TEXT:  
   
  Butcher, 
  Baker, 
  Candlestick 
  Maker 
   
  Rub a dub dub, 
  Three men in a tub,  
  And who do you think they be? 
  The Butcher, the Baker,  
  The Candlestick Maker, 
  Turn them out, knaves all three! 
   
   
   
   
   
   
   
   
  Written by Mac Dara Mac Donnacha 
  Proofreading by Alison Sneyd 
  Maps by Orla Ni Dhonnacha and Mac Dara Mac Donnacha 
  Playtesters: Brian Wilson, Cillian O’Moran, David O’Brien, Oisin Mac Donnacha, 
  Suzanne Cantrell 
  
   
   
  Introduction 
   
  This scenario focuses around the rivalries of three influential criminals. Each controls an 
  element of the local criminal underworld. Each also has a cover, a false trade which he 
  uses to conceal his illegitimate activities. For years, all three worked together and in fact, 
  were good friends. Over time, they began to become suspicious and paranoid, each 
  fearing the others would turn on him. Finally, one of them decided to hire professionals 
  to eliminate the other two. The others heard of this, and each seeks hired killers of his 
  own. 
   
  This adventure is very flexible, and in fact could be considered three separate adventures. 
  The GM can tailor it to suit the needs of his game, choosing which of the three criminals 
  the PCs are hired by, and how they deal with their assignments. The adventure also 
  includes tips on how to introduce the three NPCs to the PCs. Each can provide services 
  that an adventuring group may find useful. It is most readily set in any city or large town, 
  that has a river or canal running through it. 
   
  PC should probably have completed their first career before starting this scenario. 
  However, the three main NPCs can be introduced to the PCs long before this adventure 
  begins. The players may wish to use some of the services they provide, or the NPCs 
  might ask the players to do one or two small jobs for them. Suggestions for introducing 
  the NPCs to the party are provided. If the PCs know the NPCs already, their interest in 
  the adventure will be higher.  
   
  Background 
   
  Sigrid “the Butcher” Kinder, Pyek “the Baker” Dembski and Luge “the Candlestick 
  Maker” Konleuchter were once close friends. They travelled the Old World, working as 
  mercenaries, hit men, scouts and explorers, with their companion, Janna Anikasdottr. 
  Eventually, they settled down, carving a place for themselves in the criminal underworld. 
  Each became well respected for the services he provided the local gangs. Sigrid became a 
  back alley doctor, who stitched wounds and severed diseased limbs, no questions asked. 
  Pyek set up a bakery, which he used to hide his smuggling and narcotics distributing 
  activities. Luge became a fence, working through a pawn shop. He eventually expanded 
  his business and now employs many craftsmen in the creation of expensive furniture, 
  candelabra, jewellery and other items for the nobility and wealthy merchants of the city - 
  to the extent that he is now known as the Candlestick Maker amongst the upper and lower 
  classes alike. 
   
   
  At first, all was well. Each had his own niche to fill and they were not in direct 
  competition with each other. However, as time went by, they grew apart. Sigrid became 
  introverted and rarely spoke to the other two. Pyek began to indulge in his own product, 
  becoming more and more erratic. And Luge’s success dragged him away from the others. 
  He eventually began to regret his criminal associations, worried that they might result in 
  the loss of everything he had earned. They argued more and more, until eventually they 
  couldn’t stand to be in the same room as one another. Growing fearful, each took 
  
   
   
  measures to keep an eye on the others. 
   
   
  Matters have finally come to a head. Pyek was the first to make his move. Paranoid of 
  Sigrid’s introverted behaviour and jealous of Luge’s wealth and prestige, he decided to 
  hire some experienced killers to eliminate his hated rivals. The other’s efforts to spy on 
  him paid off, however, and both knew almost immediately what he was planning. They 
  each hired assassins of their own. Both decided that it was time to finish this… once and 
  for all. 
   
  Hooking the characters: There are a number of ways the PCs can be introduced to the 
  adventure. It is possible that they may already know one, or more, of the three 
  antagonists. The Butcher may have patched one of them up, after a previous adventure. 
  They may have sold some of their ill-gotten gains to the Candlestick Maker. Or they may 
  have done a few jobs for the Baker. He’s always looking for people willing to use a blade 
  for a few coins.  
   
   
  Alternatively, this may be their first time meeting any of them. All three are looking for 
  mercenaries, a group of experienced killers. They’ve been asking around, hoping to learn 
  of a small group of blades-for-hire. The PCs should fit that description nicely. If so, then 
  they will be approached by a messenger. The Butcher will send a local gang member, 
  who owes him a favour (his daughter was sick with a fever, but the Butcher took care of 
  her). The Baker will send one of his thugs, who will inform the players that “me boss 
  wants ta have a woird.” If they aren’t too impressed with this, he’ll tell them that it will 
  be “wurth der while” and that his boss isn’t the kind of man who takes refusals lightly 
  (“Actually, he takes refusals heavily. Like a really heavy stick to da kneecaps kinda 
  heavy“). If they still don’t agree to come, there may be other consequences later… The 
  Candlestick Maker will send one his ‘boys,’ one of the apprentice carpenters who work in 
  his shop. He’ll tell the PCs that his master was wondering if they are seeking 
  employment. He has a high-paying, short term contract for them. If they say yes, they 
  will be given his address. 
    
  Pay: How much the PCs are to earn for their efforts is up to the GM. The PCs are being 
  asked to murder two influential members of the criminal underworld. Their targets have 
  their own security, have at least some combat experience and the PCs have to finish the 
  job tonight. Compensation should therefore be somewhat higher than they are usually 
  offered. 100gc each is a good amount, but if your campaign usually has them earning far 
  more than that, then you should adjust accordingly. 
   
  The Butcher has less cash than the other two, but he does have some old adventuring gear 
  he’d be willing to part with. If necessary, he will sell the gear and pay the PCs in coin, 
  but he would prefer to provide at least some of their compensation in equipment, if 
  possible. He can give them his armour (worth 102gc), a telescope (100gc) and any other 
  items from the Core Rulebook or the Old World Armoury the GM wants to give the 
  players. In addition to money, he will also provide them with free medical care, whenever 
  they want. This will include Healing Poultices, antitoxins and the like, should they be 
  necessary in the treatment of their injuries. 
  
   
   
   
  The Baker prefers to pay them in pure cash. However, once the job is done (and assuming 
  the Baker survives the night), he may have an alternative to offer the PCs. Instead of 
  paying them in gold, he can pay them in product - Mandrake Root, to be exact. He knows 
  of a buyer, in a large town upriver, who desperately needs as much of the drug as 
  possible. If the PCs can secure transport (a cart or a riverboat), avoid the law (river or 
  road wardens) and make contact with their buyer, they can double their money. If that 
  seems like too much work, of course, they can just take the money. 
   
  The Candlestick Maker will also pay them in coin. He will also let them look through his 
  pawn shop, if they want. They can take anything they want in lieu of pay, but at half its 
  normal cost. This is, again, a chance for the GM to throw in any unusual items from the 
  Old World Armoury he likes. There might even be a mysterious little trinket, buried 
  beneath some junk, which glows with energy to anyone with mage sight… 
   
  If the players ask for some of their pay upfront, to buy equipment etc, they will be offered 
  10gc each. They can Haggle to increase this. Every degree of success increases the 
  number of gold coins by 1. However, they won’t have much time to go shopping, as 
  evening is fast approaching. Due to the rush, increase the rarity of any item they are 
  searching for by one (for example, a Rare item becomes Very Rare) 
   
  
   
   
  Employers or Targets? 
   
  Sigrid Kinder, aka “The Butcher” 
   
  Sigrid Kinder was once the son of a wealthy merchant from Altdorf. He attended the 
  University of Altdorf and was looking forward to graduating and becoming a successful 
  physician. He was a dedicated student, spending his nights studying while his peers were 
  getting drunk. Unfortunately, his drive to succeed would ultimately lead to his downfall. 
  Consumed with the desire to learn all that he could about the human body, he joined a 
  group of radical physicians. Working with a team of grave robbers, they studied the 
  bodies of the dead in order to learn more about the living. Their crimes were discovered 
  by a group of adventurers hired by the Cult of Morr. Sigrid was forced to flee, barely 
  escaping with his life. 
   
   
  Shamed and on the run, Sigrid joined a group of sell swords, Pyek Dembski, Luge 
  Konleuchter and Janna Anikasdottr. His intelligence and training proved useful and he 
  was soon a respected member of the party, fighting alongside them and patching up their 
  wounds. Together, they travelled the Empire, crossing the Grey Mountains to Bretonnia 
  and back. Eventually, they had accumulated enough wealth to settle down. Sigrid, 
  however, was still a wanted man and had to maintain a low profile. He bought a small 
  business, a butcher’s establishment. In order to supplement his small income, he began to 
  offer his services as a physician to some of the locals, who couldn’t afford the fees 
  charged by legitimate members of the Physician’s Guild. As Luge and Pyek made more 
  contacts with the local gangs, they sent more business his way. Sigrid became known as 
  the man to go to if you needed a wound discretely tended to. Eventually, he became a 
  respected voice in the criminal underground, with many influential gang members owing 
  him their lives.  
   
   
  Unfortunately, Sigrid is not happy with his lot. He has never ceased wondering what his 
  life might have been like, had he never been caught by the Cult of Morr. He still bears a 
  grudge against them to this day. He could have been one of the leading surgeons in all the 
  Empire, the knowledge gained from those who had passed away saving hundreds of lives 
  and perhaps even advancing the science of medicine. Oddly enough, his work as a 
  butcher has given him the opportunity to study cadavers anew - though now he vivisects 
  the carcasses of cows and sheep.  
   
   
  This bitterness slowly drove a wedge between him and his former companions. Part of 
  him blames them for his current status. While they were only doing him a favour when 
  they sent criminal clients his way, they drew him into their illicit world. As all three grew 
  more paranoid and antagonistic, he realised that it was only a matter of time before they 
  turned on each other. Realising that he could trust none of the local criminals, he began to 
  look for outside help - hired swords he could use to eliminate his rivals and secure his 
  safety. 
   
  Introducing the Butcher 
   
  
   
   
  The most obvious way that the PCs to meet the Butcher would be for them to need to use 
  his skills. Adventurers are always getting wounded, poisoned, mutated… Sigrid is fairly 
  understanding about these things (though characters that regularly come to him with new 
  mutations may start to get some odd looks). He only charges 30p for his services (though 
  antidotes, Healing Poultices and the like will cost extra). If using the optional Medical 
  Treatment rules, on page 99 of the Old World Armoury, then his ‘surgery’ counts as a 
  ‘Blood drenched room of horror,’ inflicting a -15% on the roll. See the Tome of 
  Corruption, page 59, for treating mutations. 
   
   
  Sigrid occasionally asks some of his former patients to perform some minor tasks for 
  him. If you want to strengthen the ties between the Butcher and the PCs, he could ask 
  them to do any of the following: 
   
  Don’t I know you from somewhere? While Sigrid was visiting an ill patient, who was 
  staying at the Blue Pirate inn, he bumped into one of his cousins, Ulrike Kinder. He 
  quickly left the building, but it was clear that she had recognised him. He asks the PCs to 
  ‘convince’ her to leave town, but doesn’t want her harmed, if at all possible. What he 
  doesn’t know is that he isn’t the only one on the run. Ulrike has fled an unhappy 
  marriage, but has reached the ends of her means. She is now working as a servant girl, in 
  the Blue Pirate. The players will have to decide if they are willing to cough up the coin 
  she’ll need to set herself up in another city… or if they’d rather just let her fall into the 
  hands of her husband’s bounty hunters. 
   
  For the advancement of Science: Sigrid has grown tired of cutting up animal carcasses. If 
  he is to learn anything more, he needs to compare his findings with a human corpse for 
  study. He has bribed the guard watching the graveyard, who will look the other way as 
  the PCs come and go. Unfortunately, Sigrid isn’t the only one interested in fresh corpses 
  this night… 
   
  Young Love: Sigrid’s apprentice, Sara, has been acting suspiciously. She has been leaving 
  the Butcher’s for long periods of time and her excuses haven’t been very convincing. 
  Sigrid fears that she may be working for either the Baker or the Candlestick Maker. He 
  asks the PCs to keep an eye on her and find out what she is up to. Thankfully, she isn’t 
  working for his enemies - at least, not knowingly. She has been seeing Karl Aetzburger, a 
  young man from across town. Unbeknownst to her, Karl is actually working for the 
  Baker. He wants him to find out as much as possible about the Butcher as possible. If the 
  PCs discover this, Sigrid will ask them to ‘discourage’ him from seeing Sara again. He  
  asks them to be convincing as possible (up to and including tossing him off a tall 
  building). He will also feel more justified in moving against the Baker later on.   
  
   
   
  Sigrid Kinder 
   
  Appearance 
  The Butcher is tall and thin, with a slight build. A few wispy strands of grey hair top a 
  face heavy with worry lines. He often spends entire nights either working on patients, or 
  experimenting on animal cadavers, so his eyes are usually bloodshot and dark. He usually 
  wears a heavily bloodstained leather apron over his clothes and a pair of elbow length 
  leather gloves, usually smeared in gore. 
   
  Career: Physician (ex-Tradesman, ex-Barber-Surgeon, ex-Mercenary, ex-Student) 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42 
  37 
  38 
  40* 
  44 
  51* 
  38 
  36 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  3 
  4 
  4 
  0 
  3 
  0 
  Skills: Academic Knowledge (Science), Academic Knowledge (Necromancy), Animal 
  Care, Charm, Common Knowledge (Bretonnia), Common Knowledge (The Empire), 
  Consume Alcohol, Dodge Blow, Drive, Evaluate, Gossip, Haggle, Heal +10%, 
  Perception, Prepare Poison, Read/Write, Secret Language (Battle Tongue), Secret 
  Language (Guild Tongue), Speak Language (Classical), Ride, Speak Language 
  (Reikspiel) +10%, Speak Language (Breton), Swim, Trade (Apothecary), Trade 
  (Butcher) 
  Talents: Linguistics, Quick Draw, Resistance to Disease, Savvy, Seasoned Traveller, 
  Strike Mighty Blow, Strong-minded, Strike to Stun, Surgery, Very Resilient 
  Armour: Usually none, but he keeps an old Leather Jack, Mail Shirt and a Helmet in his 
  room. 
  Armour Points: Head 0 (2), Arms 0 (1), Body 0 (3), Legs 0  
  Weapons: Two Hand Weapons (Meat Cleavers), or daggers (surgical tools) 
  Trappings: 4 Henbell Jars (see below), 1 dose of Spider Spittle poison, Blood-stained 
  Leather Apron, lots of meat. Bitter disposition. 
   
   
  Working for the Butcher 
   
  The Butcher, despite his cold demeanour and bitter nature, is probably the most reluctant 
  of the three employers. While not a very compassionate man, he is generally adverse to 
  inflicting unnecessary harm upon others. At one time, the Baker and the Candlestick 
  Maker were two of his closest friends. However, he blames the others for the lowly status 
  of his current life. He refuses to accept it as the consequences of the mistakes of his 
  youth. Deep down, he sees himself as better than both of them. They are (in his eyes) 
  criminals, whereas he is a physician, a scholar and a scientist. As such, he isn’t surprised 
  that they would hire assassins to kill him and feels totally justified in sending his own 
  mercenaries to beat them to it. Its only rational. Sigrid Kinder’s primary motivation is 
  anger, supported with a good dose of fear. 
   
  When hiring the PCs, Sigrid will explain the situation as he sees it. Upon retiring from 
  
   
   
  their adventuring careers, two of his companions decided to jump into the criminal 
  underworld. They tried to draw Sigrid into it, but he resisted. As a result, they have 
  grown apart. Now, the other two feel threatened by him. Pyek the Baker is mad with 
  power and will kill anyone who refuses to submit to his will. Konleuchter the Candlestick 
  Maker is rich and wealthy, but doesn’t want any embarrassing connections from his path 
  threatening his position in high society. Both are seeking assassins to kill him, so he has 
  no choice but to take them out first. 
  Far more concerned with Pyek than Luge, Sigrid made great efforts to secure an agent in 
  his organisation. Thankfully, the Baker’s gang is large and most of his henchmen are 
  more interested in gold and power than loyalty. Still, the Butcher considered himself 
  lucky when he turned Ilsa, one of the Baker’s top lieutenants. A dark haired, Sylvanian 
  expatriate, Ilsa is responsible for distributing almost half of the Baker’s shipments. She is 
  completely familiar with the layout of the bakery, how many guards are on duty at any 
  time and whether any shipments are due it. She contacts the Butcher via a shrine to 
  Sigmar. Ilsa is a devout worshipper of Sigmar and goes to pray at the shrine almost daily. 
  She always leaves a small offering in the alms box, as she’s leaving. Sigrid once tended 
  the wounds of the acolyte of Sigmar who collects the leavings in the box. He sometimes 
  finds small messages left with the brass and silver, which he dutifully sends to the 
  Butcher. The latest message indicated when the Baker’s next boatload of drugs is due. It 
  also included the hiding place, just outside the city, where the smugglers would be laying 
  low until sunset. The Butcher suggests the assassins eliminate the smugglers and take 
  their place, allowing them to get inside the bakery and kill Dembski.   
   
