope’, he can see the front door, and into Bedroom 1 and Bedroom 3 on 
  the first floor.  On inspection the PC will note that all other windows he can see are 
  shuttered, and the front door is in good condition.  On a successful Average Perception 
  Test (Excellent Vision +10), the PC will notice that there is a skylight on the roof which 
  appears warped and slightly cracked…. 
   
  
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  The Rear 
  One or more PCs will have to find a good spot to watch the rear of number 17.  
  Sensible precautions, such as the use of Skills, Silent Move or Concealment will be 
  needed to avoid trouble.  Adventures who fail to take proper care, or who try to get to 
  close to the house, should be chased off by Frau Koch from No 19, who has a mean 
  temper and wields a rolling pin to match! 
  There are several good places from which to spy on the back of the house, including an 
  obviously abandoned tenement directly behind No 17.  The privy - mere feet from No 
  17’s own outhouse - is even better, although a lot less comfortable for a spy. 
  From their vantage points, the adventures can see the front and back of the house, into 
  the Kitchen on the ground floor, and the three Bedrooms on the second.  All other 
  rooms have curtains drawn apart from the broken skylight to the Attic.  Just what can be 
  seen by keeping watch is covered in The Surveillance section below. 
  See also Sneaking About In Other People’s Back Yards for how handle PCs 
  movements during The Surveillance. 
   
  The Inhabitants 
  There are six men, one ill-tempered dog, 
  and one unhappy boy in the house.  The 
  mastermind of the operation, Claudio 
  Carbonetti, is vicious, evil and cunning.  
  His right-hand thug, Paolo Gentile, is a 
  mindless sadist who worships Claudio and 
  unhesitatingly follows his orders to the 
  letter.  The others in the gang (Knud, 
  Bruno, Axel and Mikhail), are bully-boys, 
  hired for this job.  They follow Claudio’s 
  orders mainly because they’re well paid, 
  and they know what Paolo will do to them if 
  they don’t, even so they have no particular 
  desire to die for 5GCs a day. 
  Guiseppe the dog is Claudio’s pet.  A 
  Tilean Manhound, Guiseppe is about as 
  friendly and playful as a dyspeptic 
  Doberman.  The boy, Sigismund is tied 
  hand and foot in the basement, and wishes 
  he were somewhere else. 
  All the thug’s descriptions and statistics 
  may be found in the Profiles section. 
   
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  Alphonse Hercules de Gasgoigne  - Thief - Cat 
  Burglar - Master Thief - Spy  
  Alphonse is of indeterminate age (he’s actually 96), with slicked black hair and a large 
  waxed moustache.  His green eyes glitter with amusement and an enviably vigorous 
  intellect.  Standing a miniscule 3’ 7”, and very thinly built it is impossible to take this 
  funny little soul seriously, which is precisely the mistake so many criminals have made! 
  The truth is, Alphonse is a brilliant, inventive, observant and generally incomparable 
  private detective.  Multi-skilled and supremely self-confident, he comes and goes as he 
  pleases, he never misses a clue, and he always gets his man. Er, or Elf or Dwarf.  
  Whatever.  His sharp eyes and attention to detail allow him to learn an incredible 
  amount in a short time. These abilities allow him to do lot of overt investigation, though 
  when necessary, Alphonse is not too proud to don a disguise and employ his 
  considerable thieving talents to discover more sensitive information. 
  He has spent much time in Altdorf, Middenheim, Salzenmund and Marienburg as well 
  as Bretonnia (the land of his birth).  Despite being a master of disguise, his build and 
  odd looks means he usually operates overtly, and as such is respected by quite a few 
  high placed individuals who have had cause to hire him.  With a reputation second-to-
  none, Alphonse is in great demand as an investigator, especially by people in high 
  society who value discretion as much as ability.  He isn’t greedy - he accepts or rejects 
  cases on the basis of their merit - and he doesn’t betray the confidence of his 
  employers. 
  Assuming the PCs were successful in their assignment, Alphonse is prepared to tutor 
  characters who are willing to put up with his idiosyncrasies.  Halflings receive a +10 to 
  any Fellowship test they need to make with him. 
   
