TEXT:  
  Written by Doug Billingsly.   
  Story Concept by Jay Hoffman.  
  All original art except page border by Jay Hoffman 
  Page Layout by Doug Billingsly 
   
   
   
  This adventure is designed to be used with Warhammer Fantasy 
  Roleplay.  Nothing herein is to be considered a claim nor  
  challenge to the voluminous copyrights and trademarks of that 
  or associated properties. 
  Introduction 
  A Gut Feeling is set in the city of Sotturm, a once-sizable town a couple days 
  ride south of Middenheim, although it could be moved to any other town of 
  similar size. A Gut Feeling is designed for a 3-5 characters on their first or 
  second career, but could  provide a challenge for even more experienced  
   
   
   
  characters. Although there are several physical dangers, the real challenge 
  will be the player’s own preconceptions.  This scenario relies heavily upon 
  the role-playing skills of the Gamemaster. 
   
   
  Table of Contents 
  Beginning the Adventure…………………………………………………… 
  Dinner at The Gilded Harpy……………………………………. 
  No Dessert……………………………………………………….. 
  The Story………………………………………………………… 
  Sotturm………………………………………………………...… 
  Part 1:  Imprisonment and Release…………………………………………. 
  What’s in the Bag?......................................................................... 
  Part 2: Meet the Master Wizard………………………...………………….. 
  Metrious Richthofen…………..………………………………... 
  Jax………………...……………………………………………… 
  Where Do We Start Looking?...................................................... 
  Part 3:  Meet the Suspects……………...…………………………………… 
   
  The Waiter…………………………………………………….… 
   
  The Weapon Smith……………………………………………… 
   
  The Black Smith…………………………...……………………. 
           
   
  The Witch……………………………………..………… 
   
  The Guild Master……………………………….………. 
   
  The Elixir Man………………………..………………… 
  Part 4:  The Murderer Revealed……………………………………. 
   
  Metrious Lies…………………………...……………….. 
   
  Returning to Brocuff’s……………………………...…… 
   
  The Rabbit Hutches…………………………….……….. 
   
  The Rabbit Masters……………………………………… 
   
  Fidget…………………………………………………….. 
   
  Wilricus, the Coachman…………………………...…… 
   
  Dimark, the Cook………………..……………………… 
  Next Attempt……………………………………………. 
  Finale……………………………………………..……… 
  Repercussions……………………………………………. 
  Rewards………………………………………………….. 
  Appendices……………………………………………………...…… 
  A Gut Feeling 
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  11-15  
  
  Beginning the Adventure 
  The key to getting the ball rolling is to get the PCs into sharing a meal with a 
  rich guild master, in public, with his entourage of bodyguards and servants.  
  This adventure assumes they are being offered a job of some importance, 
  bigger than any job they have been offered before.  The guild master is offer-
  ing more than the characters ever hoped for, be it gold, information, political 
  power or legal help.  He can offer them anything (and even honestly be 
  prepared to deliver), because he won’t deliver…he’s going to die.  However, 
  he could just as easily be calling them to dinner to threaten them or play a 
  prank.  Whatever serves the needs of the party best should be pursued. 
   
  The PCs are invited to dinner at the nicest restaurant in all of Sotturm, the 
  Gilded Harpy, either by following up with an advertisement if they are job 
  hunters or a messenger if they have developed some sort of reputation.  It 
  should be obvious to the PCs that tattered leather and mud and blood-
  spattered robes will not be proper attire.  Preparing for dinner could be an 
  adventure unto itself.  Certain occupations can make this part quite simple.  
  At the end of it, their appearance really will not keep them from being 
  seated as they will be expected; it will only affect the attitudes of the waiting 
  staff which may vary all the way from pandering to repulsion. 
   
  Dinner at The Gilded Harpy 
  The Gilded Harpy is a large, new building. Marble steps wrap around a bub-
  bling fountain leading up to the brass banded front doors.  From the center 
  of the fountain rises a single pillar topped with a four-foot tall golden 
  (painted) statue of a hissing harpy.  At the door, several armed doormen in 
  uniform ask for names, check lists, confiscate weapons and silently judge 
  every customer.  Their manner is crisp and professional.  They do not search 
  anyone, so if any of the PCS want to sneak in a weapon that could conceiva-
  bly go unnoticed, they simply succeed.  Use the stats for Town Guards on 
  page 235 of the WFRP core rulebook if your players choose to end this ad-
  venture before it begins or if they try to steal the statue or something (300 
  GC by the way and they best try to sell it in another town). 
   
  The Gilded Harpy has many rooms, all elegantly decorated in plush red 
  velvets and polished gray marble.  The largest room has an accompanied and 
  accomplished elven singer, but other rooms  have several dancers and even a 
  juggler. Every employee from the singer to the waiters have clean, many-
  buttoned deep red and gold uniforms. The entire place just smells expensive.  
  After any parley between the PCs and the maitre d’, the party is escorted to a 
  room (passing through the largest) with only six tables. The music and clat-
  ter of the restaurant seem to mute as the PCs enter.  While certainly not 
  private, this room is considerably more intimate and better suited to in-
  volved discourse.  Along each wall, well out of earshot stand 12 men and 2 
  women, all in blue uniforms with white unicorns rampant emblems.  They 
  are the entourage of Blasius Goldmann, guild master of the Middenland 
  Goldsmiths.  Nine of them are his personal bodyguards and none too happy 
  about being told to stay this far from their boss. The other three are his Head 
  of Accounts, legal consultant and herald.  Goldmann sits alone at a table set 
  for himself and the PCs.  Blasius is a shrewd, corpulent man with a powerful 
  confidence and a penchant for performance.  He beckons each to sit and 
  order their food.  He orders a bottle of  fine Tilean wine and a marinated 
  boar haunch in juniper berry sauce.  When everyone has started eating, he 
  get to business : 
   
   
   
   
   
   
   
  Quickly, the plate of honeyed cherries arrives.  As he eats the cherries 
  whole, he will cheerfully answer questions, although there isn’t much else to 
  tell.  He cannot give any actual details about who they’ll be spying on and 
  where as he doesn’t really know who he needs to be watched yet and many 
  of the guild masters aren’t in town yet.  He can say that they will not be 
  asked to commit murder or harm anyone.  Once they have agreed, he will 
  give them a card on which is written: Tumbler alley, behind the big, red 
  brick.  After they have read it, he asks them to burn it and the card bearing 
  the payment offer with the candle at the table. As soon as the cards lights up, 
  he suddenly looks very angry: 
  Before their eyes, Goldmann seems to puff up his chest and blood trickles 
  from his mouth.  A wet cracking sound can be heard with an routine (+10%) 
  Perception test.  His face turns red, then purple quickly as he wraps his arms 
  around his stomach.  He retches great gouts of blood across the table and on 
  anyone near him. His lower ribs are shunted out, breaking horridly and 
  sprouting through the skin as if something was growing in his stomach.  He 
  collapses in a doughy heap, his abdomen distended beyond anything nature 
  could achieve. All witnesses must make a Willpower test or gain 1 Insanity 
  Point. 
  The bodyguards will not allow the PCs to leave and within 3 rounds, Gilded 
  Harpy guards will start coming into the room as well. Goldmann’s body-
  guards are well trained and experienced individuals.  If forced to, they will 
  strike to stun and restrain the PCs, who should be short on weapons.   
  Welcome! Eat!  Such an honor to sit down with persons of action!  I 
  have a job for the discreet and capable.  I have written what I am will-
  ing to offer for the completion of this job on this card. Take it, I want 
  you all to know what you have to gain.  The task at hand then:  The 
  guild masters are returning to Sotturm finally.  We have many argu-
  ments ahead of us.  We haven’t even drawn up a single contract and I 
  may already have made a few enemies.  Truth be told, I need people to 
  watch and report on the actions of my…peers.  Those persons need to 
  work exclusively towards my interests and they need to be someone 
  that’s never worn a unicorn on their breast.  I need spies over the next 
  four weeks. 
   
  I can have no association with you. That leads us to ask:  Why have we 
  met in public, with all these witnesses? Well, any hope of setting up 
  this partnership in secret would be slim at best.  If we are agreed to 
  your obligations and your price, then we will have a rather impressive 
  argument. My men will throw you out, I will invite my barrister to 
  finish the meal with me where I will explain the entire affair to him. 
  Any contact after that time will be done between you and him using a 
  secret drop point. One of you can read, am I correct? After you leave 
  tonight, a group of drovers will be brought in and I’ll hire them to 
  fetch some things from my home, thereby explaining my call for labor. 
  Waiter!  Bring me some of those wonderful cherries!  
  You have the audacity to burn my offer and threaten me? ME?  How 
  DARE you? Do you KNOW who I AM?!!  DO YOU KNOW WHO I 
  AM!!?  I will not stand for this!  I will not tolerate scum as low as you 
  to racketeer the noble and blessed House of Goldsmiths!  I have every 
  right to have you hung for these threats!  Guards!  Where are the 
  guards?  Waiter!  Go get your..  your…. I need help.  Help m….. 
  2 
  A Gut Feeling 
  
  If the characters attempt to help Blasius, let them try, let them get covered 
  in blood, let the bodyguards tear the characters from his dying form while 
  he paws them in the desperate, vain hope that he can be saved.  He cannot, 
  of course, survive.  No amount of healing, magical or otherwise will halt his 
  agonizing death, but it could make it drag out a bit.  He is dying because he 
  has three large, spike metal balls in his stomach. 
   
  Overheard during all this will be the general screams, gasps and nervous 
  chatter of the witnesses, other patrons of the Harpy: 
   
  “What’s happening?”, “I think I’m feeling faint.”, “Someone help that man!”, 
  “What are they doing to him?”, “Help! Someone get the Watch!”, “He 
  must’ve ordered the lamb too.”, “It’s monstrous!”, “Isn’t that Blasius Gold-
  mann?”, “He’s dying!” and “Witchcraft!”’ 
   