   
  The Butcher has had less luck with Luge. He did, however, find a disgruntled former 
  member of Luge’s household staff. Three months ago, Luge fired one of his servants, a 
  Halfling cook by the name of Jimmy Pegweather. When small but valuable items began 
  to go missing around the house, Luge fired him, on the basis that he was a Halfling, and 
  (to Luge’s mind) all Halflings are natural thieves (it was actually his niece, Heidi, who 
  was stealing to feed her drug habit). Jimmy has provided the Butcher with a description 
  of the layout of the house and a key to the basement door, which he took with him after 
  he was dismissed.  
   
   
  While not a violent man, Sigrid believes that both of his former friends are ruthless 
  criminals. As a result, he will be sceptical of any attempts to resolve their problems non-
  violently, assuming any attempts at negotiation to be a ruse. In the Baker’s case, he 
  would be correct, but the Candlestick Maker may actually be willing to leave Sigrid be. 
  Luge, after all, would like nothing better than to forget his own criminal connections and 
  move on. For the Butcher, of course, moving on isn’t really an option. He has to keep a 
  low profile, lest his past catch up with him. This, in turn, makes him bitter and less likely 
  to leave Luge be. If the PCs can find some way to help him out of his current 
  predicament (for example, using Luge’s contacts amongst the wealthy and powerful in 
  the city to help provide Sigrid with a false identity), they might be able to work past his 
  bitterness and resolve his problems with Luge peacefully.   
   
  Payment 
   
  
   
   
  It is quite possible that the Butcher won’t survive the night. This may be problematic for 
  the PCs, as they will probably want to get paid. If Sara survives, she will grab as much of 
  the Butcher’s gold as she can carry and flee the city. Otherwise, the PC’s only recourse 
  will be to rob the Butcher’s house. As long as they do so before dawn, they shouldn’t 
  have a problem. If the front door was broken in at any point, a patrol of four watchmen 
  will arrive with the sunrise, to investigate. The players should probably be absent when 
  they arrive. 
   
  
   
   
  Pyek Dembski, aka “The Baker” 
   
  Pyek was the son of Kislev immigrants living in the Kisleviersweg district of 
  Marienburg. Life on the streets of Marienburg was tough, but Pyek learned that it was 
  better to be the one beating other kids up than being the one taking the beating. That 
  tough attitude served him well as a stevedore in the Suiddock district, especially as he 
  sometimes took jobs for the League of Gentlemen Entrepreneurs (aka “The Guild We’ve 
  Never Heard Of,” or “the guys with the large clubs who are about to smash you silly and 
  take all your gold“). Eventually he realised that he was never going to become a rich man 
  if he spent his entire life moving crates and beating people up for cash. He left the city, 
  heading for Altdorf, where he met a few like-minded souls and began his career as an 
  adventurer. 
   
   
  During his adventuring days, Pyek was always on the lookout for opportunities to make a 
  quick shilling or two. Whereas the other members of the party were happy to simply 
  travel to the destination of their next goal, Pyek would always make the effort to find out 
  what illicit goods were in demand there and see if he could acquire some. His success 
  made him the wealthiest member of the band. He was the first to suggest they settle down 
  and set up their own businesses. Through his own experiences as a smuggler, he had 
  made numerous criminal contacts throughout the Empire and he quickly established 
  himself as a successful supplier of illegal goods. Establishing a bakery as a cover for his 
  activities, he concentrated in the area of smuggling with the highest profit margin - 
  narcotics. 
   
   
  Its been a dangerous, but profitable, few years. Pyek has done well, becoming one of the 
  most powerful drug dealers in the city. But the pressure has taken its toll. He has taken to 
  using some of his own product, which has increased his fears and paranoia. Pyek 
  surrounds himself with guards, only to replace them every few months out of fear that 
  they’ve been compromised by this enemies. He feels that his old friends have abandoned 
  him. Janna the dwarf is the only one he still trusts. A month ago, one of his lieutenants 
  tried to kill him. Though he escaped the attack unharmed, he is convinced that either 
  Luge or Sigrid are responsible. Unwilling to trust any of his own men, he has decided to 
  hire outsiders, professional killers, to eliminate the opposition. If his enemy’s assassins or 
  his own mania don’t claim him, he will soon be the most powerful crime lord left in the 
  city… at least, until his own addiction consumes him. 
   
  Introducing the Baker 
   
  If any of the PCs are criminal types (Outlaw, Thief, Rogue, Smuggler etc), then the Baker 
  may ask them to perform any number of jobs. He might ask them to do any one of a 
  number of tasks, depending on their experience and reputation. Alternatively, the PCs 
  might approach him. They may need to make use of his contacts or services (for example, 
  if they need to smuggle something into or out of the city). And, of course, if any of the 
  PCs have become Mandrake Men (see the Core Rulebook, page 206), then they might go 
  to the Baker for their supply of Mandrake Root. Below are a number of things that they 
  might end up doing for the Baker. 
  
   
   
   
  This town ain’t big enough: Someone else has started selling narcotics, on the Baker’s 
  turf. He suspects the Butcher or the Candlestick Maker may be involved. He wants the 
  PCs to find out who is selling and where they get their supplies from. 
   
  I fought the Law… and I won: A recent recruit of the watch has been a tad overzealous in 
  the performance of his duties. He’s begun to hassle too many of the Baker’s dealers and 
  he’s hurting business. He has refused the usual bribes and casual intimidation only seems 
  to encourage him. Pyek suspects the Butcher or the Candlestick Maker may have paid 
  him to be troublesome. He wants the PCs to find out if he is working for anyone. 
  Whether he is or not, he is to be shown the error of his ways. Killing him isn’t an option - 
  that would bring down the entire watch on their heads. But if they were to threaten him… 
  or his young wife and children, surely he could be made to see reason? 
   
  Fresh Bread: One of the Baker’s morning deliveries has gone missing. It was a 
  consignment of Black Lotus, hidden amongst some loaves of bread. It never reached its 
  destination, the men who were delivering it have disappeared and the watch know 
  nothing. The Baker suspects the Butcher or the Candlestick Maker may be involved (he 
  doesn’t have much imagination, does he?). He wants the PCs to find out who was 
  responsible, then teach them a lesson they won’t soon forget. Or just kill them… 
  whatever’s easiest. 
  
   
   
  Pyek Dembski 
   
  Appearance 
  In his youth, Pyek was heavily muscled, but age and indulging in his own product has 
  robbed him of much of his strength. He has started to gain a little weight about his waist, 
  and his arms are starting to turn to flab. His thick, bushy brown beard and hair are 
  starting to show signs of grey. He usually wears a white tunic and brown breeches held 
  up with suspenders, with a flour stained cloth apron over them. His drug of choice is 
  Black Lotus and as he has indulged himself more and more his skin has turned an 
  unhealthy, pasty shade of white. He occasionally twitches nervously, especially when 
  under pressure. 
  Career:  Racketeer (ex-Foreman, ex-Smuggler, ex-Stevedore). For details of the 
  Stevedore and Foreman careers, see the WFRP Companion, page 23. 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  48* 
  33 
  20* 
  29* 
  21 
  16 
  22 
  24 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
  2 
  2 
  4 
  0 
  7 
  0 
  Skills: Command, Common Knowledge (the Empire), Common Knowledge (the 
  Wasteland), Consume Alcohol, Dodge Blow, Drive, Evaluate, Gossip +10%, Haggle, 
  Perception, Performer (Singer), Row, Search, Secret Language (Guild Tongue), Secret 
  Language (Thieves’ Tongue), Secret Signs (Thief), Silent Move, Speak Language 
  (Reikspiel), Swim +10% 
  Talents: Streetwise, Strike Mighty Blow, Strike to Stun, Sturdy, Very Resilient, Very 
  Strong, Warrior Born 
  Armour: As the Baker has grown increasingly paranoid, he has taken to wearing Leather 
  Armour beneath his clothing. 
  Armour Points: Head 0, Body 1, Arms 1, Legs 1 
  Weapons: Hand Weapon (Pyek usually has his favourite hand axe handy), dagger or 
  shield (Pyek keeps a shield in his room). 
  Trappings: Good Quality Clothing, 3 doses of Black Lotus Leaf, pipe. 
  Derangements: The Beast Within, Venomous Thoughts, Refined Black Lotus Addiction 
   
  Note: The Baker’s stats have been reduced by the long term effects of his Black Lotus 
  addiction. It does grant him one advantage - he reduces the effects of any Critical hit he 
  suffers by 1 while under the influence of the drug.  
   
   
  Working for the Baker 
   
  The Baker is the least rational and the most ruthless of the three. He is suffering from a 
  number of disorders, his addiction to Black Lotus driving him increasingly insane. His 
  desire to kill his two former comrades is born from a combination of paranoia and cold 
  hearted logic. Trying to sway him from his course would likely lead to accusations of 
  complicity with his enemies, quickly followed by excessive amounts of violence. 
   
  
   
   
  When giving his instructions to the players, Pyek will describe the Butcher and the 
  Candlestick Maker as traitorous scum. Jealous of his success and fearful of his power, 
  they are working together to bring him down. He will blame any recent mishap he may 
  have had - late shipments, unruly gang members, troublesome watchmen, excessive 
  flatulence - on one or both of them. He has tried reasoning with them (well, actually that 
  was a hallucination, brought on by the Black Lotus, but Pyek doesn’t know that), but they 
  won’t listen. He’s tired of their threats (again, never happened) and arrogance (ok, that’s 
  real). He has been spying on both of them and some information that might be of use to 
  the PCs. He has an inside agent in Luge’s household and a possible entrance into Sigrid’s 
  butchery. 
   
  Pyek’s corruption of Heidi, Luge’s niece, began two years ago, when she turned 16. At 
  the time, Pyek and her uncle were on much better terms. He visited their house regularly, 
  often staying for dinner. Luge was already beginning to feel uncomfortable around the 
  uncouth Baker, especially when he had other guests present. Heidi, however, was rather 
  fond of her other “uncle”, who had often brought her gifts as a child. As she began to 
  socialise with other young people her own age, she would sometimes pay a visit to the 
  bakery. She enjoyed the company of the rough young men there, more than the snobbish 
  socialite’s Luge introduced her to. Within a year, she was addicted to Mandrake Root.. 
  Now she is completely dedicated to the Baker and would probably slit her own throat if 
  he asked her two. 
   
  At the time, Pyek’s interest in the girl was not as a tool against her uncle. His mind had 
  not yet been overcome with Venomous Thoughts. The Beast Within, however, had just 
  begun to manifest itself, and Heidi was one of his first victims. His sole purpose in 
  destroying her mind was to see if he could. He has grown bored with her, however. Once 
  her uncle is dead, he will discard her as well.  
   
  Heidi’s role is simple. She has been instructed to leave one of her bedroom windows 
  opened slightly on the night Pyek’s assassins are due. Once they arrive, she will guide 
  them to Luge, moving ahead of them and distracting any guards who get in the way. 
  Should his assassins fail, she is to try and dispose of her uncle herself, then make her way 
  to the bakery to report her success. The Baker will give one of the PCs a dose of 
  Mandrake Root. Should she become troublesome, or object to anything they ask of her, 
  she can be bribed with the root. She will do anything for her next dose. 
   
  Dealing with the Butcher will require a more direct approach. While Pyek has had Sigrid 
  under observation for the past two months, the Butcher doesn’t really have an 
  organisation to be infiltrated. The Baker isn’t worried, however. Through his knowledge 
  of the smuggling routes throughout the city, he has discovered a potential entrance into 
  Sigrid’s home. In the centre of the floor of the hanging-room/surgery, there is a large 
  drainage grate. Blood and other waste flows through this grate into a small drainage 
  tunnel, which leads to the sewers. Pyek will suggest they use this to access the building, 
  killing all of the inhabitants before they know what is happening.  
  Payment 
   
  
   
   
  If the Baker is killed by one of the other bands of assassin, the PCs may be worried about 
  being paid for their services. Fortunately, one of Pyek’s lieutenants, Ilsa, knows that he 
  was planning on hiring some assassins and will believe them, should they seek their due 
  compensation. Assuming they successfully killed both the Butcher and the Baker 
  (something she was planning on doing anyway), she will be more than happy to pay them 
  the agreed pay (she knows how much the Baker was willing to give them). She likes 
  having a group of dangerous killers-for-hire around and has no intention of antagonising 
  them unnecessarily. She may have need of their services in future, after all. 
   
   
  Ilsa 
   
  Appearance 
  A thin, dark haired beauty, Ilsa hails from Sylvania. She left that accursed province after 
  the death of her husband ten years ago. A devoted Sigmarite, she attends services at least 
  once a week. She always dresses in black, never wears any jewellery and has pale, almost 
  completely white skin. Paranoid players may suspect her to be a vampire, especially as 
  she does most of her business at night, but this is not the case (unless the GM wants it to 
  be). She is one of the Baker’s most trusted lieutenants, mostly organising the distribution 
  of his drugs, but she has realised that it is only a matter of time before he turns on her. 
  She is using the Butcher to strike at Pyek indirectly. She will avoid the Bakery on the 
  night of the attack. Should the Baker die, she will have to get rid of the Butcher, to insure 
  no one learns of her treachery. She will also probably have to have some of the Baker’s 
  other henchmen killed, to secure her own position. As a woman, she may face challenges 
  from her own men, so she will need some loyal muscle to enforce her will. Basically, she 
  may be future source of employment for the PCs.  
  Career: Steward (ex-Rogue, ex-Valet). Ilsa need only spend 100xp to enter the Crime 
  Lord Career. 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  44 
  44 
  41 
  42 
  48 
  75* 
  60* 
  66* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Genealogy/Heraldry), Academic Knowledge (Law), 
  Blather, Charm, Command, Common Knowledge (the Empire), Evaluate, Gossip, 
  Haggle, Intimidate, Perception, Performer (Actor), Read/Write, Ride, Search, Secret 
  Language (Thieves’ Tongue), Secret Signs (Thief), Speak Riskier +10%, Trade 
  (Merchant) 
  Talents: Coolheaded, Dealmaker, Etiquette, Public Speaking, Savvy, Seasoned Traveller, 
  Sixth Sense, Streetwise, Suave, Super Numerate 
  Armour: None  
  Weapons: 2 Daggers, usually hidden beneath the long sleeve’s of her dress 
  Trappings: Best Craftsmanship dress, always black. Ilsa claims that she is still in 
  mourning for her lost husband, dead these ten years, though she has taken other lovers in 
  that time. 
  
   
   
   
   
  
   
   
  Luge Konleuchter, aka “the Candlestick Maker” 
   
  Luge Konleuchter’s mother died in childbirth. His father left him with Luge’s uncle, an 
  innkeeper in Altdorf. Despite his uncle’s best efforts, Luge was always getting in trouble. 
  He was a lazy child and grew up to be a lazy young man, always looking an easy way to 
  make money. One night he tried cheating a rather large Middenheimer at cards. This was 
  to teach Luge a valuable lesson: big doesn’t necessarily mean stupid. The ensuing bar 
  brawl was too much for his uncle and he kicked him out for good. Luge met Janna and 
  Pyek soon afterwards. He soon had them getting into all kinds of trouble, his get rich 
  quick schemes inevitably costing them dearly. When Sigrid joined the group, he brought 
  with him a dose of common sense and caution, which countered Luge’s wild enthusiasm. 
   
  Luge was always the face of the group. Whether it was with an unruly peasant mob, an 
  angry city gang or a disgruntled nobleman out for blood, Luge could talk his way out of 
  anything… except his family. He happened to be in Altdorf when his uncle’s inn burnt 
  down, taking his uncle with it. His uncle‘s daughter, Heidi, was left without anyone to 
  take care of her. For the first time in his life, Luge felt a sense of responsibility. When 
  they others suggested settling down, he agreed, taking his niece with him. His silver 
  tongue has  since served him well. He established himself as a fence, but created a 
  legitimate business to cover his activities. Initially he set himself as a pawn broker, but 
  later spotted an opportunity to expand his business. He hired a pair of carpenters and a 
  smith and started selling their wares - expensive furniture, wooden sculptures,  
  candlesticks and candelabra. His products soon became very popular amongst the 
  wealthy merchants of the city. 
   
  The Candlestick Maker is a far cry from the impetuous young rogue who left his uncle’s 
  inn. Having finally acquired the wealth he craved in his youth, he is loath to lose it. This 
  has made him far more conservative. The success of his legitimate business pleases him 
  and he has begun to see his criminal connections as a threat to his livelihood. Luge 
  realised some time ago that Pyek was taking his own drugs and as he became more and 
  more irrational and paranoid, he turned to Sigrid for help. The Butcher was 
  unsympathetic, however, and told him that it was none of their business. Worried, Luge 
  decided to keep an eye on both of them. When he learnt that the Baker was planning on 
  having him killed, he decided to hire assassins of his own. Assuming that Sigrid will side 
  with the Baker, he intends to eliminate both. Unfortunately he is unaware of the threat 
  within his own household. His niece, Heidi, is completely addicted to Mandrake Root, 
  which the Baker has been more than willing to provide her.  
   
  Ironically, it was Luge’s criminal associations and shady past that made him the success 
  he is today. Almost all of the wealthy merchants and lesser nobility know his ‘secret.’ 
  They find it both amusing and intriguing. They like spending time with someone they see 
  as a dangerous criminal while also recognising the potential value of knowing someone 
  with contacts in the underworld. Were Luge to ever realise how well known his past is, 
  he would initially be quite flustered and embarrassed. He would soon realise, however, 
  that this means that he has far more freedom than he thought he did. He can continue with 
  his legitimate business while expanding his influence amongst the criminal gangs. He 
  
   
   
  could soon become one of the most powerful men in the city… assuming he survives this 
  night, of course. 
   