  Skills: Academic Knowledge (Genealogy/Heraldry), Common Knowledge (Bretonnia & 
  Empire), Gossip +10, Speak Language (Halfling, Breton & Reikspiel), Trade (Cook), 
  Charm +10, Concealment +20, Evaluate +20, Pick-Lock +20, Perception +20, Read/
  Write, Search +10, Secret Language (Thieves Tongue +10), Silent Move +20, Gossip 
  +10, Haggle, Scale Sheer Surface +10, Secret Signs (Thief +10), Disguise, Dodge 
  Blow, Lip-Reading +10, Sleight of Hand +10, Swim, Shadowing, Performer (Actor).  
  Talents: Night Vision, Resistance to Chaos, Specialist Weapon Group (Sling & 
  Throwing), Mimic, Alley Cat, Trap-finder, Streetwise, Street Fighter, Swashbuckler, 
  Schemer.  
  Trappings: Pouch with 24 GCs in small change & 4 small cut Opals worth 50 GCs 
  each, Fine Clothes, *Ring of Subduction, Leather Jerkin, Dagger (envenomed with 
  Black Lotus). 
   
   
  WS 
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  S 
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  AG 
  INT 
  WP 
  FEL 
  A 
  W 
  SB 
  TB 
  M 
  MG 
  IP 
  44 
  53 
  37 
  32 
  78 
  65 
  57 
  66 
  2 
  14 
  3 
  3 
  4 
  0 
  0 
  
  WFRP Scenario: With a Little Help from my Friends 
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  A ‘Short and Thin Figure’? He’s a Gnome for Ringul’s Sake!!! 
  The current edition of WFRP has not introduced or updated Gnomes (who had rules allowing 
  them to played as PCs in the first edition of WFRP) so Steve and Dawn have based Alphonse’s 
  characteristics on that of a Halfling, the main reason for this being the fact that Halflings are 
  seen by some to have certain connections with the criminal world.  Because of this stereotypical 
  view they thought it most appropriate to show Alphonse as a Halfling ex-thief, who has all the 
  right skills and connections with the underworld, but who has had a change of heart and turned 
  his abilities to working some good in the grim Old World. 
  You could also choose to play Alphonse as a Dwarf, although this would make him a much 
  more complicated character (and require some characteristic changes).  For one thing there are 
  very few Dwarfs who come from Bretonnia, although that fact alone might explain why he 
  became a thief.  In which case moving to the Empire may have been the reason for his 
  conversion to a detective.  Seeing how Dwarfs from the Empire acted, he may have felt that life 
  as a rogue would not perceived as a very respectable career so turned his unique talents into 
  an honest living.  He would then have been able to use the reputation of a Dwarf’s honour to 
  build up a position of trust in the circles of the upper-class. 
  Of course, those who have information on Gnomes from earlier editions of the game could 
  simply update them to the current rules and background and run from there. 
  Steve and Dawn chose to reduce the number of magical items that Alphonse had in the original 
  version of this adventure seen as magical items are much rarer in the current edition than they 
  were in the original game, as such they present him with a single magical ring. 
  Alphonse is a unique individual, and nothing is known of how or why he changed from a 
  successful career thief to a detective, but it is possible that his career change was connected to 
  him coming into possession of the Ring of Subduction.  You could, for example, include into his 
  background that he was once hired to steal a precious ring, but during the theft he discovered 
  that his patron was of dubious nature.  As he tried to deliver the stolen item to his patron he had 
  a strong feeling that an attempt was being made to control his actions, this feeling manifested 
  itself as a slight tingling sensation.  With luck, his natural resistance to magic was able to 
  counter this magical attack and the diversion of a Witch Hunter coming to investigate his 
  patron’s activities allowed Alphonse to escape with the ring. This episode may have been a 
  turning point for the thief; making him decide that there must be a safer way to use his abilities 
  while remaining within the law.  And so he fell upon the idea of becoming a hired detective.  
  This short idea helps to make Alphonse a more complicated character; maybe he has become 
  dependent on the magic ring and is very distrustful of people around whom his ring bearing 
  hand begins to tingle.  Any characters with a magical item or who is a spellcaster might find 
  their backgrounds being checked into personally by Alphonse.  It’s then possible that Alphonse 
  will turn up some information he can use in the future if he continues his contact with the PCs or 
  maybe another patron will ask him to gleam information from the PCs, information that they 
  may be withholding for some reason. 
  Ring of Subduction 
  Academic Knowledge:  Magic 
  Powers: This magical ring will make the wearer feel a slight tingle in the hand when within 12” 
  of a magical item or spellcaster. 
  History:  Believed to have been made by the College of Light on command by Magnus the 
  Pious.  The ring was given to Witch Hunter Helmuth Klausner as a gift to aid him in his perilous 
  work.  The ring was lost during service and has been sought after by the Temple of Sigmar 
  since, how it came into Alphonse’s possession is something of a mystery. 
  WFRP Scenario: With a Little Help from my Friends 
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  The Kidnappers’ Plan 
  After Claudio grabbed the kid, he and his band retired to the house.  Then sent the 
  ransom note (by messenger) which gave Orteli 72 hours to raise 5000 GCs or the boy 
  would be killed.  Further, the note told Orteli to wait for instructions on how to hand over 
  the money. 
  Claudio is now waiting for the deadline to expire, at which point he will send a message 
  to Orteli telling him to go to a certain bar in the Altmarkt with the cash.  There Paolo will 
  take the money from him and return to the house. 
  If Orteli doesn’t come up with the dosh, Claudio plans to remove a small bit of 
  Sigismund and send it to him in the belief this will encourage Orteli’s co-operation.  If 
  Paolo comes back with the money, Claudio will kill the boy (there’s no sense in leaving 
  witnesses, after all), then the gang will disperse. 
  As you may have gathered, Claudio is not a very nice person. 
  Fortunately for Sigismund, Claudio hasn’t taken into account the brilliant - nay, 
  astonishing - Alphonse Hercules de Gascoigne, who performed the almost impossible 
  task of tracing the ransom note paper back to a vendor in the Altmarkt.  The stall’s 
  proprietor, eager to co-operate with the funny looking figure who was waving money 
  around, gave Alphonse an accurate description of the “greasy looking number with the 
  big, mean dog” who bought the paper.  For a detective of Alphonse’s talents, tracing 
  Claudio to his hideout was child’s play. 
  Though he doesn’t suspect that anyone knows where he is, Claudio is taking no 
  chances.  The boy is bound hand and foot and locked in the basement.  Claudio, Paolo 
  and Guiseppe are stationed in the Living Room at all times; a guard is on duty in the 
  Hall, and another is in the Kitchen.  The remaining two off-duty guards stay upstairs in 
  Bedroom 1. 
  If anybody tries anything, Claudio expects the guards to buy him time to unlock the 
  basement door, grab the kid, and threaten to kill him unless he and his band are 
  allowed to escape unharmed.  If things go badly, he will set his dog on the child, hoping 
  to make his escape while the rescuers are saving Sigismund. 
   