  No Dessert 
  The characters will all be arrested, thoroughly searched and imprisoned.  
  Seeing a crime committed, especially such a shocking one does something to 
  people’s perceptions.  The witnesses are the real problem here.  They are all 
  honest, decent folk who really witnessed a horrible crime and will state 
  certain uncomfortable observations with absolute conviction.  Most of the 
  witnesses can attest to these details: 
  -The PCs threatened the victim.  
  (Of course their imagination has filled that in – they heard Gold-
  mann say they were threatening him.)  
  -If the PCs tried to help him physically at all, the witnesses say 
  they saw the PCs attack the victim.   
  (What else would it look like?) 
  -If any of the PCs tried to leave the scene before the authorities 
  arrived, this is noted by all as very suspicious.   
  (Why would you run if you were innocent?) 
  -If any of the PCs pulled a hidden weapon, this is noted by all as 
  very, very suspicious.   
  (So you planned on getting into a fight?) 
  -Were they a little bit rude to the staff?  Even if they were merely 
  terse, it gets greatly exaggerated by the maitre d’.  
  Remember, there is no presumption of innocence in the Empire. Any way 
  you crack it, the PCs are slated for the gallows. 
   
  The Story 
  Tankred Richthofen was a good, honest lawman. He was fearless in his in-
  vestigation of corruption within Middenland’s guild houses and suffered for 
  his valor.  Tankred was falsely accused of various crimes of corruption and 
  extortion, imprisoned in Sotturm’s dungeons and died of mysterious causes - 
  at least, his brother thinks so.  In truth, Tankred was guilty of every crime 
  for which he was sentenced and many worse besides; he just liked to write 
  heroic stories with himself as the hero. He died from a simple lung infection. 
  His brother, a Master Wizard named Metrious, inherited Tankred’s diary 
  after his death and read of the horrid injustices Tankred’s heroism bought 
  him.  Exhausted from defending the Empire during the Storm of Chaos, 
  Metrious made his way to his old hometown to set up a lab in Tankred’s old 
  home and helped the townsfolk rebuild, but his heart still cried out for 
  vengeance against the guild masters that destroyed poor, poor Tankred. 
   
  Sotturm 
  For the purposes of this adventure, Sotturm is a moderately-sized town that 
  suffered greatly from the Storm of Chaos.  It did not have the natural or 
  military defenses of Middenheim and was nearly razed to the ground.  Now, 
  because of Sotturm’s strategic position as central to the major trading routes 
  in Middenland, it has risen quickly.  Only small details still linger to hint at 
  the awfulness that befell the town.  Sotturm is still missing some key people.  
  Blacksmiths, carpenters and masons are in great demand in Middenheim 
  right now as the great city rebuilds itself.  As a result, even moderate-sized 
  towns find themselves relying upon amateurs for vital skills. But the Guild-
  masters of Middenland always used Sotturm as a headquarters and neutral 
  land where negotiations of consequence can be hammered out.  For a its size, 
  Sotturm has an inordinate amount of plush villas, expansive warehouses and 
  fine eateries. And the intrigues….well, they are something else too. 
   
  Part 1:  Imprisonment and Release 
  Sotturm’s dungeons aren’t so bad, really.  While not exactly comfortable, 
  they are warm and there is bedding.  However, dungeons are for those  
  convicted of crimes.  For those awaiting judgment for crimes like murder or 
  treason, it’s straight to the gibbets.  A gibbet is hanging cage that does not 
  allow a human-sized person to stand up or lay down.  These gibbets are rusty 
  and filthy; any fine clothing worn in the gibbets is permanently and vividly 
  soiled.  The gibbets are remarkably uncomfortable, deliberately so. In  
  Sotturm, the gibbets are attached to a metal bar that is hinged to swing in a 
  complete circle and hang the cage almost two yards from the supporting 
  pole.  The cage is rotated to hang over a six yard drop to a large, circular pit 
  occupied by an always hungry, one-winged hippogriff.  His name is Hugo 
  and he lost his valiant master and a wing in the preemptive stages of the 
  Storm of Chaos.  Sotturm just didn’t have anywhere else to put him and 
  didn’t have the heart to kill him.  Above Hugo’s pit hang eight gibbets.  One 
  is occupied by a thief.  No one has tried to escape the gibbets since Hugo 
  moved in. 
   
  Once they have been allowed to hang for the night, just the characters, a 
  thief, Hugo and two jailers (or enough to dissuade escape attempts) armed 
  with crossbows and clubs, a man approaches the gibbets.  He appears to be in 
  his mid-forties with a sharp face and sharper eyes.  He wears an ornate  
  magistrate’s suit and hat. 
  With that, he turns and leaves immediately.  The characters are expected to 
  wait, uncomfortably for their bureaucratically-sanctioned doom.  If they 
  aren’t demoralized yet, the GM has not been doing his or her job.  Luckily, 
  not too long after that (right after someone says, “This couldn’t get any 
  worse!”  or bemoans the nature of the situation…not too long) the gibbets 
  are approached by Sergeant Pellen, a pudgy fellow with wide compassionate 
  eyes.  He is dressed in the traditional yellow cloak of a Sotturm watchman of 
  some authority, is armed and carries a bag.  As he tells the jailers there has 
  been a mistake, he uses a hooked pole to pull the gibbets back to the ledge 
  and takes out a key and releases everyone but that thief. It’s time to get the 
  players active.  Sergeant Pellen answers any questions he can.  Some of the 
  most likely questions and answers are provided: 
   
  Why are you helping us? 
  Because you’re innocent, aren’t you? 
   
   
  It is a good morning!  I am Captain Krebs.  You have been accused of 
  the crimes of murder, witchcraft, incongruous acts of chaotic nature 
  and racketeering.  However, I cannot sit in judgment over the murder 
  of a guild master of the Middenlands.  So I am off to acquire a guild-
  approved judge from Middenheim.  I should be back in four days.  I 
  have informed Sergeant Pellen to prevent your deaths until you have 
  sat in judgment.  Any and all confessions will be diligently recorded 
  should any of you decide to unburden your souls.  
  3 
  A Gut Feeling 
  
  How can you be so sure we‟re innocent? 
  I can‟t, but Metrious says you‟re innocent, so that‟s good enough for me.   
   
  How does this Metrious know we‟re innocent? 
  I don‟t know.  
   
  So why does  Krebs think we killed him? 
  He has all the evidence bound up tightly in a nice little package.  He has 
  motive, opportunity and a restaurant full of rather reputable witnesses.  Isn‟t 
  often a murder case is this easy. 
   
  If we explain all this, will we be found innocent? 
  Not the slightest chance of that.  Most likely, you won‟t be allowed to even 
  talk at the trial. 
   
  What about trial by combat? 
  Bad  idea.  Trust me.  You haven‟t met Mentag. 
   
  What will happen to you over this? 
  I‟ll spend a few days in the gibbet and Metrious will speak for me and get me 
  pardoned. 
   
  Why would you do this for us? 
  If it weren‟t for Metrious, my wife and my three girls would have starved in 
  the streets. I‟m not doing it for the lot o‟ you, it‟s him I owe my life. 
   
  Who is Metrious? 
  Our very own High Wizard Metrious Richthofen.  He is the voice of reason 
  in these parts.  He helped us rebuild from the ashes and he was the one that 
  said we shouldn‟t hang all the deserters, but let „em come back and join us in 
  rebuilding.   He fed a lot of starving families too.   Lots o‟ folk owe their lives 
  to Master Richthofen. 
   
  Well, what should we do? 
  Run.  Run until you‟re out of the Empire.  Unless you think you can find the 
  murderer in less than four days. [gently scoffs] 
   
  Find the murderer… 
  I was joking.  If you don‟t find the murderer in 4 days or so, you‟re doomed 
  regardless. 
   
  What about our weapons and equipment? 
  I‟m sorry.  He‟s locked them away. I don‟t have the key to the vaults.   
   
  Bloody #@$!&@!@ hell! 
  I know.  Again, I‟m really sorry. 
   
  How did Goldmann die? 
  These[hands them a bag that weights about 3 kilograms] were found in his 
  stomach.  [see What‟s in the bag?] 
   
  How many wizards are in town? 
  Only Master Richthofen.  He‟ll be able to answer any questions about the 
  magic involved. 
   
  We‟ll find the murderer! 
  Fine, but be warned, the other watchmen will believe me this far, but just 
  barely.  We can‟t give you any help.  You can‟t be seen committing any 
  crimes.  You get hauled in again, that‟s it.  Also, you need proof.  And last, if 
  you start harming innocent people, I promise you, you‟ll be worse off than if 
  I never let you out of there. 
  What’s in the Bag? 
  Inside the bag are three spiked metal balls.  They each weigh about a kilo-
  gram and measure 20 centimeters across when including the spikes.  They 
  are crude in manufacture…almost so bad it looks deliberate.  A Very Easy 
  (+30%) Trade: Blacksmithing test tells you it took an actual blacksmith to 
  make this, but he was either very bad at what he does or he was pretending 
  to be very bad. A Perception or Search test finds tiny writing scratched into 
  each spiked ball.  The writing is in Reikspiel and spells out the word, 
  “Waiter.”  Sergeant Pellen will allow the characters to take one of them for 
  investigative purposes.   
  Part 2: Meet the Master Wizard 
  Without a doubt, the first person to see should be the Master Wizard Metri-
  ous Richthofen.  He lives in a squat tower and adjoining two-story villa.  
  Villa Richthofen is certainly a tasteful, expensive homestead, but not an 
  extravagant one.  Around back, are the rabbit hutches.  Metrious inherited 
  them and continued breeding the rabbits to provide cheap meat to the starv-
  ing town as the Storm of Chaos abated.  The other meats had been killed, 
  stolen or “appropriated for military use” during the war.  Metrious has pro-
  vided many desperate families the rabbits without fee.  Surrounding the 
  grounds is an old 10-foot tall iron fence.  A cursory examination finds a gap 
  where one bar has fallen out and has not been repaired.  Any human, elf, 
  halfling or dwarf could easily climb through this way, but as they first ap-
  proach, this is obviously completely unnecessary as the front gates are open. 
   