  Introducing the Candlestick Maker 
   
  Just as adventurers often find themselves in need of a good doctor, they often find 
  themselves in possession of some quite valuable items, which they acquired by 
  questionable means. Someone may point them in Luge’s direction, should they be 
  looking for a good fence. Especially if they are trying to sell valuable household goods - 
  silverware, candlesticks, furniture… 
   
  Like the Baker, Luge also has strong connections to the underworld and therefore an easy 
  contact for criminal PCs to make. However, he also has a lot of friends amongst the 
  merchants and lesser nobles of the city. He therefore might approach PCs of more 
  reputable classes (anything from a Tradesman to a Noble). There are also a number of 
  smaller assignments, that he could ask the PCs to deal with, before tasking them with the 
  big job. 
   
  Rightful Owner: When Luge first went into business in the city, he established a pawn 
  shop, as a front for his fencing activities. He rarely dabbles in the pawn business 
  anymore, his craft shop being far more successful. However, a few weeks ago a young 
  Dwarf asked him to pawn his shield. He was very insistent that he would return to buy it 
  back within 30 days, the amount of time Luge keeps something before putting it up for 
  sale. However, yesterday evening, another Dwarf walked into the shop. He claimed that 
  the shield rightfully belonged to his clan, the Goldhammers. The other Dwarf had stolen 
  it. He is offering to buy it back now, though not at its full worth. If he is not given it now, 
  he claims that Luge’s entire family will be placed in the Goldhammer book of grudges. 
  Luge would like the PCs to find out what they can about the two Dwarfs, what the history 
  of the shield is and if its possible to get rid of it without making matters worse. 
   
  Stolen Property: People come to Luge with all sorts of things. Recently, a new gang of 
  thieves he hadn’t dealt with before sold him some silverware and some candlesticks. He 
  recognised the candlesticks instantly, as they were from his own shop! He had them made 
  especially for a friend of his, a Wizard of the Grey Order. Approaching his friend, he 
  learnt that he had recently been robbed, but had been too embarrassed to report it to the 
  authorities. While he was grateful for the return of the candlesticks, he was far more 
  concerned with the theft of a number of books from his library. Luge would like the PCs 
  to try to track down this mysterious band of thieves and retrieve the books. This may be 
  more complicated than it seems, however, as the thieves are members of a strange cult. 
  And the Wizard may not have been entirely honest, when he described the nature of the 
  books… 
   
  Forgeddaboudit: Two of Luge’s tradesman, Heinrich and Albert, were recently beaten to 
  a pulp. They claim to have no idea who was responsible. Luge assumes that the Butcher 
  or the Baker are responsible. In fact, they had nothing to do with it. Heinrich and Albert 
  don’t want their boss to know that they owe a great deal of money to a gang of Tilean 
  
   
   
  fight promoters. They recently went to see an underground pit fight and bet far more 
  money than they could afford, on a losing prospect. The Tileans want their money, one 
  way or another. Heinrich is planning on robbing the Candlestick Maker’s shop (hoping to 
  blame it on the Baker). Young Albert, on the other hand, is too honest for that. Instead, he 
  hopes to pay off his debt by working for the Tileans… in the pit. In his bruised and 
  beaten condition, he isn’t likely to survive his first fight.  
   
  Luge Konleuchter 
   
  Appearance 
  The whip-thin, rakish young cad of Luge‘s youth is long gone. In his place is a short, 
  portly man in his early fifties. He sports a well trimmed, stylish beard in the fashion 
  popular amongst the wealthy merchants of the city. His pink, bald scalp is often hidden 
  beneath a feathered cap and he usually wears gaudy clothes, chosen more for their 
  expense than appearance. He is especially fond of blues, yellows and purples… and lace, 
  lots and lots of lace. An unkind young noblewoman once described him as a walking 
  carnival tent. 
   
  Career: Fence (ex-Burgher, ex-Charlatan, ex-Rogue) 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  43 
  44 
  32 
  41 
  44 
  52* 
  44 
  64* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  3 
  4 
  4 
  0 
  1 
  0 
  Skills: Blather, Charm, Common Knowledge (Bretonnia), Common Knowledge (The 
  Empire), Disguise, Drive, Evaluate +20%, Gamble, Gossip +10%, Haggle +20%, 
  Perception, Performer (Storyteller), Read/Write, Search, Secret Language (Thieves’ 
  Tongue), Sleight of Hand, Speak Language (Breton), Speak Language (Reikspiel) +10% 
  Talents: Acute Hearing, Flee!, Dealmaker, Mimic, Public Speaking, Schemer, Seasoned 
  Traveller, Savvy, Sixth Sense, Streetwise, Suave, Super Numerate 
  Armour: None 
  Weapons: Dagger, Crossbow 
  Trappings: Best Craftsmanship clothes, purse with 25gc, 15s 
   
   
  Working for the Candlestick Maker 
   
  Pyek and Sigrid believe that Luge is a greedy money-counter, who would easily stab 
  either of them in the back for a few gold crowns. This may have been true, back in their 
  adventuring days, but Luge has changed since he settled down. What he desires now is 
  not wealth, but respect and stability. Luge wishes to be seen as a valued and admired 
  tradesman. His greatest accomplishment would be to see his niece marry into a nice 
  merchant family, or even into the nobility. His greatest fear is that his criminal past and 
  connections will become widely known, shaming him in front of the whole community 
  and destroying his legitimate business. He knows that a few of the other merchants 
  
   
   
  already know his secret (a friend of his asked him to help solve some difficulties he was 
  having with a small gang). However, he would never have seriously considered having 
  his two former friends killed if he did not believe they were planning to kill him first. 
   
  Luge will describe himself as a man forced into a corner. His two former friends are 
  jealous of his wealth and refuse to let him move on with his life. While, as a younger 
  man, he did occasionally conduct some less than completely legal activities, he is long 
  past that. He is now a successful and respected business man. The Butcher and the Baker 
  refuse to let him leave the criminal world behind, however, and now threaten to kill him. 
  The Baker has already begun to seek out assassins. He has no choice, he has to kill them 
  first. 
   
  Should the players decide to try and secure a negotiated settlement between some of the 
  trio, they will have to convince Luge that the others are neither a threat to his life or his 
  business. Of the three, the Candlestick Maker is the likeliest to agree to peacefully going 
  their separate ways. If the other two agree to leave him be, he will be willing to forget the 
  events of this night. However, if any of his staff have been killed, or if Heidi is injured or 
  dead, he will be furious. He will demand Pyek and Sigrid’s heads. The same is true if he 
  discovers that Heidi is addicted to Mandrake Root. 
   
  While it may be possible to reach an agreement with the Butcher, securing the same with 
  the Baker isn’t likely. Pyek’s paranoia is such that he would assume it is a trick. 
  However, if the Baker is in a difficult position, or if his assassins have already been 
  foiled, the characters might force an agreement on him - one that he will betray as soon as 
  he can find another band of hired killers.  
   
  Luge has had little success in discovering information about the plans of the other two. 
  He still believes that Pyek and Sigrid are working together. He knows that the Baker is 
  planning on having him killed, but doesn’t know that his assassins are also supposed to 
  eliminate Sigrid, or that Sigrid has hired killers of his own. He also hasn’t realised that 
  they are poised to strike at him tonight. He has moved three of his men into his home to 
  provide added protection. Every night, he locks himself in his study, ready with a loaded 
  crossbow. Heidi is ordered to lock herself in her room and stay there. He hopes that the 
  attackers will ignore her as long as she doesn’t get in the way. Luge considered having 
  her sent away, but she refused to leave. In the end, he decided that it would be best to 
  keep her nearby, in case the Baker decided to strike at her as well. At least she will have 
  some protection at home. 
   
  The Candlestick Maker doesn’t have a great deal of advice to provide the characters. He 
  suggests using a simple con to gain access to the Butcher’s - pretend to be injured. The 
  Butcher is used to receiving late night visits from injured thugs and locals. Luge doesn’t 
  know that Sigrid is on his guard, so assumes that a simple ruse will allow the assassins to 
  gain entrance to the building and that they will then be able to make short work of their 
  target. Luge does know about the other inhabitants of the Butcher’s, his apprentice Sara 
  and his dog, Mentag. He has no interest in harming Sara and he assumes that Mentag will 
  be chained up in the front room, but he will inform the PCs  about them. While he would 
  
   
   
  prefer that Sara remain unharmed, he won’t make a point of it. 
   
  Using a similar ruse to gain access to the Bakery will be risky. He advises the PCs that 
  they could try to demand an audience with the Baker, using some pretence. However, his 
  increasing paranoia will assuredly cause him to view such a demand with suspicion. He 
  will be prepared for an attack and will make sure he has a number of his men nearby to 
  provide assistance. Luge instead suggests that stealth and speed would be more advisable. 
  During the night, most of the Baker’s men will either be on guard outside the front of the 
  building, or else sleeping in the bunk rooms. The only other entrance is at the back, at the 
  docks, but that is kept solidly locked whenever not in use. However, Luge knows of 
  another way in. The Warehouse next door to the Bakery was partially damaged in a fire 
  three weeks ago, and is currently undergoing repairs. During the night it is unguarded. 
  Luge suggests that the PCs sneak inside. They should then be able to make their way to 
  the roof, from which they can jump across to the roof of the bakery. Once there, they can 
  make their way into Pyek’s office, on the top floor. They can break in, kill him, then 
  escape the same way they came in. 
   
  Payment 
   
  If the Candlestick Maker doesn’t survive the night, the PCs may have some difficulty 
  securing their pay. None of his staff will be willing to listen to any claims they might 
  make regarding any money owed to them. Of course, if the PCs find his corpse in his 
  study, they could always search the room for his safe, taking the money that is rightfully 
  owed to them. However, the watch are probably on their way, so they will have to 
  hurry… If the PCs come to some kind of negotiated settlement with the Butcher or the 
  Baker, that leaves Luge and his family safe, he will still pay the characters, though he 
  will try to negotiate down their salary. He will make an opposed Haggle test with one of 
  the PCs. If he wins, he reduces their pay by 10% for every degree of success.  
  
   
   
  The Other One 
   
  Janna Anikasdottir 
   
  Janna is the final member of the adventuring group that Sigrid, Pyek and Luge used travel 
  with. When they others settled down and set up their businesses, she settled down and 
  started drinking. While not an alcoholic by any means, she has spent the last few years 
  moving from tavern to tavern, spending all the gold she earned adventuring. She drinks 
  not because she has to, but because she has nothing better to do. She isn’t ready to settle 
  down with some fine Dwarven male, but she doesn’t want to leave her old buddies 
  behind. Now that her gold has almost run out, she has started pestering the others, trying 
  to convince them to join her on another adventure. She doesn’t understand why they 
  aren’t talking to one another - to her mind, none of them have done anything warranting a 
  grudge (yes, their grievances are so petty and irrational, not even a Dwarf would 
  recognise them as valid).  
   
  Janna needn’t be present in the adventure at all, especially if it is being run as a once off. 
  If you are introducing the Butcher, the Baker and the Candlestick Maker over the course 
  of a few sessions, however, Janna can be a good source of information on their 
  background. The PCs might be surprised to see her over at Luge’s house for dinner one 
  evening, visiting the Butcher the next morning and sharing a drink with the Baker that 
  night. She will gladly reminisce about “the good ol’ days, like when Pyek got his head 
  stuck down that Ogre’s throat… well, seemed like a good idea at the time…” She may try 
  to convince the players to do what they can to heal the rift between the former friends.  
   
  If two, or all three, of her former companions are murdered, she will blame herself (she 
  clearly should have knocked some sense into the three of them). She will take the slayer 
  oath, shaving off most of her hair, before leaving to seek a great death in battle. However, 
  if she learns the identities of those who killed her friends, she may decide to go after them 
  first… 
  
   
   
  Janna Anikasdottir 
   
  Appearance 
  If it weren’t for her lack of facial hair, Janna might be mistaken for a male Dwarf. Rarely 
  found without her armour on, he long, blonde hair is partially hidden beneath a heavy 
  helmet, but her long braids hang down her back, as far as her waist. Usually slightly 
  ruddy faced, due to her near constant consumption of alcohol. Her ready smile and 
  inability to say a bad word about anyone seems to disprove the theory that all Dwarfs are 
  grim and dour (perhaps its only the men?). The loss of friends or family will dispel her 
  good humour, however. 
  Career: Sergeant, (ex-Tomb Robber, ex-Shieldbreaker) 
  Race: Dwarf 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  61 
  37 
  40 
  54 
  32 
  42 
  45* 
  39 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  18 
  4 
  4 
  3 
  0 
  1 
  0 
  Skills: Common Knowledge (Dwarfs), Common Knowledge (the Empire), Concealment, 
  Dodge Blow, Evaluate, Navigation, Outdoor Survival, Perception +10%, Pick Lock, 
  Read/Write,  Scale Sheer Surface +10%, Search, Shadowing, Silent Move, Speak 
  Language (Khazilid), Speak Language (Reikspiel), Trade (Smith) 
  Talents: Acute Hearing, Coolheaded, Dwarfcraft, Grudge-born Fury, Night Vision, 
  Orientation, Resistance to Magic, Sixth-Sense, Stout-Hearted, Strike Mighty Blow, Strike 
  to Injure, Strike to Stun,  Sturdy, Trapfinder, Tunnel Rat 
  Armour: Full Mail Armour, Helmet 
  Armour Points: Head 5, Arms 3, Body 3, Legs 3 
  Weapons: Hand Weapon (Axe), Shield, Crossbow with 10 bolts 
  Trappings: Grappling Hook, 10 Yards of Rope, Water Skin, Crowbar, Lantern, Lamp 
  Oil, 2 Sacks, Tankard of Beer  
   
  
   
   
  The Competition 
   
  The Twin Blades 
   
  Despite their name, these two elven assassins are not twins. They aren’t even related. 
  Aelwin and Calan know little of each other’s past, maintaining a purely professional 
  relationship. They met while travelling separately through the Empire. They found they 
  shared a distaste for human company and a willingness to do anything to further their 
  own interests. They decided to enter a business partnership, hiring out their services, first 
  as mercenaries, later purely as assassins.  
   
  Aelwin is a Wood Elf from the Drakwald Forest. Her blonde hair frames a face that 
  would be breathtakingly beautiful, but for a series of thin scars that crisscross her cheeks. 
  Her long locks hide the fact that both of her ears have been cut away. This was the work 
  of a band of mutants, who captured her when she was still a young child. Her kinsmen 
  rescued her before she was slain, but she has harboured a resentment of mutants and the 
  humans who spawn them ever since. She wears studded leather armour beneath a long, 
  dark green cloak. She keeps her Elfbow with her at all times. Aelwin prefers to strike at 
  her targets from a distance, using her mastery with a bow to devastating effect. 
   
  Calan is actually a Dark Elf. He was part of a raiding party that was ambushed by a group 
  of adventurers while on a slave raid. Though he managed to escape, he was cut off from 
  his ship and forced to flee inland. That was four years ago. Although he has not given up 
  hope that he might one day escape to Naggaroth, for now he is content to get paid for 
  slaughtering humans. Aelwin assumes that he is a High Elf - though she probably 
  wouldn’t care if she found out the truth. Calan has realised that he is attracted to her, but 
  she feels nothing towards him. Calan wears a suit of black leather armour, that he had 
  specially crafted for him. In combat, he wields a longsword he took from the body of a 
  Kislev Nobleman, whom he killed whilst he slept. He holds a main gauche in his left 
  hand. 
   
  When outnumbered, Calan will try to keep himself between his opponents and Aelwin, 
  making Guarded Attacks. Aelwin will make full use of her Sharpshooter Talent to pick 
  off opponents in melee with him. Once the odds are more even, Calan will go on the 
  offensive. If any of their opponents display magical powers, Aelwin will target them and 
  Calan will begin to make Swift Attacks, in an attempt to defeat their enemies before they 
  can use spells against them. If forced into melee, Aelwin will enter a Defensive Stance, 
  unless she thinks her opponent is seriously wounded (Heavily Wounded or Critically 
  Wounded characters), or not a good combatant (if he fails to hit her two turns in a row).  
   
  The Twin Blades are accomplished killers. If the PCs have taken serious injuries at some 
  point in the adventure, the Blades could cut through them with ease. The Blades are 
  survivors first and foremost, however. They rely on stealth and surprise to overcome their 
  enemies. The PCs should outnumber them and they will retreat rather than face serious 
  opposition. They may also have faced some opposition before encountering the PCs 
  (facing the Butcher in combat, fighting the Baker’s guards, butchering the Candlestick 
  
   
   
  Makers men), so the GM may wish to reduce their Wounds, to represent some injuries 
  they have suffered. 
   