  The Surveillance 
  The following is a timetable of the events which transpire at No 17 during the PCs 
  watch. 
  Note that NPC’s are listed by name, but as the PC’s have no way of initially knowing the 
  villains’ names, you should call them by their physical descriptions (see Profiles), “the 
  brown-haired man”, “the tall, ugly-looking bloke”,etc. 
   
   
  
  WFRP Scenario: With a Little Help from my Friends 
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  Start (noon) 
  Bedrooms 2 and 3 are empty, and remain that way.  Bedroom 1 contains two men 
  (Knud and Mikhail) playing cards.  One man (Bruno) is in the Kitchen, pottering around. 
   
  12.30 pm 
  A man (Axel) enters the Kitchen and unbars the back door, letting Bruno pass through. 
  The man rebar’s the door behind him.  Bruno is gingerly carrying a bucket (which 
  contains Paolo’s, Claudio’s and Sigismund’s waste).  He takes the bucket into the 
  outhouse, spends some time there on a personal matter, and then returns to the back 
  door. 
  Any PC within 6 yards of the back door may hear on a successful Challenging -10 
  Perception Test (Acute Hearing +20), Bruno knock four times and say “Let me in its 
  Bruno”.  Bruno is let back into the house, and he walks further into the house, leaving 
  the Kitchen. 
   
  1.00 pm 
  Bruno returns to the Kitchen, and Axel goes elsewhere in the house.  The front door 
  opens and Axel leaves; a big man (Paolo) closes the bars the door behind him.  If the 
  PCs think to follow him, Axel heads to a local Inn to pick up enough food for seven, plus 
  a bloody haunch of raw meat. 
   
  2.00 pm 
  Axel returns, carrying a large basket.  He knocks four times on the front door and says 
  something (the watching character can’t tell what unless he has the Lip Reading Skill, 
  in which case he must make a successful Very Hard -20 Perception, Excellent Vision 
  +10).  If the PC is successful he can make out “Let me in its Axel”, Paolo then opens 
  the door, Axel slips inside and the door closes. 
  Several minutes pass, then the adventures at the rear see Axel enter the Kitchen, toss 
  Bruno some food and a bottle, proceed upstairs, and give Knud and Mikhail the same. 
   