   
  4 
  A Gut Feeling 
  
  If the characters ring the front bell or knock, they wait a few short moments 
  before the door opens.  Staring out at the party from the doorway is a short 
  man of slight build in his late thirties.  He is wearing leather gloves up to his 
  elbows, a tradesman’s leather apron and his shoulder-length hair is pulled up 
  into a knot to keep it out of his face..  On his head he wears an odd set of 
  spectacles.  They are made up of four small circular lens, two set upon the 
  other two.  They look very much as if someone had simply bonded two sets 
  of glasses together.  These are effectively bifocals.  His eyes are narrowed to 
  the light, but he has a gentle smile on his face. 
   
  Metrious Richthofen 
  Ask anyone and they will tell you that Metrious Richthofen is a nice man.  
  He came back to his hometown after the war and helped rebuild Sotturm.  
  He helped feed people and made helpful suggestions all along the way.  He 
  never vied for power or praise.  He really cared about the people around him 
  despite the cool reception his career and name earned him when he first 
  came to town. 
   
  The thing is, the townsfolk are right.  Metrious really does care about them.  
  He is authentically a kind-hearted and compassionate soul.  He is charitable 
  and forgiving.  He can forgive most any offense.  That is, except the framing, 
  imprisonment and murder of his poor, valiant brother. No, that he will not 
  forgive. He will hear nothing bad said about Tankred.  Who could know 
  Tankred better than him? 
   
  Metrious sent Sergeant Pellen because he would hate for innocents to be 
  harmed because of him.  However, should anyone get between Metrious and 
  his revenge he will casually watch them die.  He’s made the hard decisions 
  in the past.  Metrious doesn’t want anyone to suffer needlessly, but he feels 
  only passing remorse for those that do need to suffer for his plans or liveli-
  hood to continue. If asked how he knew the PCs were innocent of this mur-
  der, Metrious will answer: 
  It’s important that the characters really feel that Metrious likes them.  It is, 
  after all, true.  Even rude or callous  characters are treated as delightfully 
  colorful and interesting conversationalists.  Any accusations are answered 
  directly and without resentment.  He takes no offense at any seeming para-
  noia or suspicion.  He will try to guide and offer advise, but will not push, 
  insist or demand anything of the characters.  He won’t hear any ill talk of 
  Tankred nor will he allow the PCs into the rabbit hutches (see Rabbit 
  Hutches, Part 3), but little else will he keep from them.  Metrious invites the 
  party into his home and asks if they are hungry.  Metrious will do his best to 
  be a good host.  As appropriate, he will: 
  -Gladly answer questions 
  -Call in his coachman to tend to any wounds 
  -Feed the characters (oven-roasted rabbit and bitter tea) 
  -Drink with them (but in moderation).  He’ll pull out a strong Stirland stout 
  he keeps for company 
  -Give them a tour of his villa, including his art collection (mostly pastoral 
  landscapes by talented Bretonnian artists) and his library 
  -Commiserate upon their recent woes. 
  -Tell them the easiest roads to quickly exit the Empire without being caught 
  -Tell war stories 
   
  -Offers them some basic weaponry from his weapons closet to protect them-
  selves:  Any weapon in the ordinary or sling weapon group is available.  All 
  of them are of Common quality.  He does have one Best quality warhammer 
  (hand weapon) displayed on his wall, ordered by Tankred before his death 
  but completed well after.  It was forged by Hector Kalletia and is beautiful.  
  Metrious will not part with it.  
  -And if the characters are receptive, he will tell them why its so important 
  to him to protect the innocent from unjust punishments.  He’ll tearfully tell 
  the tale of poor, valiant Tankred.  His honor and reputation permanently 
  besmirched, his life taken in its prime. Remember, he believes all of this to 
  be true. 
   
  When the issue of the magic murder balls comes up, he will do his best to 
  answer their questions. This bit of dialogue assumes the characters allow him 
  to investigate the murder ball.  He will concentrate a few moments and 
  quietly attempt to pick up anything with his witchsight.   
  JAX 
  Jax is Metrious’s familiar.  He made Jax only a few months back, but they act 
  like they grew up together.  Jax is a one foot-tall homunculus with a lumpy 
  human-like torso.  From the waist down, he has hairless, rabbit-like legs and 
  feet that provide him with a remarkable speed.  He has a buck-toothed hu-
  man face on his lumpy, elongated head and two hairless rabbit ears.  All in 
  all, Jax is a disturbing little figure to behold, but the most disturbing feature 
  is his bulging, polished gold eyes.  They are simple golden globes jutting 
  from his face, but the distorted reflections in those eyes seem tainted for 
  having been there.   
   
  Jax is shy and careful.  He will never get too close to the PCs if it might put 
  him in real danger.  Jax should be near invisible as the scenario begins and 
  his presence should be sensed subtly as the investigation progresses.  The 
  PCs may catch the briefest glimpse, find tracks, tiny handprints, two golden 
  eyes gleaming from a large rat hole or see an ear poke around a corner.  Any 
  sighting should be fleeting and not allow the PCs to make a real attempt at 
  capture him.  If Metrious is ever confronted about Jax, He’ll openly admit 
  that Jax is his familiar and he was worried for the party so has told Jax to 
  keep an eye on them. 
   
  Where Do We Start Looking? 
  The investigation needs to be owned by the PCs.  These are some of the 
  people the characters could investigate, but these should mostly be suggested 
  by Metrious or another NPC to help when the characters can think of no 
  other leads.  The PCs may keep returning to Metrious throughout the adven-
  ture.  Since Metrious couldn’t talk the PCs into leaving town, this is exactly 
  what he wants to happen.  He will cheerfully feed the characters red her-
  rings and misinformation.  Metrious  soon realizes he can guide the PCs into 
  his own enemies and the situation really becomes hairy.  Depending on the 
  nature of  the investigation the PCs pursue, some of the primary suspects 
  may not be encountered or even mentioned to the PCs.  Also, the GM may 
  want to exclude some of the suspects because of the PC’s inclinations or the 
  preferred length of the adventure. 
   
   
  I can feel the imprint of Aethyric energies upon this…thing, but it is a 
  waning, faint imprint.  There is no magical quality left to it, only the 
  lingering texture of past enchantment.  There is no college of magic that 
  could shrink these to the point they could be swallowed.  It was ritual 
  magick that did this.   So there is a wizard living right under my nose and 
  I wonder where he’s been hiding? 
  Krebs isn’t the only one with eyes in this town.  You were obviously as 
  surprised by the murder as the victim.  And this murder took planning 
  and execution. If you are killed for this crime, the murderer will have 
  the freedom to kill again without the scrutiny of the Watch.  Anyway, I 
  can give you some supplies to get you on your way out of the Empire 
  and safe as quickly as possible. 
  5 
  A Gut Feeling 
  
  The Waiter:  Vander Strolmann 
  Clues: He served the last meal, and likely the magic murder balls, to Gold-
  mann.  Also, “waiter” has been inscribed onto each of the murder weapons. 
   
  The Weaponsmith: Hector Kallentia 
  Clues: Someone had to make those delectable death orbs and any townsfolk 
  can direct the PCs to the only weapon-maker in Sotturm. 
   
  The Blacksmith: Udo Grottholst 
  Clues: Someone had make those specialized spiked spheres and it would not 
  necessarily take a weapon-maker.  There is only one blacksmith in town. 
   
  The Witch: Gretel Hartusch 
  Clues:  There is an old woman outside of town that can offer esoteric ser-
  vices, for a price. (Routine +10% Gossip test) 
   
  The Guild Master: Russet Glaser, Guild of Glass Blowers 
  Clues: Metrious mentions that one Guild Master has been in town for a few 
  weeks.  Guild Masters do make enemies of their peers often enough.  Russet 
  was eating at the Gilded Harpy on the night of the murder. (Average +0% 
  Gossip test) 
   
  The Elixir Man: Sweideger Munken 
  Clues: There is a man selling magic potions and trinkets.  (Easy +20% Gossip 
  test)  Some say he was at the Gilded Harpy on the night of the murder. 
  (Average +0% Gossip test) 
   
  Part 3:  Meet the Suspects 
  The PCs may wish to ask townsfolk about the murders, strange or odd peo-
  ple in town, the Guilds or even Metrious.  Below is a short list of some exam-
  ples of rumors floating about that can be unveiled by way of Gossip tests. 
   
  Blasius Goldmann asked a daemon to turn everything he touched to gold, so 
  the daemon made even the food he ate to turn to gold and choke him. 
  FALSE 
   
  Goldmann likes to hire spies to get information about his rivals. TRUE 
   
  Hector Kallentia cools each new-forged blade in the body of a living kid 
  (baby lamb).  FALSE 
   
  There’s a woman north-west of town that can work spells for a price.  TRUE  
   
  [See The Witch: Gretel Hartusch] 
   
  Someone saw a white-haired man riding a demonic horse on the outskirts of 
  town last night.  TRUE  
  This is Russet Glaser late for a meeting with another spy using the spells 
  Shadowsteed and Doppelganger. 
   
  All the dogs in Sotturm started howling when Goldmann died.  FALSE 
   
  The doctor that is selling magical potions about town was juggling at the 
  Gilded Harpy the night of the murder and he didn’t have a mustache then. 
  TRUE 
  [See The Elixer Man: Sweideger Munken] 
   
  The Waiter: Vander Strolmann 
  Vander Strolmann is a bad man, but certainly not a very ambitious or capa-
  ble one.  He is petty and envious of the patrons he serves every night.  He 
  feels he is deserving of greater things and lets that envy fester and twist in 
  his gut while his face continues to smile and his voice returns servile pleas-
  antries.  He had slipped unpleasant things into many noble’s meals over 
  several years;  nothing harmful, but satisfying nonetheless.  When the 
  cloaked figure (Wilricus) offered him 10 Gold Crowns from the shadows to 
  slip three tiny seeds into some very specific cherries, Vander didn’t even 
  think twice about it.  He knew it would be wrong, but didn’t really care very 
  much.  Now he’s scared, knowing the PCs have been released and knowing 
  the case is far from closed. 
   