  Aelwin 
  Career: Assassin (ex-Targeteer, ex-Hunter) 
  Race: Elf 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  27 
  82* 
  32 
  41 
  70* 
  39 
  41* 
  39 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  17* 
  3 
  4 
  5 
  0 
  4 
  0 
  Skills: Common Knowledge (Elves), Common Knowledge (the Empire), Concealment, 
  Follow Trail, Gossip, Outdoor Survival, Perception, Prepare Poison, Search, Secret Signs 
  (Ranger), Speak Language (Eltharin), Speak Language (Reikspiel), Silent Move, Sleight 
  of Hand, Swim 
  Talents: Coolheaded*, Excellent Vision, Hardy*, Lightning Reflexes*, Marksman*, 
  Mighty Shot, Night Vision, Rover, Rapid Reload, Sharpshooter, Specialist Weapon 
  Group (Longbow), Specialist Weapon Group (Throwing), Sure Shot 
  Armour: Studded Leather  
  Armour Points: Head 0, Arms 2, Body 2, Legs 2 
  Weapons: Elven Bow, sword, dagger 
  Trappings: Antitoxin Kit, Net, Grappling Hook, 10 yards of Rope, 2 doses of Black 
  Lotus Poison 
   
   
  Calan 
  Career: Veteran (ex-Mercenary, ex-Corsair) 
  Race: Elf 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  57* 
  43 
  39 
  36 
  63* 
  31 
  40* 
  30 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  15 
  3 
  3 
  5 
  0 
  2 
  0 
  Skills: Common Knowledge (Elves), Common Knowledge (Kislev), Dodge Blow +10%, 
  Gamble, Haggle, Intimidate, Navigation, Outdoor Survival, Perception, Ride, Row, Sail, 
  Scale Sheer Surface, Search, Secret Language (Battle Tongue), Speak Language 
  (Eltharin), Swim, Torture 
  Talents: Coolheaded*, Excellent Vision, Lightning Reflexes*, Night Vision, Quick 
  Draw, Specialist Weapon Group (Crossbow), Specialist Weapon Group (Parrying), Strike 
  Mighty Blow, Strike to Stun, Warrior Born 
  Armour: Best Craftsmanship Full leather armour 
  Armour Points: Head 1, Arms 1, Body 1, Legs 1 
  Weapons: Best Craftsmanship Sword (+ 5% to WS not included in stat profile above), 
  Main Gauche 
  Trappings: 2 Healing Draughts, Bottle of Bretonnian Wine 
   
  
   
   
  The Estalian Warriors 
   
  The Estalian Warriors are a band of ruthless mercenaries, deadly swordsmen known for 
  their skill at arms and sharp wits. Led by the great Diego Salmundi, known throughout 
  Estalia for his many affairs with the most beautiful women of his homeland, the Warriors 
  have decided to make their presence known in the Empire. Only recently arrived in the 
  city, they intend to demonstrate their amazing courage and talent for carnage by hiring 
  themselves out to the highest bidder. Once they have confirmed their reputation, they will 
  approach a noble of some wealth and importance, perhaps an Elector, or even the 
  Emperor himself, and offer their services as bodyguards. 
   
   
  Everything in the above paragraph is a lie. The Warriors are not from Estalia. Two are 
  from Ostland, one is from Marienburg and the last is from the Moot. None are 
  particularly good with a sword. Their leader is not Diego Salmundi, or even Dietrich 
  Salmann (the man pretending to be Diego Salmundi), though Dietrich has had affairs 
  with many women (generally those foolish enough to believe the promises and lies of a 
  smooth-tongued cad).  
   
  The Warriors were originally the Travelling Troubadours of Talebheim (though even that 
  was a lie, none of them are from the city of Taal, they just liked the alliteration). A band 
  of travelling entertainers, they arrived in the city down on their luck, with barely a brass 
  penny between them. Eventually they were forced to look for work. As it happened, a 
  paranoid nobleman from a nearby town was looking for some bodyguards for his eldest 
  daughter, as she was travelling to and from the city. Desperate, the Troubadours took the 
  job. They claimed to be former soldiers, recently retired from his Imperial Majesty’s 
  armed forces. They spent two months babysitting a spoilt young lady and received a fat 
  purse of gold for their troubles. Pleased with their success, the group’s leader, a Halfling 
  by the name of Bertie Acorn, convinced them that there was some serious money to be 
  made in the high-class mercenary business. He figured that 99% of the job was show. A 
  wealthy merchant doesn‘t expect to have to actually use his bodyguards. Their job is to 
  scare away thieves and to demonstrate that you’re wealthy enough to employ them.  As 
  long as they avoided any real trouble, they’d be fine. Some of the other Troubadours 
  were unsure, but they didn’t have any choice. It was this, or get real jobs… 
   
  The Estalian Warriors were the result. Bertie (correctly) assumed that a flashy, notorious 
  band of mercenaries would attract a higher paying (and less intelligent) type of employer. 
  Each member of the troupe has spent hours practicing with their weapons… juggling 
  daggers, slashing the air dramatically while shouting “Defend yourself, bandit scum!” 
  and flicking whips to produce a satisfying ‘CRACK!’. They hope that if they do run into 
  trouble, a demonstration of their ‘skills’ will frighten away any opposition. 
  Unfortunately, they have been rather too successful in exaggerating their reputation. 
  When the Butcher, the Baker and the Candlestick Maker went looking for hired swords, 
  they were bound to be approached by one of them. Diego agreed to the job before 
  clearing it with Bertie, the amount being offered too high for him to resist. Bertie has 
  since realised that they might be in over their heads, but is willing to give it a shot. If it 
  works, they’ll be well paid and their reputation will get a huge boost. If things go 
  
   
   
  wrong… Bertie is more than willing to leave the rest of the others to their fate, grabbing 
  the Warriors’ lock box, with all their savings, before leaving down on the first riverboat 
  available. 
   
  The Warriors are less than subtle. They have been trying to build their reputation in the 
  city since they arrived. They dress in blue and yellow outfits, in an exaggerated Estalian 
  style. They each have a dark blue cloak, knee high black leather boots, striped breeches 
  and tunics under leather jerkins. Most of them have feathered caps, though “Diego” 
  wears a mail coif with an especially extravagant feather sticking out the top (see the 
  picture of the Estalian Diestro on page 38 of the WFRP Rulebook for inspiration, Diego 
  is especially fond of striking that pose).  
   
   
  If the Warriors are faced with serious opposition (for example, the PCs), they will go into 
  their intimidation routine. They are especially vulnerable at this time. They have 
  practiced it so much, that if it is disrupted with an attack, they will panic. They will not 
  be able to dodge or parry and Bertie will have to make a Command test, screaming 
  “Warriors, attack, for Estalia and HONOUR!”, or they will all panic and flee. Note that 
  as Bertie doesn’t have the Command skill, his test will be at half Fellowship. 
   
  First, Diego (actually, his real name is Dietrich Salmann, from Wolfenburg) will step 
  forward. Flourishing his sword (again, that picture is good if you want to show the PCs 
  what he is doing), he shouts (in a ham Estalian accent) “Fools! You face no mere band of 
  sell-swords, but the Estalian Warriors! Dare you face the greatest swordsman the world 
  has ever seen!?!” At this point the gives his sword a another little flourish. “Perhaps you 
  care to test your strength against Marmaeda, the Bear of the Abaskos?” Magnus grunts 
  and thuds his hammer against the floor menacingly. “Maybe you would like a taste of 
  Sereena’s whip?” Silvia cracks her whip in the PCs direction. “Or do you think you can 
  avoid the blades of Bertrand, deadliest knife-thrower in Bilbali and three-times Annual 
  Sartosan Dart Championship Master?” Bertie juggles three daggers in the air. 
   
  If Dietrich is allowed to finish his little speech, the PCs will have to make a WP test 
  opposed by his Performer (Actor) skill. The difficulty of this test will depend on whether 
  they have heard of the Estalian Warriors. Have them make a Routine (+10%) Gossip test. 
  If they succeed, the WP test is Challenging (-10%). If they fail, they’ve never heard of 
  them and the WP test is Routine (+10%). If the players lose the roll, they suffer a -10% to 
  WS and BS on their first round of combat. 
    
  The Warriors will not fight to the death. Far from it. Should even one of their number 
  drop to Heavily or Critically Wounded, he or she will flee from the fight. At this point 
  Bertie will have to make another Command check (Very Hard (-30%) if one of their 
  number has been killed): “Get back in the fight, you cowards!” If he fails, the rest of the 
  Warriors will follow their fleeing comrade, or surrender if running isn’t an option. In the 
  event of a surrender, their bad Estalian accents will disappear as they beg for their lives. 
  If Bertie makes the Fel check, he will make a quiet, but quick, getaway while they others 
  distract their opponents for one more turn. Once they realise he has done a runner, they 
  will follow. 
  
   
   
   
  The Warriors haven’t really trained to fight together.  If things get rough, each will take 
  one opponent and fight as an individual. Bertie will stay as far back as possible, using his 
  knife throwing Talents to good effect. Diego/Dietrich will charge towards anyone armed 
  with a sword, preferably one who is well dressed (he has begun to believe his own act a 
  little too much). He will make All Out Attacks. The other two are not nearly as confident. 
  Marmaeda/Magnus will approach more cautiously, striking at anyone who tries to get 
  around behind Dietrich. He will make All Out  attacks if facing a single opponent, 
  entering a Defensive Stance if pressed by multiple opponents, or after he has taken a 
  single hit. Sereena/Silvia will lash out at an unengaged opponent. She will try to entangle 
  one with her whip. However, she won’t really know what to do after that. If she manages 
  to entangle someone, she will drop her whip, pull out her dagger and enter a defensive 
  stance. Note than Diego, Marmaeda and Sereena don’t have the required Specialist 
  Weapon Talents for their weapons and so will suffer a -20% penalty to their WS/BS tests.  
   
  If the Warriors surrender, they won’t hesitate to give up their employer. Clever PCs may 
  be able to use that to their advantage later on. 
   
   
  Diego Salmundi (Dietrich Salmann) 
  Diego was a failed actor and poet in Wolfenburg. Before he joined the Troubadours, he 
  was making a few clanks a day, reading pieces of poetry or a few lines from a play to 
  passers-by (most paid him to shut up). He became the groups spokesman and promotion 
  manager, as they discovered that he had a flair for over-the-top drama (he liked shouting 
  at the top of his lungs, especially about his own acting skills). He has had some 
  experience in a fight, as he often gets into tussles with irate husbands, usually after being 
  caught having another kind of tussle, with their wives. 
   
  Career: Entertainer 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42 
  34 
  33 
  31 
  44* 
  27 
  32 
  46* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: Animal Care, Blather, Charm, Common Knowledge (the Empire) +10%, Gossip 
  +10%, Perception, Performer (Actor), Performer (Storyteller),  Speak Language 
  (Reikspiel) +10% 
  Talents: Lightning Reflexes, Mimic, Public Speaking, Suave 
  Armour: Leather Jerkin, Leather Skullcap, Mail Coif (with a really big feather in it) 
  Armour Points: Head 3, Arms 0, Body 1, Legs 0 
  Weapons: Rapier 
  Trappings: Good Craftsmanship Clothes, Scraps of parchment with snatches of bad 
  poetry in his own writing (“I wandered lonely as a Griffon, until I found and ate a 
  pigeon”), 22gc, 38s, 12p 
   
  
   
   
   
   
  Magnus Kohl (Marmaeda, the Bear of the Abaskos) 
  Magnus grew up in a travelling carnival. As a boy, he helped take care of the animals and 
  other menial tasks around the camp. As he grew older, he learnt a few other tricks, such 
  as fire eating, but as he filled out, it was obvious that he would make a good strongman. 
  He used to attract crowds to the show, standing outside the main tent, bare from the waist 
  up and spitting gouts of flame. During the Storm of Chaos, however, the carnival was 
  ambushed by a band of beastmen. His family and friends were butchered and he barely 
  escaped with his life. Silvia was the only other member of the carnival to survive. He 
  joined the Troubadours in an effort to recapture some of what he has lost. He doesn’t 
  really feel like he belongs, however, and he is the one most opposed to their current 
  activities. 
   
  Career: Entertainer (Strongman) 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  28 
  30 
  43* 
  41* 
  41 
  30 
  35 
  32 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  16* 
  4 
  4 
  4 
  0 
  2 
  0 
  Skills: Animal Care, Animal Training, Charm, Common Knowledge (the Empire) +10%, 
  Evaluate, Gossip, Perception, Performer (Fire Eater), Performer (Juggler), Speak 
  Language (Reikspiel),  
  Talents: Hardy, Very Resilient, Very Strong, Wrestling 
  Armour: Studded Leather Jerkin 
  Armour Points: Head 0, Arms 0, Body 2, Legs 0 
  Weapons: Great Weapon (Massive Hammer) 
  Trappings: Good Craftsmanship Clothing, Silver Locket with picture of his parents in it 
  (10gp), 67gc, 32s, 7p (Magnus has been saving as much of his pay as possible, he’d like 
  to be able to open his own show some day). 
   
   
  
   
   
  Silvia Klapwijk (Sereena) 
  Silvia’s family joined the carnival when she was ten years old. They owed a great deal of 
  gold to a money lender in Marienburg and joined the circus to escape. Silvia was put to 
  work, doing odd jobs around the camp. When she was a little older she was taught to 
  dance, soon joining the carnival’s troupe of dancing girls. She was only 18 when the 
  beastmen killed almost everyone she knew and loved, including her two year old 
  daughter and her husband. She stayed with Magnus because she didn’t know what else to 
  do. Later, when he joined the Travelling Troubadours of Talabheim, she went along with 
  him, for the same reason. She is still searching for some kind of meaning to her life. If 
  this latest job goes poorly, she may either snap out of her listless depression, or just snap 
  entirely. 
   
  Career: Vagabond 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  37 
  42 
  31 
  33 
  40 
  48* 
  26 
  36 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  3 
  4 
  0 
  3 
  0 
  Skills: Common Knowledge (Kislev), Common Knowledge (the Empire), Haggle, Heal, 
  Gossip, Navigation, Outdoor Survival, Perception, Performer (Dancer), Secret Language 
  (Thieves Tongue), Silent Move, Speak Reikspiel,  
  Talents: Acute Hearing, Orientation, Rover, Savvy, Seasoned Traveller 
  Armour: Leather Jack, Leather Skullcap 
  Armour Points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Whip, Dagger 
  Trappings: Good Craftsmanship Clothes, Silver Earrings (35gc), 2 silver bracelets (16gc 
  each), 12gc, 20s, 10p 
   
  Silvia’s jewellery is part of her costume. Bertie insists on keeping them in the troupe’s 
  lock-box when they aren’t in use.  
   
   
   
  
   
   
  Bertie Acorn (Bertrand)  
  Bertie was part of a two-man travelling show. He and his partner, a human named 
  Kriesler, would put on little street shows, entertaining crowds for a few pennies and 
  shillings. Bertie would act as a clown, suffering through a series of pantomime punches, 
  kicks and wedgies from Kriesler, who would run rings about the small Halfling. 
  Eventually, Kriesler would collapse, laughing, into a chair, at which point Bertie would 
  run up to him and tie him down before he had a chance to get up again. This was when 
  the real show would begin. Bertie would take out a set of knives, juggling them in the air. 
  He would then proceed to throw them at his partner, just missing his ears, hands and legs. 
  Unfortunately, their last show went awry. Just as he was about to fling his last dagger, a 
  drunken member of the crowd stumbled into him, throwing off his aim. The knife pierced 
  Kriesler’s throat. The frantic efforts of the spectators to save him only made matters 
  worse and he soon bled to death. Some of the crowd thought that perhaps the Halfling’s 
  pantomime anger was no show, but when they turned to find him, he was already gone. 
   
  Bertie formed the Troubadours soon after, finding it too difficult to make any gold on his 
  own. While the Troubadours had some potential, he feels that there’s some real money to 
  be made in the fancy-mercenary business. He’s actually considering ditching the Estalian 
  Warriors, taking their savings and hiring some real fighters. Dress them up proper and 
  teach them to speak with a funny accent and he can start making Karls hand over fist. 
   
  Career: Charlatan (ex-Entertainer) 
  Race: Halfling 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  20 
  53 
  21 
  31 
  59 
  35 
  39 
  38 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  2 
  3 
  4 
  0 
  0 
  1* 
  Skills: Academic Knowledge (Genealogy/Heraldry), Animal Care, Charm, Common 
  Knowledge (Halflings), Common Knowledge (the Empire), Evaluate, Gossip, Perception, 
  Performer (Clown), Performer (Juggler), Sleight of Hand, Speak Language (Halfling), 
  Speak Language (Reikspiel) +10%, Trade (Cook)  
  Talents: Flee!, Lightning Reflexes, Lucky, Night Vision, Resistance to Chaos, Schemer, 
  Sharpshooter, Specialist Weapon Group (Sling), Specialist Weapon Group (Throwing), 
  Armour: Full Leather 
  Armour Points: Head 1, Arms 1, Body 1, Legs 1 
  Weapons: 6 Throwing Daggers 
  Trappings: Good Craftsmanship Clothing, Healing Draught, 20gc, 20s, 20p, 2 keys. 
  These open the Warriors’ strongbox, which is back at their inn. They are staying in the 
  Blue Goblin, a small, but expensive, establishment. One key opens the lock, the second 
  disarms the poison needle trap inside (Hard (-20%) Agility Test to avoid, covered in 
  Black Lotus. The box contains the groups savings: 211gc, 310s. 
   
  Note that Bertie has one Fortune Point, granted to him by his Luck Talent. He will use it, 
  if necessary, to get himself out of trouble. 
   
  
   
   
  The Job 
   
  The nature of the adventure will vary greatly, depending on who hires the adventurers. 
  Each of their prospective employers - and victims - have different personalities and goals. 
  The players also have to deal with their rival assassins. And the players may start to 
  question their actions - or whether there’s more money to be made working for one of 
  their targets.  
   
  Each of their employers has been observing their opponents for some time. Each has 
  suggestions or some help to offer their assassins. These options are not necessarily the 
  best, or safest, methods for accomplishing their objectives. Players may be able to come 
  up with better plans themselves.  
   