  3.00 - 11.30 pm 
  Knud, Mikhail (Bedroom 1) and Axel finish their meal, make trips to the privy (following 
  the same procedure as Bruno which means nearby PCs can learn their names), and 
  then lie down for some shuteye. 
  In the Kitchen Bruno hangs around playing mumblety-peg.  He makes one more trip 
  outside, this time accompanied by a big, mean looking dog on some personal business. 
  The dog, also on personal business, sniffs around the garden and the surrounding 
  area, paying especial interest to the undergrowth etc.  Anyone hidden in the tenement 
  or tenement’s privy are safe from discovery; others may be sniffed out! 
  WFRP Scenario: With a Little Help from my Friends 
  17 
  Meet the Neighbours 
  No. 12 (2 storeys):  Alphonse Hercules de Gascoigne and company. 
  No. 13 (3 storeys):  Empty 
  No. 14 (3 storeys):  Herr & Frau Meisner.  Timid local shopkeepers don’t want any 
  trouble; easily intimidated or bribed.  PR - 43, use Proprietors Profile if needed, WFRP 
  page 235. 
  No. 15 (3 storeys):  Kurt, Burt and Gert.  Local labourers, work all day, drink all night; 
  easily bribed or conned (will probably sleep through all the excitement anyway).  PR - 
  28, use Labourer profile if needed, OWA page 98 or Sell-Swords in WFRP page 235. 
  No. 16 (2 storeys):  Herr Grundrich & Son are coppersmiths who are suspicious and 
  none that stupid.  Tend to shoot prowlers first; never ask questions later.  PR - 43, 
  using Proprietors Profile if needed, WFRP page 235. 
  No. 17 (3 storeys):  The kidnappers 
  No. 18 (3 storeys):  Fraus Petra and Marie, ladies of dubious virtue.  Paying local 
  Watch for protection; won’t hesitate to call them for help if threatened.  Eminently they 
  are bribe-able, though expensive.  PR - 29 using Beggar Profile WFRP page 233 if 
  needed. 
  No. 19 (2 storeys):  Frau Else Koch and Vlad (her incredibly vicious Rottweiler dog).  
  She is a suspicious, ill-tempered, nasty old harridan (there is 48% chance that she has 
  her rolling pin on her at any time).  PR - 43, use the Proprietors Profile if needed, 
  WFRP page 235 and the War Dog Profile WFRP page 233 for Vlad the Dog. 
   
   
   
  
  WFRP Scenario: With a Little Help from my Friends 
  16 
  Climbing Over a Fence - Routine +10 
  Climbing the Corner of a Building - Hard -20 
  Climbing the Flat Face of a Building - Very Hard -30 
  It is advisable that anyone wishing to climb anything more than a fence should use a 
  rope and grapple! 
  Moving on the Rooftops: All movement on the rooftops should be classed as 
  Hampered, for a PC to move faster than this a successful Agility Test required to 
  prevent them from falling. 
  Jumping:   Please see WFRP page 138 for rules on Leaping, Jumping and Falling. 
  Making Noise:  If at any time you feel a PC has made a noise that may be heard, refer 
  to the relevant inhabitant(s) and test their PR to see if they have heard anything 
  (remember to induce the relevant modifiers if the test is being performed at night).  If 
  the neighbour is successful in passing their PR test they will go outside and check out 
  the area, at this point an opposed PR test will be required to see if the PC is spotted. 
   
  Experience Awards 
  10 - 100 For quality of planning.  Reward both common sense and ingenious (but not 
  fool-hardy!)  ideas.  The highest award should go to the PC who consistently came up 
  with the smartest suggestions. 
  15 For detailing with (ie incapacitating) each of the villains - and of the dog!  Capturing 
  Claudio alive and handing him over to the authorities will be worth an extra 20 points 
  each, and will net the PCs 100 GCs in reward money - Claudio is wanted on a number 
  of charges from extortion to arson. 
  30  For rescuing Sigismund (more or less) intact. 
   
   
   
   
   
   
   
   
   
   
   
  WFRP Scenario: With a Little Help from my Friends 
  9 
  11.30 pm 
  Axel enters the Kitchen, and he and Bruno go to wake up Knud and Mikhail.  The two 
  pairs switch places: Axel and Bruno go to bed, Knud takes up watch in the Kitchen, and 
  Mikhail goes to an unknown post on the ground floor (The Hall, actually). 
   