  Location:  Vander can be found serving in the Gilded Harpy or in his hovel.  
  He is paranoid, but following him from work wouldn’t be difficult.  Gaining 
  entrance to the Gilded Harpy might prove much harder.  The death of a 
  prominent citizen at their tables has woefully harmed their business and 
  reputation. The humiliation of the event will bar the character’s return 
  without the addition of clever ploys possibly involving Blather, Charm or 
  Disguise. 
   
  Confrontation: Vander lies.  He lies for fun, for profit and even more so 
  when his life may be on the line. Once the PCs have cut through the lies 
  (with Intimidation perhaps) they can glean some minor details.  He doesn’t 
  know who hired him, but he can describe a tall man in a yellow watchman’s 
  cloak and a deep voice.  If any PC is a tall male human, he says, “A lot like 
  him.”   
   
  To the Watchmen!: If the PCs take him to the watchmen, the watchmen 
  will find he keeps changing his story and he winds up in a gibbet, but the 
  characters remain implicated.  If they offer to let him go for the rest of the 
  gold, he will gladly give it to them and leave town immediately.  
   
  The Weaponsmith: Hector Kallentia 
  Hector was once an adventurous Estalian Diestro.  He was arrogant and vain, 
  then he crossed the wrong noble and was humiliated in a duel.  He gave up 
  the sword fighting and settled in the town of Sotturm to follow his family 
  business of sword smithing.  Now his swords are know across half the Em-
  pire for their beauty.  His engravings are a wonder to behold.  He is still 
  arrogant and vain. 
   
  Location: His shop is a few hundred yards from the Richthofen villa.  It is 
  full of only the Best quality weapons.  All weapons are breathtakingly ex-
  pensive (x 14 cost modifier) and all beautiful.  Engraved in one sword is a 
  vista of some long forgotten Estalian battle, a rapier has a vivid form of  
  Myrmidia and a warhammer carries a split-tailed comet that almost looks on 
  fire in the right light. Each weapon is presented in velvet lined boxes pre-
  sented as a work of art in itself. 
   
  Confrontation: Hector has nothing at all to do with these murders, but he 
  sure isn’t willing to be questioned by traveling scum like the PCs.  Unless 
  one of the characters is a noble, he demands they leave his store immediately 
  in broken Reikspeil.  Even if one is a noble or manages a clever facsimile of 
  one, he will avoid direct questions about anything but his weapons. He has 
  no time for anyone but those that both vocally praises his life’s work and are 
  willing to pay to own it… now. 
   
  Hector is an amazing artist, an elitist snob and a red herring.  He is defensive 
  and hostile.  And if the characters refuse to leave his store or threaten him, 
  he has the sword skills to make a first-career party stand up and yipe.  If the 
  characters head to the blacksmith first, they may never visit the churlish 
  Hector Kallentia and that would be a shame. 
   
  To the Watchmen!: Hector is a beloved artist and lawful citizen. If any con-
  flict occurs between the characters and Hector that involves the Watch, the 
  PCs will be on the wrong end of the stick.  Back to lockup! 
  6 
  A Gut Feeling 
  
  The Blacksmith: Udo Grottholst 
  When the last of Sotturm’s blacksmiths, Brocuff,  died in a beastmen raid, it 
  fell to his apprentice to supply the town with much needed metal working.  
  Unfortunately, his apprentice died as well.  But Brocuff had a soft spot for a 
  soft-headed young halfling by the name of Udo.  The blacksmith gave Udo a 
  copper on occasion to fetch one thing or another. Udo wanted so badly to be 
  a blacksmith and so the Brocuff tried to show him the basics, but poor little 
  Udo was hopeless.  That didn’t stop Udo from deciding he was Sotturm’s 
  blacksmith in the absence of a skilled tradesman.  In truth, Udo can very 
  often produce barely functioning products and since blacksmiths are in such 
  high demand, Udo just stuck around and took over old Brocuff’s shop.  Eve-
  ryone awaits the day a decent blacksmith moves into town and sets up shop, 
  but until then, Udo’s is the only place to go. 
   
  Location: Brocuff’s Blacksmithing is along the tradesman strip, next to an 
  empty cobbler’s shop.  Its sign is dingy and the entire shop is rather unhy-
  gienic.  Udo has his products piled into old barrels painted with crude images 
  of what he was attempting to make.  Any purchase is preceded by several 
  minutes of scrounging through the “appropriate” barrel for a functional 
  example of the piece in question. His prices are low, but are they low 
  enough?  Almost everything in the shop is of Poor quality, but with a Hard 
  (-20%) Search test, one could find a Common quality example of what one is 
  looking for (likely left over from Brocuff’s days). Use ½ price modifier for 
  everything in the store. 
   
  Confrontation:  Udo is a irritatingly simple.  He is plainly the village idiot 
  with an important near-skill.  He is frustrating to talk to, but he doesn’t lie.  
  If shown the spiked balls, he proudly admits to recognizing his “work”.  In 
  fact, he sold a whole barrel of them just a few months back to Metrious.  He 
  was trying to make morning star heads and has been hard at work replenish-
  ing his supply of such a “good seller”.  He knows about the murders and even 
  that a spiked ball was used, but won’t make the connection to his spiked 
  balls being used to in the murder without some help.  Even if someone 
  pointedly states this, he will narrow his eyes and remain skeptical as he sees 
  himself as a rather shrewd person. Udo will run if he feels his life is being 
  threatened, but will not fight, even if cornered. Also, PCs with sixth sense 
  may have a chance to sense Jax listening in on every word they say. 
   
  To the Watchmen!: Udo is obviously not going to be a credible witness.  If 
  the PCs drag poor little Udo in with just this information, Sergeant Pellen 
  will give them a strong warning and tell them to get real evidence.  He sug-
  gests you talk to Metrious about it and see what Udo is talking about.  See 
  Metrious Lies. 
   
  The Witch: Gretel Hartusch 
  Like her mother and her mother’s mother, Gretel is a medicine woman.  She 
  uses the hearth wisdom of her ancestors.  She married her husband Jacub 
  twelve years ago, when she was fifteen.  She now has seven healthy children 
  and a home that survived the war.  All in all, Gretel is happy.  She gets 
  townsfolk visiting her for a love potion or to be rid of a sickness and she 
  helps them.  She knows certain fanatics would burn her alive for these 
  things she does, but the money has been so helpful during the hard times she 
  just can’t turn them all away. 
   
  Location:  Gretel and her family live in the forest a few kilometers north-
  west of town.  They have a modest thatched-roof cottage, a large garden and 
  few lazy sheep in a beautiful clearing.  Children of various ages run about, 
  scream, climb trees and ask overly-personal questions of the PCs. 
   
   
  Confrontation: Gretel doesn’t even know about the murders.  She goes into 
  town only once every three months.  Gretel won’t admit to being able to 
  shrink the murder weapon, but she won’t admit to any magic abilities. The 
  easiest way to get information is to approach as people who just want a love 
  potion or their fortunes read.  While she can be intimidated by the PCs, she 
  is likely to panic if she feels she or her family are in danger.  If the PCs starts 
  pulling weapons, the entire family will jump into the fray.  Young children 
  will cling to the characters legs and Jacub will start swinging his axe around.   
   
  To the Watchmen!: The very easiest solution to the PC’s implication in mur-
  der might be, “Look! A sneaky witch!”  Followed by some eloquent rhetoric.  
  If this happens, be sure to have her burned while the PCs are leaving town, 
  her husband’s screams for mercy echoing in the streets along with her chil-
  dren’s wails, then as the stench of burning flesh carries on the wind, scratch 
  an Insanity Point onto each of the jerk’s character sheets. 
   
  The Guild Master: Russet Glaser 
  Russet Glaser was still in his mid-teens when, through deception and misin-
  formation, he had acquired the sole Imperial rights to distribute the Tilean 
  quartz pebbles that provide the Empire it best glass.  A sixteen year-old lens-
  maker had became one of the most powerful merchants in the Empire, but 
  he wanted more than money or power – he wanted a cause.  When it was 
  discovered he had tricked his way into a conclave of Grey Wizards, they 
  were furious, but admired the boy’s ambition and talent.  He was admitted 
  into their ranks. 
   
  For years, Russet has been the Guild Master of the Glass Blowers Guild.  He 
  has been a spy for the Grey College that entire time.  He has uncovered 
  chaos cultists of the very highest status and is considered among the most 
  important agents the College has in the field.  He is a thin, graying man in 
  his mid-forties.  He wears the Best quality clothing and carries a Kallentia 
  sword.   
   
  He had Tankred Richthofen thrown in prison simply because the man was a 
  corrupt irritant to him.  He knows of Metrious, but has no idea Metrious 
  loathes him.  Russet is back in town to insinuate himself into the homes and 
  habits of the most privileged in Middenland.  He has more secrets than most 
  people have facts.  He has watched grotesque atrocities passively knowing he 
  could stop them better with his cover intact. He has assassinated nobles that 
  were truly above the law and he will not shrink difficult actions. 
   
  Location: Wherever the best and most exclusive parties are being held.  He is 
  still one of the few attending the Gilded Harpy for dinner every night, de-
  spite the killing (yes, he was there the night of the murder). He also visits 
  various businesses every day to investigate future investments. This is proba-
  bly the easiest way to approach him.  On the streets, he is sure to have a 
  couple bodyguards with him.  He has four bodyguards in his employ; one 
  pair guards him during the day, the other at night.  All four are mute 
  (because “who wants a bodyguard’s opinion anyway?”), but know their mas-
  ter is a wizard that seeks out all manner of debauchery.   
   
  The GM should be familiar with Russet’s spell list and perhaps have a PC 
  catch him performing some spell when he thinks he is unobserved. Perhaps 
  they could see him enter a small room and then quickly exit via Doppel-
  ganger.  Once they investigate the small, empty room with no other exits, 
  some interesting conclusions are sure to follow.  Perhaps the PCs could ob-
  serve him talking with a store owner for nearly an hour.  When the PCs 
  question the store owner, he will have no memory of Russet as a result of 
  Mindhole.  The GM should take care not to make Russet so careless as to 
  diminish his mystique and competence. 
   