  The other two bands of assassins are the Estalian Warriors and the Twin Blades. For 
  simplicity’s sake, rather than determine which band is hired by which target, assume that 
  the first target the PCs choose to hit has hired the Twin Blades and is in turn also being 
  targeted by the Estalian Warriors. So, if the players are working for the Baker and decide 
  to attack the Candlestick Maker first, then they will run into the Estalian Warriors at his 
  house, as they are making their own attack. Meanwhile the Twin Blades, working for 
  Luge, will be dealing with the Butcher. If, instead, the players decided to attack the 
  Butcher first, then the Estalian Warriors will have been hired by Luge, and the Twin 
  Blades will be attacking his house instead. This makes things simpler (and the players 
  need never know!).
  
   
   
  The Butcher’s 
   
  The Butcher’s home and place of business is a two story building. It sits alone on a street 
  corner, beside a slaughterhouse, from which Sigrid gets his meat. A sign hanging over the 
  street displays a meat cleaver and a cow’s head. The rear half of the building doesn’t 
  have any windows and the rear courtyard is completely fenced off. A gate in the 
  courtyard leads to the slaughter yard. The building is in one of the poorer areas of the 
  city. Beggars are a far more common sight than watchmen in this area.  
   
  The rear of the building is taken up by the hanging room, where the meat is stored. This 
  is also where the Butcher performs his surgery. Beef carcasses hang from the ceiling. A 
  large table sits in the centre of the room, usually covered in slabs of meat and entrails, 
  when it is not occupied by a patient. The floor is granite and slopes slightly down, 
  towards a large drain that runs through the centre of the room. A side door leads to an 
  alley, another into the main house. A large water trough sits beside the door to the shop. 
  The Butcher and Sara use it to clean their tools, after working (whether on beef or man).  
   
  Drinking from the trough would not be advisable. 
   
  The side, courtyard and hanging room door are all locked and bolted, as is the front door. 
  Each has a Toughness of 7 and 8 Wounds. Alternatively, a Hard (-20%)Strength test, or 
  Very Hard (-30%) for the Courtyard door, will allow the door to be broken open (reduce 
  the difficulty by one degree if the PCs have a crowbar).  Breaking down or attacking a 
  door will certainly be heard by the Butcher and Sara. 
   
  The shop room is to the front of the building. This is where the butcher sells his wares. A 
  low counter split’s the room in half.  Between the shop room and the hanging room are 
  the kitchen and the preparation room, where the meat is prepared for sale. His guard dog, 
  Mentag, sleeps in the shop room, chained to the floor. 
   
  There are three rooms upstairs. The first belongs to Sara, the Butcher’s apprentice. It is 
  small and cramped, barely big enough for her small bed. Her only possessions are a few 
  sets of poor quality clothing. The second room is the Butcher’s. It contains his bed, a 
  wardrobe, an armour stand and a small table. The Butcher keeps his armour, some 
  healing draughts and some poison here (see the Attack, below).  
   
  The Butcher’s study contains a small desk, behind which are some shelves, upon which 
  can be seen some books and a large number of scrolls. The books are Herbs and their 
  applications in cooking (glued, printed, worth 65gc, grants +10% bonus to Trade (Cook) 
  tests made, if a ready supply of herbs is available), Biologis Humanatus (stitched, printed, 
  written in Classical, worth 120gc. Allows the reader to with the Heal skill to learn the 
  Surgery Talent at a cost of 100xp, if he makes a Very Hard (-30%) Int test), Liber 
  Morrtus (the book of Morr, written in Classical, an illuminated text on the rites and 
  strictures of the Cult of Morr, worth 300gc and grants the reader a +10% bonus to 
  Academic Knowledge (Theology) tests regarding the Cult of Morr) and An Illustrated 
  Guide to the Biology of Horses (glued, printed, worth 75gc, may grant a bonus to Heal 
  
   
   
  tests on horses, at the GMs discretion). The scrolls mostly contain hand drawn 
  illustrations of vivisected cattle and other animals. These are the Butcher’s notes, 
  describing his experiments upon the carcasses of various animals. Some of them also 
  describe his early attempts to perfect the Henbell Jars (see the Attack, below). Someone 
  with the Prepare Poison skill could use the notes to duplicate his efforts. It requires a 
  Prepare Poison test (Challenging -10&) without the notes, Easy (+20%) with. The 
  required materials are Henbell Poison (see the Old World Armoury), some lantern oil and 
  some glass bottles(3s each). Beneath the desk lie an Antitoxin Kit and a leather case 
  containing Trade Tools (Physician) (worth 50gc). A drawer in the desk contains 200gc in 
  a leather purse (partial pay for the Butcher’s assassins). Removing the drawer completely 
  (or a Hard (-20%) Search test reveals that a tightly wound scroll has been attached to the 
  back of the drawer. These scrolls include descriptions of Sigrid’s recent studies of human 
  bodies. Bringing these to the attention of the Cult of Morr will earn a reward of 50gc. 
  Alternatively, there are numerous physicians who would pay twice that for them. 
  Unscrupulous PCs could sell the notes to a doctor, then informing the Cult of Morr that 
  they believe the physician is examining cadavers. If the Cult finds the notes, they will 
  reward the PCs with 50gc (and the physician will be executed). 
   
  Four Henbell jars sit beside the banisters, next to the stairs. There is a box of 20 Best 
  Craftsmanship Matches  (worth 10p each) and a candle lying nearby. In the event of an 
  attack, Sara will use these on anyone coming up the stairs (see the Attack, below). 
   
  
   
   
  
   
   
   
   
  Butcher’s 1st floor 
   
   
  The Attack 
   
  In terms of security, the Butcher’s is the easiest to break into. If they want to, the 
  characters can probably break down the door and march in. The Butcher lives in one of 
  the poorest areas of the city. The watch occasionally patrol the area, but they aren’t likely 
  to come by before dawn. However, the players might decided that stealth or trickery 
  would be preferable, possibly using one of the methods suggested by either the Baker or 
  the Candlestick Maker. Getting in isn’t really the problem, overcoming the Butcher is. 
   
  With Ilsa providing him with information, Sigrid knows that an attack is imminent, 
  though he doesn’t know exactly what night it will be coming. He has been preparing for 
  some time. He has stopped accepting patients at night and is generally quite careful in his 
  movements. He and Sara take turns on watch, sleeping for a few hours at a time. He has 
  also been preparing some… surprises, should he have to host any uninvited guests. He 
  has been developing various poisons, in preparation for this night. 
   
  Henbell Jars: The Butcher occasionally uses Henbell to put his patients to sleep. He has 
  also considered its potential application as a weapon. Inspired by an encounter with a  
  Skaven censor bearer many years ago, he developed a method of spreading Henbell as a 
  gas. Its not very effective, but its better than nothing. They are little more than bags of 
  Henbell, soaked in oil and stuffed in a jar. A small wick sticks out of the top, to be lit 
  before throwing it at an enemy. Lighting the wick takes one round. When thrown, the 
  
   
   
  wielder makes a BS test as normal. However, if the attack roll misses, roll a 1d10. On a 1, 
  the Henbell Jar fails to break and the flame sputters out. On a 10, the jar cracks from the 
  heat, spilling the noxious gas over the wielder and anyone within 2 yards. On a 2-9, the 
  jar scatters. Consult the chart below and roll another 1d10, this is how many yards the jar 
  travels in the indicated direction. 
   
   
   
  2 
   
  3 
   
  4 
   
  5 
   
  Target 
   
  6 
   
  7 
   
  8 
   
  9 
   
   
   
   Hopefully the target will be hit and will breath in the Henbell. Unfortunately, the 
  Henbell will probably be too diluted to knock them out, or even make them dizzy, but the 
  rank smell might be enough to make them nauseous. Anyone within 2 yards of the target 
  of the Henbell jar must make a Routine (+10%) Toughness test, or be nauseous (-10% to 
  WS, BS and Ag). If they fail by 3 degrees of failure, they will also become drowsy and 
  delirious in 1d10 rounds. They will effectively be stinking drunk (see page 115 of the 
  core rulebook). The gas will hang around for another round, before dissipating (though 
  the vile smell will remain for a few hours). Anyone remaining in the area of affect, or 
  moving through it, will have to make the Toughness test again. Sigrid and Sara will use 
  the Henbell Jars to fill the area at the base of the stairs with gas, trying to trap attackers 
  there for as long as possible.  
   
  Placing a rag over your nose and mouth makes the Toughness test Easy (+20%). The 
  Butcher will have already done so, possibly prompting the PCs to do the same. He will 
  also have taken the added precaution of soaking the rag in vinegar, which helps block the 
  smell of the Henbell and making his Toughness tests Very Easy (+30%).  
   
  Spider Spittle: A little something Sigrid picked up in his adventuring days, he will apply 
  it to his blade just before battle. There is only enough for one successful hit, after which it 
  will have wiped off. Note that this will be the case whether the hit caused damage or not. 
  An opponent wounded by an envenomed blade must make a Challenging (-10%) 
  Toughness test or take 1 Wound and be paralyzed for a number of rounds equal to 2d10 - 
  TB. 
   
  
   
   
  Dried Mad Cap Mushrooms: Sigrid has a few of these left over from his adventuring 
  days. He knows well what the affect of these fungi are and won’t take them unless he is 
  desperate. If forced to take them, he will proceed to make All Out Attacks, until he has 
  taken down all of his opponents, or he is dead. Unfortunately, these mushrooms have 
  been sitting in a desk drawer for the past few years and aren’t as fresh as he’s like. While 
  they are as potent as ever, anyone taking one must make a Routine (+10%) Toughness 
  test, or proceed to be violently ill for the next 2 rounds (-20% to WS, BS and Ag, can 
  only take half actions). They will then suffer terrible stomach pains (-10% to WS, BS and 
  Ag) for the next 1d10 - TB rounds. For the effects of Mad Cap Mushrooms, see page 122, 
  of the WFRP Rulebook. 
   
  Healing Draughts and Healing Poultice: Sigrid keeps three bottles of Healing Draught 
  and a Healing Poultice in his room. He will try to retreat before being Heavily Wounded, 
  slamming the door in his opponents faces. He will then drink the Healing Draughts, 
  giving one to Sara if necessary. If he is Heavily Wounded, he will try to apply the 
  Healing Poultice. 
   
  For more information on Henbell and Spider Spittle, see page 72 and 73 of the Old World 
  Armoury.  
   
  The Butcher keeps the Henbell jars at the top of the stairs. He keeps the Spider Spittle in 
  a small vial, on his bedside table. If an attack should begin, he will throw on his armour 
  (one round to put on the leather, two to throw on the mail and the helmet). He will then 
  apply the Spider Spittle to one of the Meat Cleavers, before going to make his stand by 
  the stairs. If forced back to his room, he will lock the door and drag the bed in front of it, 
  before beginning to tend to his Wounds (Healing Draughts if Lightly Wounded, a 
  Healing Poultice if Heavily Wounded. While doing so, he will pretend to try to negotiate 
  with the attackers, stalling for time. He will hope that the Henbell will start to take effect, 
  further incapacitating them while he heals. If sorely pressed, he will eat the Madcap 
  Mushrooms. 
   
  If the PCs try the front door, they will find it locked and bolted. If they start banging on 
  the door and calling for attention, the Butcher’s guard dog, Mentag, will start barking and 
  snarling. If they persist, Sara (the Butcher’s apprentice) will come downstairs. She will 
  stand at the back of the shop, answering their questions from the back of the shoproom. 
  She will stall for time for as long as she can. Meanwhile, Sigrid will put on his armour 
  and prepare his weapons. If the PCs try to break down the door, or if they try to get in any 
  other way, Sara will unchain Mentag and retreat upstairs. Once the attackers reach the 
  foot of the stairs, Mentag will be released and Sara will begin throwing Henbell Jars. The 
  Butcher will stand at the top of the stairs, a meat cleaver in each hand. He will use a 
  Delay Action every round, waiting for one of the attackers to begin climbing the stairs. 
  Only one person can attack up the stairs at a time and his attacks will be Challenging (-
  10%). However, a second attacker could try to climb the banisters up onto the landing. 
  Doing requires a Very Easy (+30%) Scale Sheer Surface test, but Sara will gain a free 
  attack against him. She will probably try to hit him with a lit Henbell Jar. Normal WS test 
  to hit, SB -3 Damage. There is no chance of misfire, but Sara will also be exposed to the 
  
   
   
  gas. Also, roll a 1d10. On a 10, the target takes begins to catch fire (Damage 1). He must 
  make an Agility test each round to put it out. If he fails to put it out after two rounds, he 
  begins blazing - he loses 1d10 Wounds every round (with no reduction for toughness or 
  Armour) until the fire is extinguished. 
   
  If the Butcher has taken 6 or more Wounds, Sara has used all the Henbell Jars, or if the 
  attackers are beginning to climb the banisters, the Butcher will call a retreat to his room. 
  He will then treat his Wounds as describes above, before taking the Mad Cap 
  Mushrooms.  
   
  The attackers could also try to sneak in, perhaps via the drain in the hanging room. 
  Finding the drain’s outlet in the sewer is automatic if the Baker has told them of it, if the 
  characters are searching for it, without his directions, then they will need to make an Easy 
  (+20%) Search test. Finding it is the easy part. Convincing themselves that crawling 
  inside is worth it is the hard part. The drain is about a foot high and barely wide enough 
  for a human to squeeze through. Its almost 20’ from the sewer tunnel to the hanging 
  room. The grate is used to drain blood, entrails, excrement (both human and animal) and 
  anything else the Butcher needs to throw out. Anyone crawling through it must make a 
  Routine (+10%) WP test, or gain 1 Insanity Point. 3 Degrees of Failure will result in the 
  character panicking and begin to climb back out. If he can’t (for example, if someone is 
  crawling in behind him), he will start to scream and shout, possibly alerting Mentag (have 
  him make a Challenging (-10%) Perception test. Remember to include his Keen Senses 
  Talent!). Forcing open the grate will require a Routine (+10%) test. If this test is failed, 
  the character can simply try again, but will have to make another WP test to avoid 
  panicking, with the same consequences as above. 
   
   
  Once in the hanging room, they will have to get into the main house. This will probably 
  require them to break down the door, certainly alerting the Butcher. However, rather than 
  risk going downstairs to get Mentag, Sara will wait upstairs, preparing the Henbell Jars. 
  If the PCs are fast enough, they may be able to get inside before the Butcher can fully 
  prepare for them. He will be forced to rush out to meet them at the head of the stairs. 
  Otherwise, he will proceed as above.  
   
   
  
   
   
  Sara 
   
  Sara is a short, pretty young woman. She keeps her blonde hair cut short, in a ragged, 
  boyish mess. Her mother died when she was still a child. Her father was a useless 
  alcoholic. When she was seventeen, her father was killed in a pub brawl. When her 
  younger brother and sister fell ill with the galloping trots, she took them to the Butcher. 
  She didn’t have any money to pay him, so she offered to be his servant, cleaning up his 
  home and performing any other… services… he might require of her. He quickly realised 
  that she had a keen mind and was a fast learner. He decided to make her his apprentice, 
  teaching her what he could of medicine and surgery. 
   
  Career: Barber-Surgeon 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  28 
  33 
  29 
  30 
  31 
  39* 
  36* 
  41* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  10 
  2 
  3 
  4 
  0 
  0 
  0 
  Skills: Charm, Common Knowledge (the Empire), Drive, Gossip, Haggle, Heal, 
  Perception, Read/Write, Speak Language (Reikspiel) +10%, Trade (Apothecary) 
  Talents: Coolheaded, Resistance to Disease, Savvy, Suave, Surgery 
  Armour: None  
  Weapons: Henbell Jars, dagger 
   
   
   
   
  Mentag 
   
  Named after a mercenary Ogre Sigrid met during his adventuring days, he raised Mentag 
  since he was a pup. Totally loyal to Sigrid and Sara, he will fight to the death to defend 
  them. He will make All Out Attacks every round, not stopping until all of his opponents 
  are down, have fled the building, or have killed him. At night, he is usually kept chained, 
  in the shop. During the day he can usually be found in the back yard. 
   
  Race: Dog. Really, really big dog  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  30 
  0 
  41 
  31 
  25 
  15 
  30 
  0 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  9 
  4 
  3 
  6 
  0 
  0 
  0 
  Skills: Follow Trail, Perception +20%, Swim 
  Talents: Flee!, Keen Senses, Natural Weapons 
  Armour: None   
   
   
  
   
   
   
  The Estalian Warriors 
   
  If the PCs are working for the Baker, then the Estalian Warriors won’t know about the 
  sewer entrance. Unable to think of anything better, they will pretend that one of their 
  number is injured and is in need of medical attention. This won‘t work, as the Butcher 
  won‘t let anyone after dark. Instead, he and Sara will begin to prepare for an attack. 
  Rather than push his luck, Bertie will decide to fall back. Sara and the Butcher will wait 
  for ten minutes, then assume that the Warriors were legitimate and try to go back to sleep. 
  If the PCs are observing the Butchery, they might observe this exchange. 
   
  After their initial approach fails, Bertie will stop to consider his next course of action. 
  While they failed to get in, their first encounter convinces him that the Butcher, Sara and 
  the dog are the only ones in the building. This encourages him to initiate a frontal attack. 
  Magnus will smash down the door, then Diego will go inside, slashing at Mentag. The 
  others will quickly follow.  
   