  12.00 - 8.00 am 
  Bedroom 1 is quiet and dark.  A bored Knud sits staring out the Kitchen window.  
  Mikhail pops in from time to time, refilling 3 mugs at a small barrel, and poking Knud 
  when he starts to doze. 
   
  8.00 am onwards 
  The dog is let outside again while Knud and Mikhail have a bit of breakfast.  The guards 
  change shifts at 11.00; then everything proceeds as yesterday. 
   
  Enter Alphonse (Once Again) 
  Alphonse returns to No 17 at midnight 
  that evening.  He listens to the reports 
  on the activities in the house, turns his 
  head on one side, twiddles his 
  moustache thoughtfully, and says, 
  “Ah ha! Zat ees veery fascinating, no?  
  Several zings present zemselves, do 
  zey not? What do you zink, mes amis?” 
  Now is the time for the players to show 
  that all those years spent watching 
  detective programmes on TV were not 
  in vain.  Alphonse coaxes, goads, and 
  orders them to give their interpretation 
  of the intelligence they have gathered, 
  and asks for suggestions on how to 
  rescue Sigismund. 
  Of course, the world’s greatest 
  detective has already deduced 
  everything that can be gained from the 
  evidence, but wants to hear the PCs 
  views anyway so that he can show 
  them how clever he is by criticising 
  their plans. 
   
  
  WFRP Scenario: With a Little Help from my Friends 
  10 
  Alphonse’s Conclusions 
  Sigismund’s Location 
  The boy isn’t being held in the Attic - there are no guards there - and if he was, the 
  villains would have fixed the skylight in the Attic.  Obvious, of course! 
  Sightings indicate that he isn’t in any of the Bedrooms.  It’s possible he could be locked 
  in a wardrobe, but if so, one guard would be ordered to stay awake at all times in case 
  the lad got out or started a ruckus.  By extension, he probably isn’t on the First Floor 
  either. 
  Therefore, if still alive, the boy is somewhere on the Ground Floor or in the Basement.  
  Since the kidnappers ‘live’ on the ground floor it’s more likely that he is imprisoned in 
  the Cellar. 
   
  Number of Villains 
  Six:  two upstairs, one in the Kitchen, plus three more somewhere else on the Ground 
  Floor (Axel’s three tankards, or don’t the PCs remember such important details?). 
   
  WFRP Scenario: With a Little Help from my Friends 
  15 
  Spin-offs From the Encounter 
  At your option, Claudio is a minor member of a small Tilean family criminal group.  He 
  pulled this kidnapping operation on his own, but his failure stains the honour of the 
  family, and Claudio’s brothers seek revenge by trying to kill Alphonse and the 
  adventurers. 
  Alphonse (see his description and profile) has obvious campaign play potential.  He is 
  very useful as a tutor, a source of contacts and jobs, and is loads of fun for you to 
  roleplay. 
  If the adventurers have rescued young Siggy, his prosperous (but mean) father will be 
  delighted.  They will get many dinner invitations, where they can mingle with the Rich 
  and Famous and make good contacts, or as is more likely, make total jackasses out of 
  themselves. 
  If the adventures screwed up and got Siggy killed - and lived to tell the tale - there’s 
  always the chance that either Siggy’s father or any survivors of the gang will come 
  looking for them.  Perhaps Claudio (if he lives) fingers them as co-conspirators!  It’s the 
  sort of low trick that he would try. 
   
  Sneaking About In Other People’s Back Yards 
  While PC(s) are performing the surveillance you will need to perform Opposed Skill 
  Tests to see whether they are spotted by any of the kidnappers or their neighbours (see 
  WFRP p89 for guidance on performing opposed skill test).  The tests will vary 
  depending on the time of day and the PC(s) skills or talents. 
  Day:  Test the relevant neighbours PR (Perception Rating, given in Meet the 
  Neighbours on page 17) against the PC(s) Agility, giving the PC(s) appropriate 
  bonuses if they have the skills Concealment and Silent Move, and/or talents Alley Cat 
  and Keen Senses. 
  Night:  If the relevant neighbour is asleep then their PR must have a Hard (-20) 
  modifier or, if drunk, a Very Hard (-30) modifier.  
   