  7 
  A Gut Feeling 
  
  Confrontation: Russet Glaser is the most dangerous of the suspects. If the 
  PCs approach him in the wrong way, they could be making a deadly and 
  powerful enemy for the rest of their days. While Russet is not friendly per 
  se, he can be.  He is adaptable and wary.  More than anything else, he is 
  confident.  He is willing to talk with the PCs so long as he thinks they have 
  valuable information.  He is extremely shrewd, lies with ease and never 
  appears scared or flustered. 
   
  While he does not want his occupation as a spy or his magical talents ex-
  posed, he is a very difficult man to blackmail.  Timely use of Mindhole or 
  simple murder have served in the past, though it is possible for Russet to 
  become a sort of mentor or patron to the party if they play their cards in that 
  direction.  As a patron, he would use the need-to-know clause on a constant 
  basis and it would be likely the party would never know what task they 
  were really performing.  Its important that Glaser not join with the party to 
  vanquish the villain.  He is unwilling to sacrifice his secret identity even to 
  face someone intent on his murder.  If he finds out Metrious is the murderer 
  and desires his own death, Russet would likely turn the information over to 
  the authorities and the Grey College.  He would watch, but only intervene if 
  forced.  Its also likely his abilities would overshadow the PCs and ruin any 
  dramatic climax to the story.  
   
  Though not a terribly accomplished wizard, Russet has a great deal of abili-
  ties at his disposal. If attacked, he will use his sword and spells to defend 
  himself and make an escape while his bodyguards leap into action. 
   
  To the Watchmen!: Even if the characters are very smart and very cautious, 
  they are unlikely to corner him with this crime.  Most likely, he will turn 
  the tables and use his contacts and spells to escape or have the charges dis-
  missed, implicate the characters and possibly become an powerful antagonist 
  for the party.  Depending on what information is uncovered and how it is 
  used, the results could be wildly different.  If the characters do pull off fram-
  ing (even honestly) such a valued agent of the Grey College, the College will 
  presume the PCs are agents of some enemy and act accordingly. 
   
  The Elixir Man:  
  Doctor Sweideger “Miracle” Munken 
  “What problem do you have?  Well, Doctor Miracle Munken has a solution 
  for you!  You see, almost all ailments are a direct response to the subtle and 
  not-too-subtle emanations of Chaos in our very midst!  It travels though the 
  winds and in the ground and upon the surface of the waters your very chil-
  dren drink.  It lurks in the shadows and thirsts for your suffering.  But my 
  associates and I have come upon ancient techniques for vanquishing the 
  ravages of chaos within your own body.  These amazing unctions,  spectacu-
  lar salves and powerful potions can cure almost any sickness.  Simply apply 
  to the afflicted area every morning for one full month and any problem will 
  be gone!  Guar-an-teed!  Why, I’ve even heard rumors from my colleagues  
  (though I can’t confirm or deny it) that even a mutant was healed by this 
  miraculous formulae.” 
   
  Sweideger is a fraud.  That isn’t even a real name or mustache. Nothing 
  about him is real other than his juggling, which he developed as a child to 
  entertain the mobs while his mates cut purses from the crowd.  The “Dr. 
  Miracle Munken” has been stealing his whole life and he gotten rather good 
  at it.  He knows just what he can say without technically committing heresy.  
  He knows just when to leave to give him a head start on the angry customers 
  he leaves behind. He knows just what to say to get that little old widow to 
  give him the last 3 crowns she was saving for a rainy day.  Sweideger has no 
  sense of  morals or guilt.  The world never gave him a break and he hasn’t 
  seen fit to offer anyone else what he never got. 
  Location:  Sweideger is on the streets with his covered wagon every day.  He 
  was hired on as a juggler at the Gilded Harpy, which he used to scope out 
  “high end” customers and earn enough cash to brew up his potions.  He had 
  run out in the last town as usual and likes to scope out the local Watch and 
  client base before he brews up few hundred bottles and starts the selling.  As 
  Captain Krebs has left for a few days, he has stepped into high gear and plans 
  to sell his entire stock before the Captain gets back. 
   
  Confrontation: Sweideger is slick and genial.  He smiles constantly.  He has 
  an appeal to the naïve and desperate, and he can spot these attributes in less 
  than a moment.  He’ll know right away whether the PCs are worth the ef-
  fort.  While Metrious is a hiding murderer behind the face of a kind friend, 
  allow Sweideger’s sleaze to show through to the players.  The PCs are not 
  Sweideger’s regular prey.  They are likely too world-weary and shrewd.  If 
  the players feel they can trust in the GM to present the NPC’s motives 
  clearly, it will allow them to place more trust in the kindly Metrious. Swei-
  deger uses slippery language to avoid any admission that could land him in 
  trouble with the Watch or his customers. Sweideger will do nothing for free 
  or out of compassion, but he is a coward.  If violence is impending, Sweide-
  ger will avoid it in any way he can.  His own neck is his first priority and his 
  money is his second. Remember that at most times, Sweideger will be sur-
  rounded by peasants who believe his potions have already performed mira-
  cles in their lives.  They will not be pleased to see some murdering outsiders 
  pushing the kind doctor around. 
   
  To the Watch!: If the PCs can provide evidence that Dr. Munken is indeed a 
  fraud, they can certainly get him locked away.  Connecting him with the 
  murder is another thing altogether.  “So he can’t make magic potions, but he 
  can make magic spiked balls?” 
   
  Part 4:  The Murderer Revealed 
  Eventually, the characters should be seeing Metrious again.  If they have run 
  out of ideas, Metrious can talk them through all the clues they have found so 
  far (except any that lead directly back to him).  He will eventually send the 
  PCs after Russet Glaser, but only after he realizes they have the will to keep 
  up the investigation and won’t run away, like he was planning. 
   
  Metrious Lies 
  After the PCs have visited Udo Grottholst, it is likely they will want to visit 
  Metrious immediately.  When he is confronted with Udo’s story, Metrious 
  denies it casually, without getting defensive, and suggests someone is trying 
  to frame him.  The truth is, Metrious believed he had enough control of the 
  Watch to avoid a close investigation.  Metrious knows this conversation was 
  coming, Jax has relayed the entire conversation the PCs had with Udo. Real-
  izing his oversight, he will send Wilricus (secretly, of course) to tie up that 
  particular loose end.  
   
  Do not read this section verbatim!  Get the idea of it down ahead of time and 
  say something like it when the question comes up.  If the players realize you 
  are reading an NPC’s denial, they’ll know he’s guilty.  Metrious is the target 
  of what is obviously a set-up.  The adventure is now proving the PCs and 
  Metrious’ innocence. 
  Bought spiked balls from him?  Certainly not.  I’d have no use for such a 
  thing.  Obviously someone is trying to use that poor boy to frame me 
  for the crime.  Does someone really think its reasonable that I would go 
  to such trouble to murder a man I don’t even know and buy the murder 
  weapons from the town’s, forgive me, simplest citizen?  I was involved 
  in this for justice, but now the blackguard has gotten personal!  I’d like 
  to speak with Udo about this.  Could you bring the poor lad to me ?  
  8 
  A Gut Feeling 
  
  If it is found that the purchased spiked balls are in the shed out back,  
  Metrious will… keep lying.  It is but more evidence of a framing.  How  
  simple it would be to plant such evidence. 
   
  Returning to Brocuff’s 
  If Udo is left unguarded, Wilricus pays the blacksmith a visit shortly after 
  the PCs leave the shop and murders him, using Udo’s own smithing tools. 
  The PCs finds Udo dead upon his anvil, bludgeoned to pulp.  He was not 
  robbed of his gold ring (2 GC 
  value) and had nothing that 
  could be used as a weapon in 
  his hands, though many are 
  within reach.  With a Search 
  test, the tracks of a small 
  animal can be found in the 
  grime of the blacksmith’s 
  shop. Any skill involving 
  knowledge of animals or  
  animal tracks can Easily 
  (+20%) identify the tracks as 
  those of a rabbit.  They cannot 
  be tracked far, but far enough 
  to suggest they are not the 
  natural movements of a rabbit 
  in these environs. 
   
  The Rabbit Hutches 
  A glimpse or two of Jax or 
  even his tracks should eventu-
  ally lead the PCs to wonder if 
  there is anything to see in the 
  Richthofen rabbit hutches.  
  Unfortunately, Metrious must 
  decline allowing the PCs into 
  the hutch area as the rabbits 
  are quite sensitive to distur-
  bances and strangers.  The 
  first time he perused the 
  hutches, the rabbits wouldn’t 
  breed for six weeks after-
  wards.  Any character with a 
  history involving cuniculture 
  would find this very odd 
  behavior for rabbits. 
   
  The hutches are set up in a 
  roughly square area (40 yards 
  square) behind the Richthofen 
  villa. The hutches have been 
  built by several carpenters over decades without plan or forethought.  The 
  result is a virtual labyrinth of wood, dung and rabbit flesh with scant inches 
  to squeeze into some corridors. One small shed rests near the center of the 
  mess.  Crammed into hundreds of mismatched hutches of varying sizes are 
  nearly 700 rabbits, including hundreds of Midden Whites, a few pairs of 
  Nordish giant hares, sixteen flop-eared Halfling breeds and even one  
  Norscan shinreaver named Woundwurt. Within the shed is a pile of blankets 
  and straw that Woundwurt and Fidget sleep upon. There are bundles of hay, 
  crates of near-rotten vegetables, shovels, a wheelbarrow and one barrel of 
  poorly-made spiked metal balls. 
   