  The exact timing of this is up to the GM. If the PCs are coming in through the drain, they 
  will meet the Warriors as they are coming in through the front door. The PCs will be 
  caught between the Butcher and the Warriors. If the players decide to just knock down 
  either the front or the side door, the Estalian Warriors will see them. Realising that they 
  are there for the same reason as the Warriors, Bertie will decide to wait and see what 
  happens. If the PCs come back out, the Warriors will confront them, trying to convince 
  them to throw down their weapons, before attacking. If they can kill the PCs, then the 
  Warriors will be able to take the credit for killing the Butcher. If the PCs don’t emerge 
  after ten minutes, Bertie will assume they failed, but hopes that they might have been 
  able to injure or incapacitate the Butcher, or at least the dog. The PCs may find a band of 
  brightly coloured fools waiting for them downstairs, after they finish looting the 
  Butcher’s study.  
   
  If the PCs are working for the Candlestick Maker, then the Warriors will gain entrance to 
  the Butcher’s through the drain entrance. A few minutes after the PCs have confronted 
  the Butcher, the door to the hanging room will slam open, caving in under the force of 
  Magnus’s hammer. The players will be confronted by a rather bedraggled band. Diego’s 
  attempt to intimidate the characters will be Very Hard (-30%), due to their dishevelled 
  and forlorn appearance. They will probably flee, if the PCs are in any shape to put up a 
  fight. 
   
  The Twin Blades 
   
  If the players decide to deal with the Butcher second, then by the time they get there, the 
  Twin Blades will have already begun their attack. Alternatively, if the PCs are working 
  for the Butcher and haven’t defeated the Twin Blades already, they will encounter them 
  when they return for their pay. The Blades didn’t bother with subtlety, they just smashed 
  down the front door. Mentag lies dead on the shop floor, an arrow through his side. Sigrid 
  and Sara have been driven back to his room and Calan is currently trying to break the 
  
   
   
  door down. The stench of Henbell fills the building and Calan is suffering some effects 
  (he feels nauseous, suffering -10% to his WS, BS and Ag). Aelwin will be covering the 
  stairs She will be ready to shoot the first person to come into sight. Surprised by the PCs 
  appearance, Aelwin will call a retreat. The two elves will fall back to Sigrid’s study. They 
  will break the window overlooking the alley and make their escape.  
   
  The Butcher will have used the time to take his healing draughts (assume he is back on 
  full Wounds). He will also apply the Spider Spittle poison to one of his Meat Cleavers 
  (he didn’t have time earlier). Sara is heavily injured (on 1 Wound). One of Aelwin’s 
  arrows caught her in the leg. He will be confused by the arrival of the PCs (assuming he 
  is their target, not their employer) . They may be able to convince him that they are 
  members of the watch (or use some other pretence).  If they try to do so, have them make 
  a Challenging (-10%) Charm test. If they succeed, he will open the door, though with his 
  weapon at the ready. He won’t be surprised by at attack and will be in a Defensive Stance 
  (-20% to hit). Alternatively, if the PCs want to negotiate, now would be the time.  
   
  Negotiation 
   
  The PCs may attempt to negotiate with the Butcher at some point. If forced back to his 
  room, he will attempt to negotiate to stall for time. He will offer them gold if they 
  promise to leave, but will have no intention of giving it to them unless he knows that his 
  own assassins have been defeated (the Estalian Warriors or the Twin Blades), or if he is 
  sorely pressed. The PCs may offer to betray their employer, in exchange for better pay, 
  but he won’t be able to pay them any more than they are already earning. If the players 
  try to convince him to end his grievances with either the Candlestick Maker or the Baker, 
  they will find him disinclined to listen to reason while he’s trapped in his room, with a 
  large number of armed men on the other side of the door. However, if they agree to back 
  off, perhaps leaving one of their number to negotiate, he will be willing to listen. 
  
   
   
  The Bakery 
   
  The Baker imports all of his legitimate ingredients directly from towns and villages just  
  outside the city. They are delivered to the rear of the bakery, via a small dock. Next to the 
  dock is a large storage area, filled with stacks of crates. Hidden in the centre of this  
  warehouse is the Baker’s main drug sorting centre. During the day there are usually at 
  least a dozen young gang members here, sifting through the shipments of flour for the 
  small packages of drugs the Baker has smuggled in. At least two of the Baker’s own men 
  watch them at all times. One is armed with a loaded crossbow, the other with a club. 
  There will also be two men here at night, though if there is a special delivery, one of them 
  will go to watch over the unloading of the goods. 
   
   
  A set of wooden stairs leads up to the Baker’s personal office, which hangs out over the 
  warehouse, supported by three large pillars. A large, upholstered chair sits behind an 
  oaken desk, upon which sit’s a bronze candlestick with gold filigree (65gc). A lounger 
  sits to the right. The furniture and candlestick were a gift from Konleuchter, back when 
  they were still on speaking terms. Opposite the lounger are a set of large, shuttered 
  windows that overlook the drug processing area. The Baker keeps a loaded pistol in his 
  desk drawer, he is quite fond of using it to execute traitors brought before him (perceptive 
  PCs might notice dried blood stains on the floor, in front of the desk). Another drawer 
  holds four pouches containing 100gc each (payment for the assassins he has sent out to 
  kill the Butcher and the Candlestick Maker). A third drawer, which is locked (the Baker 
  has the key), contains a pipe and three doses of Refined Black Lotus powder(worth 20gc 
  each). A door behind his desk leads to his bedroom, a large, mostly empty bedroom.  
  There is a small bed, covered in moth-eaten, threadbare blankets. A small writing desk 
  sits in the far corner. Careful examination reveals a small amount of dark dust on the 
  desk. Pyek has taken to preparing his Black Lotus leaf here. A large, open chest sits at the 
  foot of the bed, clothing thrown haphazardly inside or on the ground nearby. Hidden at 
  the bottom of the chest is a small box, where Pyek keeps a small amount of gold (10gc). 
  However, his real stash is kept in the mattress of his bed. A Hard (-20%) Search test will 
  reveal that the centre of the mattress has been cut out.  Stuffed inside is a gold necklace, 
  with a red garnet gemstone (360gc), a small box containing 200gc and a small leather 
  bag, holding five pearls (100gc each). This is the Baker’s ‘stash’, a collection of small, 
  highly valuable goods. If he ever feels the need to flee, he can grab them and run. 
   
   
  From the warehouse you can enter the kitchens, where the actual baking takes place. Staff 
  work the kitchens day and night. During the daylight hours, they bake bread. The night 
  shift prepares some of the Baker’s drugs for the local market. They usually mix some of 
  the drugs with flour or other substances, to reduce their lethality and increase the amount 
  they can sell.  
   
  The front rooms of the building are mostly taken up with cots and beds. A few of the 
  Baker’s staff stay here, but they are mostly occupied by some of his gang members. A 
  cramped office space sits next to the main entrance hall, behind which there lies a strong 
  room. A small amount of money is kept here at all times (no more than 30gc, usually). 
  Every Festag, the Baker’s staff are paid. The amount held in the strong room goes up to 
  
   
   
  50gc in the morning, dropping to 20gc in the evening, after staff have been paid. 
   
  The Bakery Ground Floor 
   
   
   
   
   
   
   
   
  
   
   
  The Bakery 1st Floor 
  
   
   
  The Attack 
   
  There are two obvious entrances to the Bakery; the front door and the docks to the rear. 
  Going through the front door is unwise, unless the players can think of a good ruse or 
  distraction to get past the guards. There will be 3 thugs on watch in the entrance hall, 
  with another 6-8 gang members in the rooms nearby and another thug and a few servants 
  working in the kitchens. While the servants will avoid combat if possible, the sheer 
  number of gang members should be able to overwhelm, or at least drive off, the PCs, 
  should they attempt to fight there way through. They will begin to arrive at a rate of two 
  every round one a fight begins. The men in the warehouse will also be alerted, though the 
  Baker will call them to him. They will be waiting for the characters in Pyek’s office. 
   
  If the players ask for an audience with the Baker, they will be refused. The Baker is in no 
  mood to meet with visitors this night and will refuse to see anyone, until his assassins 
  have returned with news of his enemies demise. If the PCs persist, they might be able to 
  convince the guards to let them in (Charm test vs. guard’s WP), but they will be 
  accompanied by four guards at all time, weapons at the ready. They will be ordered to 
  leave their own weapons by the front door, but won’t be searched for hidden ones. They 
  will be taken as far as the warehouse, where one of the other thugs present will go up to 
  the office to tell the Baker that they are there. They will be able to hear him shouting and 
  raving at his henchman, threatening to use cut out his liver and it to him. The somewhat 
  pale-faced thug will return and escort the PCs back out again.  
   
  Approaching from the rear is possible, but difficult. The back entrance can be reached 
  only by boat, or by swimming. The gate to the dock is always closed when not in use. A 
  thin rope hangs next to the watergate, pulling it rings a bell to attract attention. Doing so  
  will result in four guards, all armed with crossbows, coming to the gate to see who is 
  there, unless they are expecting a delivery. If they are expecting a consignment of goods, 
  three men will come to open the gate and help unload the boat (see below for details). 
  The PCs could swim or row to the back wall, then climb over. They could then gain 
  access to the warehouse. Opening one of the doors to the warehouse from the docks may 
  attract the attention of one of the guards (roll a Perception test vs. the characters Silent 
  Move). 
   
  Once inside the warehouse, getting to the stairs to the Baker’s office will be easy, 
  assuming the alarm hasn’t been raised. There are crates stacked haphazardly everywhere 
  and the guards aren’t particularly attentive. If the PCs do anything that the guards might 
  notice, have them make Perception tests vs. Very Easy (+30%) Concealment or Silent 
  Move Tests. If the PCs decide to attack the guards, have them make the same test. If they 
  fail, they will be surprised. If the PCs can take them out in one round, then they won’t 
  have time to raise the alarm. 
   
  Getting up the stairs without being seen will be very difficult, as they are clearly visible 
  from most of the warehouse. If the guards haven’t been taken out yet, have them make a 
  Routine (+10%) test to spot the characters as they climb the stairs. If they spot them, they 
  will rush to the Baker’s defence, shouting for help. Other thugs will arrive from the 
  
   
   
  kitchen and the front rooms two rounds later, at a rate of two every round. 
   
  Another option (one that the Candlestick Maker will suggest to them) is to gain access to 
  the roof of the building. They can do this by either climbing up the side of the building, 
  or jumping from the roof of the neighbouring warehouse. Climbing will be difficult, as it 
  would require at least five successful Scale Sheer Surface tests to reach the roof. If one 
  character can get there and drop a rope down, the others can climb up, without the need 
  for tests.  
   
  The warehouse next door suffered from a fire a few weeks ago. The Baker (wrongly) 
  assumes one of his rivals was responsible, trying to intimidate him (it was actually started 
  accidentally, by a small coven of Slaanesh cultists, who were playing with candles and 
  got a little carried away). During the day there are too many people passing by for the 
  PCs to get inside without attracting attention, but at night it shouldn’t be a problem. 
  However, a beggar by the name of Ol’ Gloves Eichmann moved into the building, after 
  the fire. If they startle him, he is likely to kick up a fuss, possibly attracting the attention 
  of the guards in front of the Bakery. 
   
  Ol’ Gloves Eichmann 
  Career: Bone Picker 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  24 
  23 
  29 
  38 
  35 
  22 
  27 
  31 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  2 
  3 
  4 
  0 
  4 
  0 
  Skills: Animal Care, Common Knowledge (the Empire) +10%, Drive, 
  Evaluate, Gossip +10%, Haggle, Perception, Search, Speak Language 
  (Reikspiel) 
  Talents: Acute Hearing, Mimic, Resistance to Disease, Streetwise,  
  Armour: None 
  Weapons: Poor Quality Hand Weapon (it’s a stick) 
  Trappings: Pair of gloves, cart for transporting junk, junk, sacks with more 
  junk in them, silver necklace worth 60gc (Challenging (-10%) Search check to 
  find). If asked, he claims he found it on the street.  
   
   
   
  Gaining access to the stairs shouldn’t be a problem, as long as the characters are careful. 
  The stairs are mostly intact. You might want to give the characters a scare or two (“the 
  stairs creak ominously beneath your weight“), but as long as they take their time they 
  should be fine. If they are running (say, in an effort to catch Ol’ Gloves, or because they 
  are trying to escape the Baker’s men), then they will have to make an Agility test to avoid 
  falling through some floorboards. They will fall 3 yards to the floor below (Damage 3 
  fall).  
   
  The distance between the two buildings is only four yards. The PCs can get a running 
  
   
   
  jump along the flat roof of the warehouse. However, if they have to come back via the 
  same route, they will have to make a jump from the Bakery to the warehouse. This will 
  be more difficult, as the sloped roof and tiles makes a running jump difficult. Any player 
  trying to do so must make an Agility test or slip. If they fail the test by three degrees of 
  failure, they may fall off the roof (another Agility test to catch hold of themselves before 
  they go over the edge). Falling from the roof will be a Damage 9 fall (Fate Points may be 
  in order!). 
   
  The Butcher’s contact has let him know about a group of smugglers, who are bringing a 
  consignment of drugs into the Bakery tonight. The PCs could try to take their place, 
  allowing them to gain entrance through the rear of the warehouse. The smugglers are 
  waiting just outside the city, in an abandoned farmhouse, just by the river. They have 
  dragged their two row boats behind the house, out of sight from the shore. One of them is 
  on watch at all times, but they work at night and spend most of the evening trying to get 
  some sleep. If the PCs can catch them unawares, they should be able to deal with them 
  quickly. 
   
  The Smugglers 
   
  Career: Smuggler 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  31 
  31 
  31 
  31 
  31 
  36* 
  31 
  36* 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (the Empire), Drive, Evaluate, Gossip, Haggle, Perception, 
  Row, Search, Silent Move, Speak Language (Reikspiel), Speak Language (Thieves’ 
  Tongue), Secret Signs (Thieves), Swim 
  Talents: Savvy, Streetwise, Suave 
  Armour: Leather Jack 
  Armour Points: Head 0, Arms 1, Body 1, Leg 0 
  Weapons: Hand Weapon (axes or swords) 
  Trappings: Two Rowing Boats, 1 week’s rations, eight large sacks of flour. Hidden in 
  the flour are smaller sacks of unprocessed Mandrake Root. This has yet to be prepared for 
  use. A Very Easy (+20%) Trade (Apothecary) or Trade (Herbalist) will allow for the 
  creation of 25 doses of the drug. In its current state, the delivery could be sold, to an 
  interested buyer, for 100gc (subject to the results of a haggle test). 
   
  The Smugglers will surrender if they are caught napping, or if one or more of their 
  number is Critically Wounded or killed. 
   
   
  Upon arriving at the Bakery, they need only ring the bell to gain entrance to the dock. 
  Three gang members will meet them (two from the front rooms, one from the 
  warehouse). They will direct the PCs into the boat house. The lighting in the boat house 
  
   
   
  is poor, so they may not notice anything amiss, at least until the PCs begin to get out of 
  the boat. However, as they are entering the boat house, one of the thugs will call out to 
  them in the Thieves’ Tongue(“You got any Hugs ‘n Kisses?” Translation: You got the 
  drugs?). If none of the PCs give a satisfactory response, in Thieves’ Tongue (“Yeah, we 
  got the Hopping Pot.” Translation: Yes, we have the lot), the guards will be suspicious 
  and won’t be surprised when they get out of the boat. The PCs will have one round to 
  take them out quietly. If they fail, the remaining guard in the warehouse will raise the 
  alarm. More thugs will arrive from the kitchen and the front rooms two rounds later, at a 
  rate of two a round. 
   
  Assuming they can get to the Baker, they shouldn’t have too much trouble finishing him 
  off. His body has been already been ravaged by the Black Lotus and after sending out his 
  own assassins, he decided to celebrate with another dose. If they manage to get to his 
  office without raising the alarm, he will start hollering and shouting, grabbing his pistol 
  from its drawer and shooting wildly (note: he doesn’t have Specialist Weapon 
  (Gunpowder), so in his current condition he couldn’t hit the broad side of a Steam Tank). 
  The Guards in the warehouse will reach the top of the stairs in two turns, the other thugs 
  will arrive two turns later, at a rate of two every turn. 
   
  The Baker’s Boys  
  Career: Tradesman 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  38 
  28 
  39* 
  38* 
  36* 
  29 
  28 
  27 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (the Empire), Consume Alcohol, Dodge Blow, Gamble, 
  Gossip, Intimidate, Secret Language (Thieves’ Tongue), Speak Language (Reikspiel) 
  Talents: Disarm, Lightning Reflexes, Quick Draw, Strike to Stun, Very Resilient, Very 
  Strong, Wrestling 
  Armour: Mail Shirt, Leather Jerkin 
  Armour Points: Head 0, Arms 0, Body 3, Legs 0 
  Weapons: Knuckle-Dusters, Hand Weapon (clubs, swords, axes, mace) 
   
   
  The Estalian Warriors 
   
  If the PCs are working for the Butcher, then the Estalian Warriors have been told about 
  the Warehouse next door to the Bakery. After taking one look at the height of the Bakery, 
  they decided against it. Instead, they stand down the street, watching the building, quite 
  clueless as to what to do. If the PCs are watching the building, they will spot the odd 
  looking foursome on a Very Easy (+20%) Perception test.  
   
  If the players do anything to draw the attention of the guards at the door (for example, 
  launching an attack from the rear of the building, or via the rooftop), the Warriors will 
  
   
   
  spot their chance. They will quickly charge into the building… and straight into trouble. 
  Half the thugs in the front rooms will turn around and attack them. This will delay these 
  thugs for three rounds (after which the Warriors will flee), possibly giving the characters 
  time to defeat their other opponents, kill the Baker and flee. 
   