  Messing About on Rooftops (Night Only) 
  The heights of the houses in the area are as follows;  2 storey houses are 6 yards high 
  and 3 storey houses are 9 yards high. 
  Climbing:  The following are test modifier guidelines for the various different obstacles 
  a PC may wish to climb.  If a PC has the relevant skill Scale Sheer Surface then allow 
  a +10 bonus to the test modifiers below and the same if a PC has the talent Night 
  Vision. 
   
  
  WFRP Scenario: With a Little Help from my Friends 
  14 
  First Floor 
  Combat here means that everyone in the house has a chance to hear the noise, a 
  Perception Test every round is allowed for the inhabitants, the modifiers are Very 
  Easy +30 if the Guards are awake or Challenging -10 if asleep.  Only Bedroom 1 is 
  used, and this contains two guards (see The Surveillance time-line for shifts) who play 
  cards when awake.  Grabbing weapons takes 1 round, but if asleep they take 2 rounds 
  to wake up, 4 rounds to don armour and 1 round to get weapons. 
   
  Ground Floor 
  Combat here results in Perception Tests as above.  Both the Hall and Kitchen have a 
  Guard (armoured and with a weapon at hand, see The Surveillance time-line for shifts), 
  and the Living Room contains Claudio, Paolo and the Dog.  The two men take in in 
  turns to sleep (Paolo has the day shift).  Whoever is asleep takes 2 rounds to wake up, 
  4 rounds to don armour and 1 round to get weapons, the Dog wakes and attacks in 1 
  round. 
   
  The Resolution 
  There are two possible endings to this encounter: either the PCs capture or kill Claudio 
  before he gets to Sigismund, or Claudio gets a knife to the boy’s throat and gives the 
  classic “back off or the brat gets it” line. 
  This latter variant result in a traditional stand-off: Claudio can’t escape, and the PCs 
  can’t get the boy.  A tense bargaining session will ensue, as Claudio and the PCs 
  attempt to come to terms.  Claudio offers to hand over the boy for money and safe 
  passage (100 GCs will do it), though if pressed the leader will accept just the safe 
  passage. 
  However, the PCs must convince Claudio that they’ll let him pass safely.  This is a real 
  test of player ingenuity, and a possible solution is for one of their number to volunteer to 
  take the boy’s place.  This is exceedingly dangerous, but Claudio would gain little 
  benefit from killing the character (there’s no money in it) and the last thing he needs 
  right now is more enemies.  If an PC does something this heroic, reward him by sparing 
  his life - Claudio drags him a couple of blocks, and then knocks him on the head and 
  leaves. 
  Obviously, if Sigismund is killed or the kidnappers take him somewhere else, the PCs 
  have failed.  There will be no recriminations from the boy’s father or from the 
  authorities.  Of course, Alphonse may not wish to associate with them again; unless the 
  failure was due to bad luck (ie the plan was good). 
   
   
  WFRP Scenario: With a Little Help from my Friends 
  11 
  Lines of Attack 
  Food: Something unpleasant could be introduced into the villains’ grub at the Inn, but 
  with the drawback that any poison might be noticed, the child affected (possibly fatally) 
  or the villains’ forewarned of the adventurers’ impending arrival. 
   
  Frontal Assault: Alternatively, Axel could be bushwhacked during his foraging trip to 
  the pub, and someone else disguised as him could walk up to the front door.  Chances 
  are that the ‘password’ is simply his name (just like the backdoor). 
  When the door opened, the other adventurers, hidden nearby, could rush in and 
  overpower the guards.  Of course, the plan would fail if a different password is used, or 
  if the impostor is spotted before the door is opened.  Also, the impostor would have to 
  hold the door alone until the other PCs got there. 
   
  Rear Assault: A guard could be bushwhacked in the loo, and replaced by a suitable 
  party member. 
  The drawbacks here are that the guard in the Kitchen might hear the scuffle, and the 
  substitution would have to be hurried not to arouse suspicion. 
   
  Skylight Entry: Apparently the least defended entrance, which may mean it is trapped. 
  The skylight is also a long way from Sigismund’s most likely location, and would involve 
  a dangerous and possibly noisy trip across the rooftops. 
   