  Woundwurt has been as trained as a shinreaver can be, which means he will 
  mostly only attack the rabbit masters if they get close to him or if he is in a 
  bad mood (except for Fidget, whom he never attacks).  Woundwurt is not 
  kept in a cage and acts as a particularly ill-tempered guard animal. He resem-
  bles a large, white rabbit that weighs just shy of 30 kg and has large, sharp 
  incisors and front claws capable of burrowing into the cold, Norscan  
  icescape.  If one shinreaver isn’t enough, the GM may want to throw in an 
  additional shinreaver named Vurvain.  From mid-morning to early evening, 
  2 to 4 rabbit masters are in the 
  hutch area at any given time 
  and any absent are 1D10 rounds 
  away.  Woundwurt and Fidget 
  are in the hutch area at all times 
  and never leave.  All four rabbit 
  masters have been working in 
  the hutches since Tankred was 
  the master of Villa Richthofen 
  and, while following the new 
  master gladly, feel Metrious is 
  “pushed around” and not re-
  spected enough by the  
  townsfolk.  They have all been 
  attacked during the food short-
  ages and, had they not been 
  willing to use deadly force, all 
  the rabbits would have been 
  gone long before Metrious 
  showed up.   
   
  They will not allow any charac-
  ters into the hutch area and will 
  attack without warning should 
  they find one or more within 
  the fences.  Woundwurt will 
  charge any PC and fight to the 
  death.  If anyone attacks 
  Woundwurt or any of the rab-
  bits, Fidget will enter a  
  shinreaver-like frenzy and  
  attack the PCs. While within 
  the hutch area, any missed 
  attacks from any weapon longer 
  than a short sword will have a 
  50% chance of hitting a rabbit 
  hutch.  Rabbit hutches are frag-
  ile things, tearing open at the 
  first hit and spilling 2D10 terri-
  fied, bouncing rabbits into the 
  area (Strength test or Half Ac-
  tion to disentangle the weapon 
  from the mangled cages).  Any character attempting a charge or double 
  movement (except Woundwurt) must make an Agility test to avoid slipping 
  in the slick, ubiquitous piles of round rabbit pellets (dung) and falling prone.  
  Any of the PCs attempting a Move Action in the round following the escape 
  of five or more rabbits must make an Agility test to avoid stepping on a  
  rabbit and slipping to the dung-covered cobbles.  The rabbit masters, Fidget 
  and Woundwurt are very used to the arena and know how to move among 
  throngs of rabbit and so, do not need to roll when moving through them.  
  This fight should be fun; award players for using clever ploys to avoid the 
  conditional hindrances. At any time, if the conflict moves in a direction that 
  could muck up the plot, it can be ended with the arrival of Metrious. 
  9 
  A Gut Feeling 
  
  The Rabbit Masters 
  If questioned before or after any conflict, the rabbit masters are surly and 
  uncooperative.  They will only give information if pressed and only informa-
  tion they see as harmless to Metrious.  They know Metrious has the spiked 
  balls in the shed.  They know that Metrious demands that only he slaughter 
  any of the rabbits (to assure they are “properly prepared”), and they have a 
  pretty good idea that he is involved with the murders in some way, but they 
  don’t much care.  They are loyal to Metrious and they were loyal to Tankred 
  before him.  They knew full well that Tankred was a racketeer, but didn’t 
  much care then and certainly don’t now.  The Richthofen household has 
  kept their families fed for generations. Their loyalty is strong, but they are 
  not willing to die for anyone. 
   
  Fidget 
  Nobody quite knows when Fidget turned up.  Sometime before Metrious 
  showed up and sometime after Tankred was locked up, but no one knows 
  just when they first saw him.  What they are sure of, is that he was living 
  among the rabbits a long time before he was spotted by human eyes. Fidget 
  is a boy around the age of ten or eleven, though it is hard to tell as malnutri-
  tion has certainly stunted his growth.  Fidget was one of the countless or-
  phans left in the wake of the Storm of Chaos.  He has never uttered a word 
  that anyone has heard and seems to grasp Reikspeil only in the crudest 
  terms.  He does have a special rapport with rabbits, especially Woundwurt.  
  He can sense when a buck and doe will not mate, what vegetables will 
  sicken the creatures and senses when one is sick before it shows the slightest 
  sign.  He is protective of the rabbits, but does not prevent any of the house-
  hold from taking the rabbits out of the hutch area.  It is very likely he is 
  unaware that the rabbits are slaughtered when removed.  Fidget refuses to 
  bathe or sleep on a bed.  Metrious attempted to rehabilitate the boy when he 
  first arrived, but found that removing Fidget from the rabbits was a trauma 
  that the boy could not endure.  He currently lives with the rabbits and per-
  forms many chores relating to their care. 
   
  Wilricus, the Coachman 
  The only person that may have loved Tankred as much as his own brother 
  was Wilricus.  Unlike his brother, Wilricus actually knew Tankred for the 
  violent, malicious brute he was.  He knew because he was Tankred’s right-
  hand of extortion and intimidation.  Tankred was everything he wanted to 
  be and he was the best friend Will had ever known.  Luckily, when they put 
  Tankred on trial, he claimed Will never had any hand in his crimes.  Tank-
  red saved his life, but Kreps still kicked him out of the Watch. “Lawmen 
  must be lawful and must appear lawful.  You can no longer appear lawful.”  
  Wilricus murdered men many times in the past.  As Wilricus puts on his old, 
  yellow Watch cloak and conspires to kill these people, he can feel Tankred 
  right beside him and that’s more reason to kill than Will ever needed before. 
   
  Wilricus knows the heroic image Metrious has built up in his head of his 
  brother and has continually verified even the silliest of the stories Tankred 
  wrote in his “diaries”. He is very unlikely to give anything about the mur-
  ders away unless by accident and he only dons his old watchman’s cloak 
  when going about illegal acts.  Will is not a good liar and will merely glower 
  and tell the PCs to ask Master Richthofen if he feels the questions have got-
  ten too pointed.  Wilricus has never been well-liked in town, but has found 
  a bit of acceptance since his employment under Metrious.  Anyone in town 
  could mention Wilricus’ partnership with Tankred and the sort of Watch 
  they ran together.  Will is used to getting in a fight and won’t run at the first 
  wound, but he won’t die for anyone either.  He will trust Metrious to act as 
  magickal artillery.  
   
  Dimark, the Cook 
  Dimark is a very good cook and eavesdropper.  He just can’t help himself.  
  He knows the entire murder plot and motive and he’s very scared.  Dimark 
  is there to help the PCs if they get stuck.  If he pops up sweating and twitch-
  ing  (PC language: “Interrogate me!”) early on, he could blow the entire plot 
  before the PCs have chance to find it themselves. Dimark is terrified that 
  Metrious would kill him if he said anything, which he would.  Early on in 
  the adventure, he will smile and claim ignorance about anything he thinks 
  might relate to the plot, but he could slip cryptic messages in the PCs meal 
  when they dine with Metrious or “accidentally” mention Jax in the PCs 
  presence.  Or he may never even be seen at all.  He is included should there 
  be a need for him and nothing more. 
   
  Next Attempt 
  When the investigation is nearing its end, or whenever it has played out its 
  dramatic potential, Metrious decides its time to make his move.  The target 
  could be Glaser if his life and secret identity remain intact, though he will 
  surely sense the magic emanating from his trapped food.  If Vander has been 
  run-off or contained, Metrious will search for other ways to avenge his 
  brother.  “You wish to examine this Glaser person more closely, eh?  Maybe 
  a present to begin with.  I know I have some….ah-ha!  A box of candied 
  treats.  Give him this, say it’s a gift from the Sotturm Hospitality Commit-
  tee.” If Metrious does something this direct, he will be very prepared for 
  physical confrontation should the glowering PCs come stomping up to his 
  gate.  Sergeant Pellen and some fellow watchmen might be waiting just 
  inside the door after being told a woeful tale of how the evil PCs lied and 
  misled poor Metrious.  So many variables can change how Metrious might 
  attempt his second murder (if he gets the chance), that offering a list would 
  be near useless. 
   
  If the GM feels the story could benefit by an longer investigation, the second 
  murder attempt could be successful and involve a guild master that just got 
  to town the night before.  Try to continue using the spiked balls as they 
  clearly tie the murders together.  Changing the method might mislead the 
  PCs to believe the murders are unrelated. 
   
  Finale 
  The real fun of A Gut Feeling is for the GM to see just how long he or she 
  can string along the players while giving them all the evidence.  Metrious 
  has one real advantage: he’s nice.  He just keeps lying. Even when he caught, 
  he just smoothly talks it away.  Try to remember, if the PCs are asking ques-
  tions, they can still be tricked.  Finally, one hopes, the evidence will become 
  so overwhelming, the PCs will be asking no more questions.   
   
  If a fight turns against him, Metrious will run. He will kill the PCs if he has 
  the chance - they’ve become such a nuisance by this point.  Metrious is 
  likely to pick up his brother’s hammer in a fight, but will not use it unless 
  absolutely necessary, instead relying on Wilricus, the rabbit masters or the 
  watchmen to meet the PCs with weapons and slow them down enough to 
  hit with magick.  Jax can scuttle around and interfere with anything dropped 
  or “strategically” maneuver about the room, but won’t be much good at 
  anything else.  If the fight gets up close and personal, Metrious runs away. 
   
  Metrious might make a very nice cerebral villain to hound the party 
  throughout their adventures.  He could feel he was robbed of vengeance yet 
  again and turn his interest to the PCs for vengeance.  Or he could hide away 
  and quietly kill off all the guild masters involved off-scene for the PCs to 
  learn about after its all over. Or he could give up his life of vengeance and 
  start anew in another town having become the sweet, charitable soul he 
  10 
  A Gut Feeling 
  
  always seemed to be when the PCs meet him again.  The PCs could even 
  discover the hidden Master Wizard has been secretly helping them as a way 
  of apologizing.  Or the PCs could kill him. 
   
  Repercussions 
  If the PCs went about their investigation intelligently, they should have 
  enough solid evidence to convince the arriving judge of their innocence (yes, 
  they will be allowed to speak in their defense).  Presuming all the evidence 
  has been presented to the judge he will ask questions of clarification of 
  Kreps, any witnesses and then the suspects (including the PCs). He will 
  consider for several minutes, make a sensible and fair judgment, then chas-
  tise Captain Kreps for his lack of insight.  This is sure to garner resentment 
  from him should the PCs stay in or visit Sotturm in the future.    
   