  The Warriors may spot the players leaving the Bakery. They will assume (rightly) that 
  they were there for the same reason as the Warriors. Bertie will decide to try to kill the 
  PCs. With them out of the way, the Warriors will be able to take credit for the kill, 
  getting their pay and enhancing their reputation. The Warriors will confront the players 
  and put on their little show, in an effort to convince the party to throw down their 
  weapons, then attack. 
    
  If the Warriors are working for the Butcher, then they know about the drug shipment. 
  They manage to surprise the smugglers and convince them to surrender. With their 
  confidence boosted, they head into the Bakery. Silvia knows enough thieves’ tongue to 
  get them into the boat house, but things go down hill from there, very quickly. The 
  Warriors soon find themselves facing half a dozen irate thugs, none of whom are 
  impressed by their little performance. This may provide the PCs with a useful distraction. 
  While the Warriors are being beaten senseless, the players might be able to eliminate the 
  Baker without attracting too much notice.  
   
  The Twin Blades 
   
  If the players are working for the Butcher and choose to deal with the Baker second, then 
  by the time they get there, the Twin Blades have already finished the job. Using the 
  advice Luge gave them, they broke into Pyek’s bedroom from the roof. They then entered 
  his office and killed him, before he had a chance to react. The PCs will walk in on them, 
  just as Calan is wiping the blood from his sword on Pyek‘s tunic. Assuming that the PCs 
  are employees of the Baker, Aelwin will shoot at them with her bow (she has a shot 
  trained on the door, ready to hit the first person through. Treat as an Aimed shot (+10%)). 
  They will then attempt to retreat through the bedroom and out onto the roof. 
  Unfortunately, this is also the PCs  best avenue of escape, unless they’ve dealt with all 
  the guards downstairs. Oddly enough, both parties will be trying to make as little noise as 
  possible. Any round on which someone takes an action, have him make a Silent Move 
  test. If he fails, the guards in the warehouse hear the commotion and come running up the 
  stairs. Once they are on the roof, the Silent Move test becomes Hard (-20%), due to the 
  difficulty of fighting on the tiles. If they fail, the guards by the front entrance will hear 
  the commotion. Some thugs will head for the Baker’s office while others will try to cut 
  off anyone escaping via the warehouse. 
   
  If the players are working for the Candlestick Maker and choose to deal with the Baker 
  second, then by the time they get there, the Twin Blades will have been and gone. Instead 
  of dealing with the smugglers, they decided on a simpler plan. They swam to the rear of 
  the Bakery, climbing the wall to the dock. Once inside, they killed the two thugs in the 
  warehouse and hid their bodies, before climbing the stairs to the Baker’s office. They 
  killed him quickly, then escaped the way they came. If the players enter via the roof, they 
  
   
   
  will find him sitting in his ’throne’, an arrow piercing his stomach and his skull. If they 
  manage to sneak in via some other route, they will find the warehouse unusually vacant. 
  They will have five rounds to search his office and room if they wish. After that, they 
  will hear shouts of consternation downstairs. The real smugglers have arrived. When no 
  one answered when they rang the bell at the rear entrance, one of them went around to the 
  front. The thugs there went to investigate and have just found the bodies of their friends. 
  It will take them two more rounds to rush upstairs, hopefully giving the PCs enough time 
  to escape. 
   
  If the players are working for the Baker and haven’t defeated the Twin Blades previously, 
  they will encounter them as they report the results of their two missions. The Blades will 
  calmly enter his office while the PCs  are talking to him and attack. After making an 
  initial attack on the Baker, Calan will fight on the defensive, keeping himself between 
  Aelwin and the PCs. Meanwhile, Aelwin will target the Baker, firing past Calan. The 
  Baker (who has been smoking Black Lotus Leaf while the players were away) will panic, 
  struggling to open the drawer of his desk to get his pistol. The Baker’s thugs will begin to 
  arrive within three rounds. The Twin Blades will retreat at this point, or if either of them 
  has been Heavily Wounded. 
   
  Negotiation 
   
  Negotiating with the Baker is almost impossible, as he is completely insane and wasted 
  on Black Lotus. Trying to convince him that either the Butcher or the Candlestick Maker 
  mean him no harm will only enrage him. The unauthorised appearance of the PCs in his 
  office will likely enrage him. Should the PCs somehow get a chance to talk with him, he 
  will agree to almost anything they ask, with the full intention of breaking any promises or 
  agreements he makes later. If they ask for money, he will give them the coin in his desk 
  drawer, but won’t tell them about the items hidden in his mattress, unless they press him 
  further and with a knife at his throat. 
   
  The Candlestick Maker’s Townhouse 
   
  The Candlestick maker lives in a townhouse, in a fairly well off area of the city. His 
  neighbours are successful merchants, educated scholars and government functionaries. 
  Luge moved here after his shop became a success. He spends less and less time there, as 
  it is in a poorer district of the city. In order to cater to his wealthier clients, he has 
  converted the front room of his house into a showroom, where he keeps numerous 
  examples of his wares on display. His servants provide them with refreshments while 
  they discuss furniture or candelabra designs, in a far more comfortable setting than is 
  available at the shop. However, he still has to return there regularly, both to keep an eye 
  on his staff and to deal with the less legitimate side of his business. Thieves wishing to 
  fence their goods are never permitted to enter his home. He has made it known to the 
  criminal community what hours he is available for business.  
   
  Worried about the possibility of an attack, Luge sends all of his servants home after dark. 
  He has also asked three of his tradesmen to stay in the house, to provide some extra 
  
   
   
  security. All they know is that their boss is in some kind of trouble. All three are loyal 
  men, but they’ve been staying at Luge’s house for three nights now and nothing has 
  happened. They aren’t as attentive as they should be. On the night of the attack, they will 
  have been drinking for a few hours and won’t be too much of a threat. However, they 
  might prove a dangerous distraction, tilting the balance of any fight against the attackers. 
  They spend their time in the kitchen, drinking and sharing jokes and stories. Anyone 
  approaching the rear of the building will be able to hear them clearly, as will anyone 
  inside any part of the building. Because of the racket they are making, any Perception 
  tests they have to make will be Challenging (-10%), with a further -10% penalty for every 
  floor between them and the source of the noise. 
   
  Luge’s Men 
   
  Career: Tradesmen 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  32 
  31 
  36 
  35 
  38 
  41* 
  34 
  31 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13* 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (the Empire), Drive, Evaluate, Gossip +10%, Haggle, 
  Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (the Empire), 
  Trade (Carpenter), Trade (Goldsmith) 
  Talents: Dealmaker, Hardy, Savvy, Super Numerate 
  Armour: Leather Jerkin 
  Armour Points: Head 0, Arms 1, Body 1, Legs 1 
  Weapons: Swords 
   
  Note: Luge’s Men have been drinking for some time now. While no where near Stinking 
  Drunk, they are a bit tipsy. Reduce their WS, BS, Ag and Int by 10%. 
   
   
  The house is well appointed. The walls have dark wood panelling, with small portraits 
  and landscapes tastefully hung throughout the building. Each has a heavily elaborate 
  frame, carefully carved by Luge’s craftsmen. Ornate lanterns and candlesticks can be 
  found throughout the building, providing ample lighting. There are a large number of 
  valuables throughout the house - pictures (and their frames), candelabra,  the wine in the 
  cellar - together they are worth quite a bit of gold. However, stopping to carry all this will 
  slow down the adventurers. They are also bulky and tend to clatter as the PCs move 
  about. The players may decide to take some of the more valuable items as they head 
  towards the Candlestick Maker. Once they kill him, they won’t have very much time to 
  gather up loot, unless they were very quiet. If there was any fighting or shouting at all, 
  the neighbours will have summoned the watch. They will arrive just after Luge’s death 
  and begin banging on the front door. The PCs will have to make themselves scarce, or 
  face an irate watch patrol (use the stats for Town Guards, on page 235 of the Corebook). 
  Rather than detail every item of loot, some rough estimates are provided below. 
  
   
   
   
  The basement is a single large room, directly beneath the kitchen. One exit leads to the 
  backyard, up a small set of stairs. The other leads to the servant’s stairs, next to the 
  kitchen. There are a number of bottles of fine wines and brandy here. Total value 100s. 
   
  The ground floor consists of the front showroom, a spacious entrance hall and staircase, a 
  cloakroom, a laundry room, a kitchen and a pantry. A servant’s staircase leads from the 
  kitchen to the next floor and to the basement below. The pictures, candlesticks and 
  lanterns found in the entrance hall and the front rooms are worth a total of 60gc. There is 
  some high quality silverware kept in a locked drawer in the kitchen, worth 30gc. The 
  furniture in the showroom is worth 300gc, but has an encumbrance of 1200 (the sight of 
  the PCs hefting a couch through the streets, at night, may result in some awkward 
  questions from the watch).  
   
  The 1st floor consists of the library, a guest bedroom and a small shrine to Handrich, God 
  of commerce. The washroom is also on this floor, by the servants staircase. The shrine to 
  Handrich contains two gold candlesticks. Each has the image of a gold coin, clasped in 
  two hands, embossed just below the candle. They are worth 32gc each. At the GM’s 
  discretion, stealing from a shrine to Handrich, God of trade, may result in a minor curse 
  being levied upon the characters. They will suffer a -10% penalty to all Haggle attempts, 
  until the make restitution (make a donation to a temple of Handrich, equal to twice the 
  value of the items stolen from the shrine. Alternatively, undertake some action to 
  facilitate trade in the Empire, such as wiping out a group of bandits, escort a merchant 
  convoy on a long and dangerous expedition, or establishing an investment bank). The 
  Library contains twelve books (an impressive collection). They cover a wide selection of 
  topics, including history, theology and drama (two plays, written by Detlef Sierck). Luge 
  has barely glanced at any of them. They are meant for show, to impress his fellow 
  merchants. They are all glued and printed, worth a total of 900gc, enc 420. 
   
  The 2nd floor includes the sitting room, where Luge sometimes hosts guests. This is the 
  largest room of the house, taking up the entire front of the building. Large windows 
  overlook the street and allow light in. Heidi’s bedroom is at the rear of the house. Its 
  smaller windows overlook the back yard. There is a bathroom by the servant’s staircase, 
  near a small room containing a small fireplace. Servants reheat water here for the tub. 
  The sitting room contains the most valuable items - fine paintings, silver candelabra with 
  gold filigree, a very large rug, imported all the way from Ind. The paintings and 
  candelabra are worth 180gc in total. The rug is worth 525gc, but is heavy and very 
  awkward to move (encumbrance 100).  
   
  Luge’s bedroom and study are on the top floor, along with a large shrine to Ranald, God 
  of rogues and luck.  
   
  Luge’s study includes a drinks cabinet, where he keeps three bottles of Bretonnian brandy 
  (13s each). A large portrait of Luge hangs behind his large, wooden desk (player‘s who 
  have seen the Baker‘s desk will recognise the resemblance - they were made by the same 
  carpenter, though Luge‘s has some ‘extras‘ included in the design). Finding a buyer for 
  
   
   
  the portrait would be difficult, though if they are working for the Baker, he would pay 
  50gc for it (he’d think it a fitting trophy). Otherwise, they might be able to sell it for 
  16gc. It has an enc of 50 (too large to fit into a bag, somewhat awkward to carry around). 
  A mattress and some blankets lie on the floor, beside the desk. The Candlestick Maker 
  has been sleeping here for the past few nights, feeling more secure here than in his own 
  room. He keeps a loaded crossbow on his desk, a sword by his mattress and his door 
  locked at night. 
   
  There are two silver-inlaid candlesticks on Luge’s desk. One is worth 6gc. The other is 
  actually a disguised lever. Pulling it will set off a trap. A panel that runs along the front of 
  the desk, facing the door, drops down, revealing four heavy crossbows. Select any four 
  characters that are in the room, but not behind or beside the desk. Each has a 35% chance 
  of taking a Damage 5 hit (50% left leg, 50% right leg, unless the character is a Halfling, 
  in which case determine damage as normal). Resetting the trap requires crawling under 
  the desk and rewinding the crossbows. This takes 3 full rounds per crossbow. The 
  Candlestick Maker will use these trap against any attackers, as long as they aren’t using 
  Heidi as a hostage (see the Attack, below). If the trap lever is broken free, it will be worth 
  5gc.  A silver letter opener sits on the desk, worth 2gc. Hidden behind Luge’s portrait is a 
  small safe. Finding it requires a Search test. Opening it without the key is a Hard (-20%) 
  Pick Lock test, or a Very Hard (-30%) Strength test to force it open. Alternatively it could 
  be smashed open. It has a TB of 9 and can take 20 Wounds before being broken open. 
  Doing so will create enough noise to wake everyone on the street. The key is lying on the 
  desk, next to the letter opener.  Inside the safe are four pouches, each containing 100gc 
  (Luge intends to pay his assassins with this money). However, there is also a hidden 
  panel at the back of the safe (Routine (+10%) test to find, if a PC says he is carefully 
  searching the safe). Behind the panel can be found another pouch, this one containing 
  200gc.  
   
  Luge’s bedroom contains a large, four poster bed, a wardrobe and a chest full of clothes. 
  The clothing is mostly high quality (consider it to be 6 sets of Best Craftsmanship 
  clothing, worth 10gc each). A decorated lantern, resting on a nightstand by the bed, is 
  worth 12gc. 
   
  The shrine of Ranald does not seem to have anything of real value. There is a small 
  bronze tray, set upon a small table in the middle of the room. The tray contains 12p. The 
  tray itself is actually made of gold, covered in a thin sheet of bronze. Anyone making an 
  Average Trade (Goldsmith) or Trade (Smith) will notice this. The try is worth 12gc. 
  Whether they realise its real value or not, anyone stealing the tray may receive a small 
  blessing from Ranald. He gains one extra fortune point, which may be spent this session. 
  If it is not spent, it will be gone by the next session (if your session ends just after they 
  rob the shrine… well, that’s just bad luck…). 
   
  The backyard is small and cobbled. It is just large enough for a wagon to park. Deliveries 
  are made here. A shallow set of stairs leads to the yard entrance to the basement. PCs 
  who succeed a Challenging (-10%) Perception test notice that one of the windows on the 
  2nd floor (Heidi’s room) is ever so slightly ajar. It overlooks the wall between the 
  
   
   
  backyard and the alley that runs alongside the house. A PC could easily scale the wall 
  and probably  
  climb in the window. 
   
  Carrying all of the above loot will probably slow the characters down considerably. 
  Rather than trying to determine the encumbrance value of everything, you can assume 
  that the PCs can split the items from one floor between them without being slowed down. 
  Taking the items from a second floor will reduce their Movement rate by -1. The books 
  in the library can be split up amongst different characters, but count as a ‘floor’ in 
  themselves. Taking the rug in the sitting room will slow a character by -1, or by -2 if he is 
  carrying other loot. Carrying the furniture from the showroom probably isn’t practical. If 
  the PCs decide to try it anyway, it will require the entire party and reduce their movement 
  by -3 and won’t be possible at all if they are trying to escape with other loot. They will 
  certainly be stopped by the watch and thrown in jail, unless they concoct a very 
  convincing story, or have devised a good escape plan (a covered wagon would make this 
  so much easier…).  
   
  
   
   
               
  
   
   
   
  
   
   
   
  The Attack 
   
  If the players are working for the Butcher, then they should have a key to the basement. 
  Sneaking by the Tradesmen in the kitchen shouldn’t be difficult. If the PCs decide to 
  attack them, they will achieve surprise on the first round. Any survivors will grab their 
  weapons the next round, but will beg surrender if any of their number is down, or 
  Critically Wounded. Luge will hear the sounds of combat from downstairs, or at least 
  notice the fact that his men have stopped making a racket. He will therefore be ready for 
  the attackers when they come through his door and is unlikely to fall for any ruse they 
  might try to get him to open it (such as Heidi asking him to let her in). 
   
  Assuming the attackers make it to the top floor, they will find that the Candlestick Maker 
  isn’t in his room, or in the shrine to Ranald. He has locked himself into his study, as he 
  has done since he learnt that the Baker was hiring assassins to kill him. If he realises that 
  someone is outside of the study, he will begin to call for his men downstairs (have them 
  make Challenging (-10%) Perception tests to hear him - there are a lot of floors between 
  the kitchen and the study). The door to the study is well made, with a strong lock (T 8, 10 
  Wounds, Hard (-20%) Strength test to open). The Candlestick Maker will be waiting on 
  the other side, behind his specially constructed desk. He will be ready to shoot the first 
  attacker through the door. He will follow up by pulling the candlestick-lever on his desk. 
  He won’t do so if they are using Heidi as a hostage. He will try to wait until as many of 
  the attackers are in the room as possible, then desperately lash out with his sword, 
  adopting a Defensive Stance and screaming for his men at the top of his lungs. 
   
  If the PCs are working for the Baker, then they will have someone working for them on 
  the inside, Luge’s niece, Heidi. She will leave the window to her room slightly ajar. The 
  PCs can climb up the courtyard wall where it joins the house, this will bring them almost 
  level with the window. They will be able to hear the Tradesmen in the kitchen clearly. 
  They can then make an Easy (+20%) Scale Sheer Surface test to climb inside. Failing by 
  three degrees of failure will result in a fall. If a PC falls, the Tradesmen may  notice, on a 
  successful Perception test.  
   