  Planning the Rescue 
  Now the adventures must decide upon a plan of action.  To do so they should take 
  stock of their resources to see which might be of help in defeating their opponents. 
  Through Alphonse you could remind the players of skills and special abilities they might 
  have forgotten.  Don’t make their plan for them, but feel free to point out any obvious 
  oversights or mistakes they are making. 
  You may be surprised at the brilliant plan your players concoct.  In normal 
  circumstances, combat comes upon characters suddenly - usually somebody opens a 
  door he shouldn’t, and a bunch of annoyed goblins try to take his head off.  While this is 
  loads of fun, this type of encounter provides little time for the adventures to think.  Give 
  players half an hour to exercise their fiendish imaginations and they’ll surprise you 
  every time. 
   Whatever plan the players decide upon, play it straight.  It is quite conceivable that 
  they’ll dream up something so devious that they’ll win without a fight.  If so, let them.  
  You shouldn’t feel constrained to have a climactic melee at the end of the scenario if 
  
  WFRP Scenario: With a Little Help from my Friends 
  12 
  the situation doesn’t warrant it - and it might not, if your players have been really 
  sneaky! 
  However, if their plan is slipshod, so be it.  Let them suffer.  If they can fight their way 
  out of their mistakes, well good for them.  If not, well that’s too bad for Sigismund, the 
  adventures’ lives and Alphonse’s reputation. 
   
  Exit Alphonse: 
  After the adventurers have come up with a plan, it’s time for Alphonse to disappear.  If 
  you look at his profile and description, you’ll note that he’s a pretty decent fighter, and 
  you don’t want him getting directly involved and hogging all the glory. 
  If the adventures are out-matched by all means let him stick around.  But if not, there 
  are a couple of easy ways for you to dump him before the Big Battle. 
  First of all, there’s simply removing him as an active participant.  Have him fall from 
  somewhere high, or have something heavy fall on him, leaving him emphatically 
  unconscious.  This is moderately sleazy and your players may gripe at such an obvious 
  plot device, but them’s the breaks! 
  Alternatively, you can have something come up during the operation which threatens 
  everything and Alphonse goes off to take care of it. 
  For example, as the PCs and Alphonse are crouched outside No 17, ready to attack 
  Bruno when he goes to the loo, a bunch of City Guards march onto the street and begin 
  pounding on doors, obviously conducting a search.  Alphonse tells the PCs that he’ll 
  distract them for as long as he can, hopefully giving the PCs time to finish the assault… 
  If things get out of hand later and the PCs are in deep trouble, Alphonse can always 
  show up at the last minute to save the day. 
  As a final option you may like to have Alphonse waiting out in the street, so that he can 
  follow one of the fleeing kidnappers: “…in ze ‘ope zat ee will lead me to, ‘ow you say, a 
  much bigger fish.”  Again, this gives you the opportunity of involving the detective at a 
  later time if needed. 
   
  The Rescue 
  The actual break-in will be as easy or difficult as the PCs make it for themselves.  
  Claudio’s objective in the event of trouble is to unlock the door to the basement and get 
  the kid (3 rounds) and get back upstairs (2 rounds), while Paolo and Guiseppe buy him 
  time.  Paolo will fire his Blunderbuss and then Charge; Guiseppe will just Charge.  
  Once Claudio is upstairs with Sigismund, he’ll threaten the boy’s life unless the 
  adventures let him leave. 
  When all the whacking and yelling starts, the guards will attempt to rally to Claudio, but 
  if they’re badly outmatched, they will do their best to flee. 
   
  WFRP Scenario: With a Little Help from my Friends 
  13 
  No 17 Wendenbahn 
  Attic 
  Gaining entry to the house from here may result in a number of Perception Tests, 
  rolled by the guards in Bedroom 1.  These are made with a Routine +10 modifier if they 
  are awake or a Very Hard -30 modifier if they are asleep (Acute Hearing +20). 
  Unless oiled, the skylight will squeak on opening.  The drop from the skylight to the floor 
  is 3 yards (Perception Tests for the Guards unless a rope is used).  The place 
  contains lots of (damp) old furniture, plates, rugs, etc that can trip PCs up (Perception 
  Tests) unless they have a light source or the Talent: Night Vision.  The trapdoor to the 
  first floor is also squeaky (as the skylight), and the ladder has a broken step.  Unless 
  examined, the first PC down must make a successful Challenging -10 Perception 
  Test to see the broken step or otherwise make a successful Agility Test or fall (make a 
  Perception Test for the Guards, moving the Test Difficulty modifier to Very Easy +30 if 
  awake or Challenging -10 if asleep). 
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/With a little help from my friends.pdf