  This adventure certainly leaves the PCs ample opportunity to make allies 
  and enemies of a lasting nature should the PCs solve the murder or not. 
  Either way, the reputation of Sotturm is likely going to suffer dramatically 
  from this affair.  Should the guilds continue to use Sotturm, they will tighten 
  their grip and begin making decisions formerly left to the citizens.  Some 
  townsfolk will say all wizards are evil and they knew all along it was that 
  necromancer Richthofen.  Others will remember heartfelt words and com-
  passionate gifts and resent the PCs false accusations.  
   
  The PCs gain little in the way of monetary reward for this adventure.  If the 
  campaign calls for it, the PCs might get away with Metrious’ Kallentia sword 
  or even be awarded the actual Richthofen Villa by the Guild Council.  The 
  villa could become a base of operations as well as a huge inconvenience.  The 
  Villa Richthofen has a bad reputation; owned by a corrupt, violent lawman 
  and now a murdering wizard.  No one wants to buy it.  Did I mention the 
  back taxes? 
   
  Rewards 
  Discovering Metrious’ is the murderer 50xp/each PC 
   
  Either chasing away or defeating Metrious 50xp/ each PC 
   
  For making useful allies (Hector, Gretel, Russet, Sweideger, Sergeant Pellen) 
  25xp/ each PC 
   
  Aiding in the incarceration/ legal punishment of Dr. Munken 25xp/each PC 
   
  Aiding in the incarceration/ legal punishment of Gretel Hartusch -25xp/ 
  each PC 
   
  Facing off against Woundwurt (and Vurvain) and the Rabbit Masters 25xp / 
  each PC  
  ...without making a Monty Python’s Holy Grail reference 25xp/
  each PC 
   
  For each innocent (Udo, Hector, Gretel, Russet, Sergeant Pellen) harmed 
  directly by the PCs mistakes -25xp per victim/ each PC 
   
  To the first PC to say something like, “Waitaminute, what if he’s just lying to 
  us?” 25xp/ to one PC 
   
   
   
   
   
   
  Appendices: Dramatis Personae 
   
  The Victim: Blasius Goldmann 
  Career: Guild Master (ex-Burgher, ex-Merchant) 
  Skills: Charm, Command, Consume Alcohol, Drive, Evaluate, Gossip,  
  Haggle, Perception, Ride, Search, Academic Know (History), Common 
  Know (Empire), Common Know (Estalia), Speak (Reikspiel), Speak 
  (Estalian), Read/Write, Speak (Tilean),  Secret Language (Guild Tongue),  
  Trade (Merchant) 
  Talents:  Dealmaker, Suave, Super Numerate 
  Armor: None 
  Weapons: None 
  Trappings: Fine clothes, contracts, lots of money  
   
  Guild Bodyguards 
  Career: Bodyguards 
  Skills: Gossip, Intimidate, Perception, Common Know (Empire), Speak 
  (Reikspiel), Dodge Blow, Heal 
  Talents:  Excellent Vision, Lightening Reflexes, Disarm, Quick Draw, SWG 
  (Parrying), SWG (Throwing), Strike to Stun, Very Strong, Very Resilient 
  Armor: Leather Jack 
  Armor Points:: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Mace, Buckler, Throwing Knives 
  Trappings: Guild uniform 
   
  Notes: Russet Glaser’s two bodyguards are mute. 
  34 
  37 
  35 
  37 
  42 
  62 
  55 
  55 
  1 
  17 
  3 
  3 
  4 
  0 
  0 
  -1 
  44 
  27 
  40 
  42 
  41 
  28 
  31 
  25 
  2 
  15 
  4 
  4 
  4 
  0 
  0 
  0 
  11 
  A Gut Feeling 
  
  Hugo the Handicapped Hippogriff 
  Skills: Dodge Blow, Perception +10% 
  Talents:  Keen Senses, Natural Weapons, Night Vision, Strike Mighty Blow, 
  Terrifying, Will of Iron 
  Armor: None 
  Weapons: Claws 
   
  The Sarge: Pellen  
  Career: Sergeant (ex-Watchman) 
  Skills: Command, Gossip, Intimidate, Perception +10%, Ride, Search,  
  Common Know (Empire), Speak (Reikspiel), Academic Know (Law), Dodge 
  Blow, Follow Trail 
  Talents:  Night Vision, Sturdy, Coolheaded, Disarm, Strike Mighty Blow, 
  Strike to Stun 
  Armor: Full Mail Armor 
  Armor Points: Head 3, Arms 3, Body 3, Legs 3 
  Weapons: Longsword 
  Trappings: Badge of office  
   
  Jailors 
  Career: Jailer 
  Skills: Command, Consume Alcohol, Gossip, Intimidate, Perception,  
  Common Know (Empire), Speak (Reikspiel), Dodge Blow, Heal 
  Talents:  Excellent Vision, Marksman, Resistant to Disease, Resistant to  
  Poison, SWG (entangling), Wrestling 
  Armor: None 
  Weapons: Crossbow, Club, Bola, Brass Knuckles 
   
  Watchmen: use Town Guards on page 235 of the core rule book. 
   
   
   
   
   
   
   
  The Waiter: Vander Strolmann 
  Career: Servant 
  Skills: Evaluate, Gossip +10%, Perception, Search, Common Know (Empire), 
  Speak (Reikspiel), Trade (Cook), Blather, Dodge Blow, Sleight of Hand 
  Talents:  Resistant to Poison, Suave, Acute Hearing, Etiquette, Lightening 
  Reflexes 
  Armor: None 
  Weapons: None 
   
   
  The Weaponsmith: Hector Kallentia 
  Career: Artist (ex-Estalian Diestro, ex-Tradesman)  
  Skills: Drive, Evaluate, Gossip, Haggle, Perception, Common Know (Estalia), 
  Common Know (Empire), Academic Know (Science), Speak (Estalian), Speak 
  (Reikspiel), Secret Language (Guild Tongue), Dodge Blow, Read/Write, 
  Trade (Artist) +10%, Trade (Weaponsmith) +10%, Trade (Smith) 
  Talents:  Very Strong, Warrior Born, Lightening Reflexes, Savvy, Quick 
  Draw, SWG (Fencing), Strike Mighty Blow, Artistic 
  Armor: None 
  Weapons: Foil, Main Gauche (both Best quality) 
  Trappings: Shop full of very nice and expensive weapons. 
  42 
  0 
  50 
  51 
  45 
  17 
  45 
  8 
  4 
  38 
  5 
  5 
  6 
  0 
  0 
  0 
  49 
  35 
  32 
  42 
  35 
  36 
  34 
  36 
  2 
  15 
  3 
  4 
  4 
  0 
  0 
  0 
  36 
  39 
  43 
  31 
  25 
  31 
  27 
  24 
  1 
  13 
  4 
  3 
  4 
  0 
  0 
  0 
  33 
  27 
  30 
  26 
  36 
  33 
  24 
  30 
  1 
  11 
  3 
  2 
  4 
  0 
  0 
  0 
  52 
  27 
  50 
  41 
  61 
  44 
  38 
  24 
  2 
  14 
  5 
  4 
  4 
  0 
  2 
  0 
  12 
  A Gut Feeling 
  
  The Blacksmith: Udo Grottholst 
  Career: Tradesman 
  Race: Halfling 
  Skills: Animal Care, Drive, Evaluate, Gossip, haggle, Perception, Academic 
  Know (Heraldry/ Genealogy), Common Know (Halflings), Speak (Halfling), 
  Speak (Reikspiel), Secret Language (Guild Tongue), Read/Write, Trade 
  (Farming), Trade (Cooking), Trade (Smith) 
  Talents:  Night Vision, Resistant to Chaos, SWG (Sling), Fleet Footed,  
  Deal Maker 
  Armor: None 
  Weapons: Hammer (Common quality), Countless others (all Poor quality) 
  Trappings: Shop full of very bad and cheap weapons. 
   
  The Witch: Gretel Hartusch 
  Career: Witch (ex-Hedge Wizard) 
  Skills: Animal Care, Charm, Gossip, Perception, Search, Common Know 
  (Empire), Speak (Reikspiel), Channeling, Charm Animal, Trade 
  (Apothecary), Heal, Magical Sense 
  Talents: Resistant to Disease,  Hardy, Petty Magic (Hedge), Hedge Magic, 
  Witchcraft 
  Armor: None 
  Weapons: None except when using Claws of Fury 
  Trappings: Home, garden full of herbs, apothecary lab, and a sheep 
  Spells: Claws of Fury CN 7/ Half, Grief’s End CN 5/ Full, Curse of Thorns CN 
  6/ Half, Healing of Hysh CN8/ Full 
   
  Gretel uses Healing of Hysh for those that come to here in more immediate 
  peril than her Heal skill can save.   
   
  Many also come to Gretel to rid themselves of crippling grief caused by the 
  death of a loved one.  In these cases, Gretel uses a combination of fortune 
  telling, compassionate lies and Grief’s End.   
   
  If she gets into a fight, she’ll use Curse of Thorn’s first and Claws of Fury 
  when the fight comes close. 
   
   
   
   
  The Witch’s Husband: Jacub Hartusch 
  Career: Woodsman 
  Skills: Concealment, Gossip, Perception, Scale Sheer Surface, Silent Move, 
  Common Know (Empire), Speak (Reikspiel), Secret Language (Ranger 
  Tongue), Secret Signs (Ranger), Follow Trail, Set Trap,  
  Talents:  Very Strong, Very Resilient, Resistant to Magic, Rover, SWG (Two-
  Handed) 
  Armor: Leather Jack 
  Armor Points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Woodman’s Axe (Two-Handed) 
  Trappings: Same as Gretel 
   
  The Elixir Man: Sweideger Munken 
  Career: Charlatan (ex-Entertainer) 
  Skills: Animal Care, Charm, Disguise, Evaluate, Gossip, Haggle, Perception, 
  Common Know (Empire) +10%, Speak (Reikspiel) +10%, Secret Language 
  (Thieves Tongue), Perform (Juggler), Perform (Actor), Blather +10%,  
  Hypnotism,  Sleight of Hand 
  Talents:  Suave, Super Numerate, Public Speaking, SWG (Throwing), 
  Schemer, Streetwise, Seasoned Traveler, Flee! 
  Armor: None 
  Weapons: Throwing Knives, Quarterstaff 
  Trappings: Wagon, two horses, 1D100 colored bottles filled with bitter-
  tasting hard liquors 
  23 
  47 
  13 
  21 
  42 
  22 
  25 
  36 
  1 
  10 
  1 
  2 
  5 
  0 
  3 
  0 
  39 
  39 
  31 
  32 
  34 
  34 
  48 
  39 
  1 
  18 
  3 
  3 
  4 
  2 
  2 
  0 
  42 
  27 
  50 
  37 
  30 
  27 
  45 
  26 
  1 
  14 
  5 
  3 
  4 
  0 
  2 
  0 
  37 
  46 
  30 
  31 
  29 
  37 
  29 
  41 
  1 
  13 
  3 
  3 
  4 
  0 
  1 
  0 
  13 
  A Gut Feeling 
  
  The Guild Master: Russet Glaser, 
  Guild of Glass Blowers  
  Career: Spy (ex-Tradesman, ex-Merchant, ex-Apprentice Wizard, ex-
  Journeyman Wizard) 
  Skills: Charm, Concealment, Drive, Evaluate, Gossip +10%, Haggle,  
  Perception, Ride, Search, Common Know (Empire), Common Know (Tilea),   
  Academic Know (Law), Academic Know (Magick), Speak (Reikspiel),  Speak 
  (Tilean), Speak (Classical), Speak Arcane (Magick), Secret Language (Guild 
  Tongue), Read/Write, Trade (Lens-maker), Trade (Merchant), Channeling, 
  Magical Sense, Lip Reading, Performer (Actor), Shadowing, Sleight of Hand 
   
  Talents: Coolheaded, Savvy, Very Resilient, Dealmaker, Streetwise, Super 
  Numerate, Aethyric Attunement, Petty Magic (Arcane), Lesser Magic x 2, 
  Arcane Lore (Shadow Cardinal), Schemer 
   
  Armor: None 
   
  Weapons: Longsword 
   
  Trappings: Fine clothing, contracts, many encrypted documents, Spyglass 
  telescope (Good quality) 
   
  Spells: (Lesser) Magic Alarm CN 8/ 1 Min, Aethyric Armor CN5/ Half, 
  (Shadow Cardinal) Eye of the Beholder CN 6/ Half, Doppelganger CN 7/ 1 
  Full + 1 Half, Mindhole CN 8/ Half, Shadowsteed CN 11/ Full, Throttle CN 
  13/ Full 
   
  Russet uses Magic Alarm for keeping track of suspects or as a rudimentary 
  lookout while he commits covert investigations.   
   
  Aethyric Armor is his only combat spell as he has only used Throttle for 
  assassinations.   
   
  Doppelganger is among Russet’s most utilized spells.  He uses Doppelganger 
  nearly every day to gain information and forge friendships.   
   
  Mindhole is another utility spell in his repertoire; repairing any missteps his 
  bold, dangerous career leads him to make.  
   
  Shadowsteed and Eye of the Beholder see rare use, but have been useful on 
  more than one occasion.  
   
  These are the most common spells he might use during A Gut Feeling, but 
  Russet does have access to all the spells to the on the Shadow Cardinal spell 
  list. 
   
   
   
   
   
  The Master Wizard of Sotturm:  
  Metrious Richthofen 
  Career: Master Wizard (ex-Scribe, ex-Apprentice Wizard, ex-Journeyman 
  Wizard) 
  Skills: Charm, Gossip +10%, Perception, Ride, Search, Common Know (The 
  Empire), Common Know (Bretonnia), Academic Know (the Arts), Academic 
  Know (the Magic), Academic Know (Science), Speak (Reikspiel) +10%,  
  Speak (Breton), Speak (Classical), Secret Language (Guild Tongue), Speak 
  Arcane (Magickal), Read/Write, Trade (Calligrapher), Channeling, Magical 
  Sense 
   
  Talents:  Savvy, Suave, Very Resilient, Linguistics , Sixth Sense, Aethyric 
  Attunement, Petty Magic (Arcane),  Lesser Magic x2, Arcane Lore (Metal), 
  Meditation, Mighty Missile 
   
  Armor: None 
   
  Weapons: Warhammer (hand weapon, Best quality) 
   
  Trappings: Villa Richthofen, about 700 rabbits, good quality laboratory, 
  moderate-sized art collection and library 
   
  Spells: (Lesser) Skywalk CN 11/ Half, Dispel CN 13/ Full, (Metal Elemental) 
  Guard of Steel CN 5/ Half, Law of Logic CN 7/  1D10 Full, Curse of Rust CN 
  9/ Half, Silver Arrows of Arha CN 13/ Half, Armor of Lead CN 14/ Full 
   
  Metrious uses Law of Logic on a regular basis a skill based on whatever  
  project he is working on at the time.   
   
  He has used Skywalk on occasion for fast retreats and overcoming terrain 
  obstacles.   
   
  Dispel is also a rainy day spell, rarely used, but very important when it is 
  needed.   
   
  In a combat situation, Metrious is likely to begin with Guard of Steel, then 
  open up attacks with Armor of Lead.  Then he can focus on individual com-
  batants  with Curse of Rust and Silver Arrows of Arha.   
   
  These are the most common spells he might use during A Gut Feeling, but 
  Metrious does have access to all the spells to the on the Metal Elemental 
  spell list. 
   
  38 
  36 
  30 
  40 
  31 
  62 
  75 
  54 
  2 
  17 
  3 
  4 
  4 
  2 
  2 
  1? 
  33 
  28 
  30 
  45 
  47 
  57 
  56 
  59 
  1 
  15 
  3 
  4 
  4 
  3 
  5 
  1 
  14 
  A Gut Feeling 
  
  The Familiar: Jax 
  Career: Familiar 
  Skills:  None,  
  Talents:  Flee! 
  Familiar Abilities: Link of Psyche 
  Armor: None, Weapons: None 
   
   
  The Coachman: Wilricus  
  Career: Coachman (ex-Thug, ex-Watchman) 
  Skills: Consume Alcohol, Drive, Gamble, Gossip, Intimidate +10%,  
  Perception, Ride, Search, Common Know (Empire), Academic Know (Law), 
  Speak (Reikspiel), Secret Language (Thieves Tongue), Dodge Blow +10%, 
  Follow Trail, Heal 
  Talents: Lightening Reflexes, Marksman, Very Resilient, Disarm, Quick 
  Draw, Strike to Injure, Strike to Stun, Strike Mighty Blow, SWG
  (Gunpowder) 
  Armor: Mail Shirt, Leather Jack 
  Armor Points: Head 0, Arms 1, Body 3, Legs 0 
  Weapons: Blunderbuss, Brace of Pistols, Longsword 
  Trappings: An weather-beaten watchman’s cloak 
   
  The Rabbit Masters  
  Career: Peasant 
  Skills: Animal Care, Concealment, Drive, Gamble, Gossip, Silent Move,  
  Common Know (Empire), Speak (Reikspiel),  Animal Training,  
  Charm Animal, Trade (Farmer), Set Trap  
  Talents: Hardy, Lightening Reflexes, Resistance to Disease, SWG (Sling) 
  Armor: None, Weapons: Sling, Club 
   
  The Rabbit –Boy: Fidget 
  Career: Peasant (ex-Feral Child) 
  Skills: Animal Care, Concealment, Outdoor Survival, Perception, Animal 
  Training, Charm Animal +10% 
  Talents: Fleet Footed, Hardy, Acute Hearing, Rover,  Flee!, Street Fighting, 
  Frenzy  
  Armor: None 
  Weapons: None 
   
  The Shinreaver(s): Woundwurt (and Vurvain) 
  Skills: Keen Senses, Perception +20%,  
  Talents: Frenzy, Natural Weapons 
  Armor: None 
  Weapons: Bite, Claws 
   
  The Ritual of the Hidden Sword 
  Type: Arcane 
  Magic: 2 
  XP: 200 
  Ingredients: A dagger used to kill 64 small creatures, a mustard seed, one live 
  and well-fed flea and a pearl (100 GC value) 
  Conditions: During the ritual, a keyword must be engraved onto each object 
  in legible script no taller than three grains of sand.  This requires an Routine 
  +10% skill test (Trade: Calligraphy, Trade: Engraver or similar skill) or a 
  Very Hard -30 Agility test. 
  Consequences: If the Casting Roll succeeds, but the engraving roll fails, the 
  object is destroyed by horrible warping.  If the Casting Roll fails, parts of the 
  enchanted object shrink while others do not, causing it to shatter into a 
  Damage 5 explosion hitting the caster and anyone within 4 yards 
  Casting Number: 10 
  Casting Time: 1 hour 
  Description: A completely metal object or objects of no more that 75 encum-
  brance total is shrunken to the size of a mustard seed.  It will instantly re-
  turn to its original size when a key word is spoken in its presence or in 1D10 
  days.  The original use of this ritual was to sneak weapons past especially 
  stringent security measures.   
   
  Metrious keeps this ritual in his library in an non-descript. unlabeled book 
  cover.  If looking specifically for it, it would require a Very Hard -30% 
  Search check which takes four hours to make. Or anyone spending a couple 
  weeks just checking every book will find it. 
  18 
  17 
  33 
  32 
  17 
  30 
  18 
  7 
  1 
  7 
  3 
  4 
  6 
  0 
  0 
  0 
  32 
  25 
  16 
  27 
  40 
  28 
  30 
  32 
  1 
  8 
  1 
  2 
  4 
  3 
  6 
  0 
  39 
  47 
  36 
  45 
  50 
  32 
  34 
  29 
  2 
  14 
  3 
  4 
  4 
  0 
  4 
  0 
  38 
  29 
  32 
  30 
  35 
  28 
  27 
  27 
  1 
  12 
  3 
  3 
  4 
  0 
  1 
  0 
  31 
  0 
  32 
  30 
  40 
  10 
  21 
  0 
  1 
  10 
  3 
  3 
  6 
  0 
  0 
  0 
  15 
  A Gut Feeling 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/A gut feeling.pdf