  Heidi will be waiting for the attackers in her room. She will be sitting at the end of her 
  bed, wearing her nightdress, a somewhat glazed look on her face. She has been indulging 
  in the last of her Mandrake Root, in an attempt to calm her nerves. She will answer any 
  questions the PCs ask her, to the best of her knowledge, though she won’t volunteer any 
  information unless specifically asked. She isn’t the most attentive young woman at the 
  best of times, however, so her knowledge isn’t the greatest. Answers to some queries the 
  PCs might have for her: 
   
  � How many men are downstairs? “Three or four.” 
  � Who are they/why are they there? “They are men who work for Uncle Luge. Uncle 
  has been worried about something for a while, so he asked some of them to stay at the 
  house to help him.” 
  � Where is Luge? “In his study.” 
  
   
   
  � Is the study locked? “Yes.” 
  � Why is he locked in the study? He has locked himself in his study every night, for the 
  past three nights. She doesn’t really know why (her brain is too gone to actually 
  connect her uncle’s behaviour with what is happening this night). 
  � Does he have any weapons with him? She shrugs.  
  � Will he open the door for her? She shrugs. If the question is repeated, she says 
  probably. 
  � Where does he keep his money? She has no idea. Whenever she asks him for money, 
  he just takes it from his belt pouch (he keeps a few hundred gold coins in a safe in his 
  study, which he might use to bribe the characters. The rest of his fortune is kept by a 
  merchant banker). 
   
   
  Heidi 
   
  Career: Rogue 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  23 
  31 
  17 
  16 
  24 
  16 
  7 
  34* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  1 
  1 
  4 
  0 
  2 
  0 
  Skills: Blather, Charm, Common Knowledge (the Empire), Evaluate, Gamble, Gossip 
  +10%, Perception, Performer (Storyteller), Search, Speak Language (Reikspiel) 
  Talents: Lucky, Public Speaking, Resistance to Poison, Streetwise, Suave 
  Armour: None  
  Trappings: Best Craftsmanship Nightie 
  Disorders: Mandrake Man 
   
  Note: Heidi’s low stats are due to the long term effects of her Mandrake addiction. In 
  addition, she can only take half actions while under the influence of the drug, though she 
  gains a +20% bonus to Fear and Terror tests. 
   
   
  Heidi will avoid combat. She will be reluctant to perform any tasks, other than those 
  given to her by the Baker - lead the assassins to her uncle’s study, finish the job if they 
  fail - but can easily be induced to do anything they ask, using the Mandrake Root the 
  Baker gave them as a bribe. 
   
  The players may try to use Heidi to gain access to the Candlestick Maker’s study. The 
  poor man won’t hesitate to open the door for her, trusting her implicitly. The PCs could 
  probably kill him before he has a chance to realise what is happening. If, on the other 
  hand, they use her as a hostage, demanding that he open the door, he will be far more 
  calculating. No fool, he has years of experience in both adventuring and the criminal 
  underworld. He will assume that as soon as they open the door, they will kill him and 
  Heidi. He will say as much to the PCs. He will, however, be far more inclined to 
  
   
   
  negotiate.  
   
  Estalian Warriors 
   
  If the players are working for the Baker, then the Estalian Warriors will use the key to the 
  basement, sneaking upstairs via the staircase. If the players are working for the Butcher, 
  then the Warriors will arrive via Heidi’s room. Either way, the party will encounter them 
  as they are climbing the stairs to the top floor. The Warriors will instantly go into their 
  intimidation routine, though Dietrich will perform the whole thing in a whisper. Anxious 
  not to announce their presence to either Luge or the men downstairs, any ensuing combat 
  will be fought in near silence. However, if Bertie realises that the PCs are there to kill 
  Luge, he will agree to back off. “We’re all after the same thing, right? Good luck to 
  you…” They will pull back, most of them leaving the house to wait outside. Bertie will 
  hide in one of the rooms downstairs, listening carefully to the PCs as they go upstairs. 
  Once he hears them enter the study (either because they break down the door, or because 
  he can hear them fighting with Luge), he will shout, as loud as he can, “Kill the 
  Candlestick Maker! ATTACK, ATTACK!” The Tradesmen downstairs will come 
  charging upstairs while Bertie ducks back into hiding. He will then sneak back outside to 
  join the other Warriors. If the PCs emerge from the house, the Warriors will ambush 
  them down the road, hoping to eliminate them and claim credit for Luge’s death 
  themselves.   
   
  The Twin Blades 
   
  If the players decided to attack the Candlestick Maker second, then the Twin Blades will 
  already be on their way to killing the him. Their plan of attack does not vary much, 
  whether they are working for the Butcher or the Baker. They enter through the basement 
  or Heidi’s room. They start by attacking the Tradesmen, cutting them down in seconds. 
  They take Heidi hostage (they don‘t care if she is working for the Baker or not - they 
  can‘t be bothered coddling the girl and Pyek has made it clear he doesn‘t care what 
  happens to her). They are hoping to use her to force Luge to open the door, then plan to 
  kill them both. The PCs should be able to hear them trying to negotiate from downstairs. 
  If they decide to wait and see what happens, Luge will eventually give in. He will agree 
  to pay them all the money in his safe. He refuses to open the safe until they turn Heidi 
  over to him, however. He hopes to draw them into the room, get Heidi safely behind the 
  desk and then spring the desk trap on them. Unfortunately, the Blades don’t give him the 
  chance. As soon as he opens the door, Calan cuts him down, then Aelwin slits Heidi’s 
  throat. They then proceed downstairs, leaving through either Heidi’s window, or the 
  basement (depending on their employer - they leave the same way they arrived).  
   
  If the adventurers are working for the Candlestick Maker, then they may encounter the 
  Twin Blades when they return for their pay, assuming they haven’t already defeated 
  them. As they discuss the matter with Luge, they will hear shouts of surprise and pain 
  from the kitchen downstairs, followed quickly by silence. Realising instantly what is 
  happening, Luge can think only of Heidi’s safety. He will immediately order the PCs to 
  rush downstairs and protect her, locking the door after them. Unfortunately, the elves 
  
   
   
  reach her before they do. Aelwin will be waiting to shoot the first PC coming down the 
  stairs, then will retreat to the drug-addled youth’s room, where Calan will be holding her 
  at knife point. The players will have to negotiate for her release. Pointing out that the 
  Blade’s employer is already dead and so won’t be paying them won’t impress them very 
  much. They will assume the PCs are lying. Even if the PCs can prove they’re telling the 
  truth, it’ll just make them angry - though now their targets will be the adventurers, not 
  Luge (probably not much of an improvement, from the PCs point of view). Either way, 
  they won’t cut Heidi’s throat - yet. If conflict with the adventurers becomes inevitable, 
  Calan will push her into one PC’s way (average Ag test, or the PC will lose first round 
  getting her out of the way). Aelwin will fire two arrows into the most heavily armoured 
  PC, before Calan attacks them. He will try to keep himself between the PCs and Aelwin 
  while she shoots at them, using her Sharpshooter Talent. The PCs best option is probably 
  to try and draw the Blades out into the hallway, before combat begins. If they can attack 
  them from multiple sides at once, Calan won’t be able to defend Aelwin, forcing her to 
  engage in melee.  
   
  Negotiation 
   
  Luge is a merchant and a conman at heart. He likes to resolve conflicts through 
  diplomacy whenever possible. However, he is extremely unlikely to open the door to his 
  study. Convincing him that either the Butcher or the Baker mean him no harm will be 
  difficult, but if the PCs agree to leave the building, without harming anyone, he will be 
  willing to let bygones be bygones. If the PCs take Heidi hostage, he may be willing to 
  pay them to leave, giving them all the money in the safe. He reasons that if he has to pay 
  his own assassins, he will simply get the money from elsewhere. If he hired the Twin 
  Blades, however, they will be most upset if they return to find that he doesn’t have their 
  agreed fee ready. They will kill him, then proceed to steal some of the more valuable 
  items from the house. 
   
  
   
   
  Conclusion 
   
  The GM will have to determine the conclusion to this adventure, depending on who 
  survives the night.  
   
  If the PCs employer is dead, they may face some difficulties securing their pay. If one (or 
  both) of their targets survived, then they may be the targets of revenge attacks. On the 
  other hand, the Butcher and the Candlestick Maker may be on speaking terms again, or at 
  least not trying to kill each other. If so, the PCs will probably have secured two 
  influential allies, who may provide useful services (and serve as a source for future plot 
  hooks) in future. If the PCs have killed both of their targets, they may have to deal with a 
  very irate Janna Anikasdottir… 
   
  The Baker may live through the night, but he won’t survive the month. The Black Lotus 
  is killing him slowly and if it doesn’t kill him, Ilsa will. She may need some help to do 
  so, however, so she might have more work for them. 
   
  The Twin Blades may have survived. Neither is particularly interested in revenge (too 
  unprofessional), but if someone wanted to eliminate the PCs, they would probably be 
  willing to take the job.  
   
  The Estalian Warriors will probably try to find a less dangerous source of income, but if 
  Bertie is still leading them, then they will probably end up trying another get-rich-quick 
  scheme - one that is sure to lead to disaster. The PCs may be inadvertently drawn into 
  their scam (in fact, Bertie would love to use the adventurers to his advantage, payback for 
  foiling his last money-maker). If Bertie is no longer leading the Warriors, the survivors 
  will have to make their own way in the world. The PCs might take pity on them, should 
  they encounter them at a later date.  
   
  If Heidi survived, her addiction to Mandrake Root will continue to consume her. Without 
  a ready supply of cheap drugs from the Baker, she will be forced to take more drastic 
  actions to feed her addictions. If the Candlestick Maker is still alive and someone (such 
  as the adventurers) makes him aware of her condition, he will send her to a Shallyan 
  temple-asylum to be treated. He may ask the PCs to escort her there, with orders to keep 
  a close eye on her. She will take any opportunity to escape, fleeing to the slums of the 
  city, never to be seen again. 
   
  If Sara isn’t killed, she will eventually become a successful physician. Whether with the 
  Butcher’s support, or on her own initiative, she secures enough gold to pay for a place in 
  a University. She will easily secure her qualifications and become a legitimate member of 
  the Physician’s Guild, but she won’t forget her roots. She will continue to provide 
  medical services for the poor, much to the disgust of her fellow Leeches. She may need 
  the help of a strong sword arm now and then, whether to help gain the funds for 
  University, to help deal with some troublesome fellow students, or else to defend her 
  clinic from other Guild members who dislike her undercutting her prices. 
    If Mentag survives the night, he will live to a ripe old age (for a dog). He will hook up 
  
   
   
  with a nice collie from down the road and they’ll have many puppies, all of whom will 
  grow up to be as big and mean as their dad.  
   
  Experience 
   
  How much experience to award is up to the GM, but some possible awards are below: 
   
  Killing first target - 50xp 
  Killing second target - 50xp 
  Defeating the Estalian Warriors: 15xp 
  Defeating the Estalian Warriors without taking any serious injuries: 30xp 
  Defeating the Twin Blades: 50xp 
  Employer is still alive at end of session: 100xp 
  PCs managed to secure peace between the Butcher and the Candlestick Maker: 150xp 
  (this replaces any xp that would have been earned for killing them). 
   
  The GM may like to award bonus xp for coming up with innovative ways of overcoming 
  some of the obstacles the PCs have to face. 10 - 20xp per obstacle should suffice. 
  
   
   
  NPC Recap 
   
  The Butcher’s 
   
    
  Sigrid Kinder 
  Career: Physician (ex-Tradesman, ex-Barber-Surgeon, ex-Mercenary, ex-Student) 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42 
  37 
  38 
  40* 
  44 
  51* 
  38 
  36 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  3 
  4 
  4 
  0 
  3 
  0 
  Skills: Academic Knowledge (Science), Academic Knowledge (Necromancy), Animal 
  Care, Charm, Common Knowledge (Bretonnia), Common Knowledge (The Empire), 
  Consume Alcohol, Dodge Blow, Drive, Evaluate, Gossip, Haggle, Heal +10%, 
  Perception, Prepare Poison, Read/Write, Secret Language (Battle Tongue), Secret 
  Language (Guild Tongue), Speak Language (Classical), Ride, Speak Language 
  (Reikspiel) +10%, Speak Language (Breton), Swim, Trade (Apothecary), Trade 
  (Butcher) 
  Talents: Linguistics, Quick Draw, Resistance to Disease, Savvy, Seasoned Traveller, 
  Strike Mighty Blow, Strong-minded, Strike to Stun, Surgery, Very Resilient 
  Armour: Usually none, but he keeps an old Leather Jack, Mail Shirt and a Helmet in his 
  room. 
  Armour Points: Head 0 (2), Arms 0 (1), Body 0 (3), Legs 0  
  Weapons: Two Hand Weapons (Meat Cleavers), or daggers (surgical tools) 
  Trappings: 4 Henbell Jars (see below), 1 dose of Spider Spittle poison, Blood-stained 
  Leather Apron, lots of meat. Bitter disposition. 
   
   
   
   
  Sara 
  Career: Barber-Surgeon 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  28 
  33 
  29 
  30 
  31 
  39* 
  36* 
  41* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  10 
  2 
  3 
  4 
  0 
  0 
  0 
  Skills: Charm, Common Knowledge (the Empire), Drive, Gossip, Haggle, Heal, 
  Perception, Read/Write, Speak Language (Reikspiel) +10%, Trade (Apothecary) 
  Talents: Coolheaded, Resistance to Disease, Savvy, Suave, Surgery 
  Armour: None  
  Weapons: Henbell Jars, dagger 
   
   
  
   
   
   
   
  Mentag 
  Race: Dog. Really, really big dog  
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  30 
  0 
  41 
  31 
  25 
  15 
  30 
  0 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  9 
  4 
  3 
  6 
  0 
  0 
  0 
  Skills: Follow Trail, Perception +20%, Swim 
  Talents: Flee!, Keen Senses, Natural Weapons 
  Armour: None   
   
  
   
   
  The Baker’s 
  . 
  Pyek Dembski 
  Career:  Racketeer (ex-Foreman, ex-Smuggler, ex-Stevedore). For details of the 
  Stevedore and Foreman careers, see the WFRP Companion, page 23. 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  48* 
  33 
  20* 
  29* 
  21 
  16 
  22 
  24 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
  2 
  2 
  4 
  0 
  7 
  0 
  Skills: Command, Common Knowledge (the Empire), Common Knowledge (the 
  Wasteland), Consume Alcohol, Dodge Blow, Drive, Evaluate, Gossip +10%, Haggle, 
  Perception, Performer (Singer), Row, Search, Secret Language (Guild Tongue), Secret 
  Language (Thieves’ Tongue), Secret Signs (Thief), Silent Move, Speak Language 
  (Reikspiel), Swim +10% 
  Talents: Streetwise, Strike Mighty Blow, Strike to Stun, Sturdy, Very Resilient, Very 
  Strong, Warrior Born 
  Armour: As the Baker has grown increasingly paranoid, he has taken to wearing Leather 
  Armour beneath his clothing. 
  Armour Points: Head 0, Body 1, Arms 1, Legs 1 
  Weapons: Hand Weapon (Pyek usually has his favourite hand axe handy), dagger or 
  shield (Pyek keeps a shield in his room). 
  Trappings: Good Quality Clothing, 3 doses of Black Lotus Leaf, pipe. 
  Derangements: The Beast Within, Venomous Thoughts, Refined Black Lotus Addiction 
   
   
   
   
  
   
   
  Ilsa 
  Career: Steward (ex-Rogue, ex-Valet) 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  44 
  44 
  41 
  42 
  48 
  75* 
  60* 
  66* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Genealogy/Heraldry), Academic Knowledge (Law), 
  Blather, Charm, Command, Common Knowledge (the Empire), Evaluate, Gossip, 
  Haggle, Intimidate, Perception, Performer (Actor), Read/Write, Ride, Search, Secret 
  Language (Thieves’ Tongue), Secret Signs (Thief), Speak Riskier +10%, Trade 
  (Merchant) 
  Talents: Coolheaded, Dealmaker, Etiquette, Public Speaking, Savvy, Seasoned Traveller, 
  Sixth Sense, Streetwise, Suave, Super Numerate 
  Armour: None  
  Weapons: 2 Daggers, usually hidden beneath the long sleeve’s of her dress 
  Trappings: Best Craftsmanship dress, always black.  
   
   
   
   
   
  The Baker’s Boys  
  Career: Tradesmen 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  38 
  28 
  39* 
  38* 
  36* 
  29 
  28 
  27 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (the Empire), Consume Alcohol, Dodge Blow, Gamble, 
  Gossip, Intimidate, Secret Language (Thieves’ Tongue), Speak Language (Reikspiel) 
  Talents: Disarm, Lightning Reflexes, Quick Draw, Strike to Stun, Very Resilient, Very 
  Strong, Wrestling 
  Armour: Mail Shirt, Leather Jerkin 
  Armour Points: Head 0, Arms 0, Body 3, Legs 0 
  Weapons: Knuckle-Dusters, Hand Weapon (clubs, swords, axes, mace) 
   
   
   
   
  
   
   
  Ol’ Gloves Eichmann 
  Career: Bone Picker 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  24 
  23 
  29 
  38 
  35 
  22 
  27 
  31 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  2 
  3 
  4 
  0 
  4 
  0 
  Skills: Animal Care, Common Knowledge (the Empire) +10%, Drive, Evaluate, 
  Gossip +10%, Haggle, Perception, Search, Speak Language (Reikspiel) 
  Talents: Acute Hearing, Mimic, Resistance to Disease, Streetwise,  
  Armour: None 
  Weapons: Poor Quality Hand Weapon (it’s a stick) 
  Trappings: Pair of gloves, cart for transporting junk, junk, sacks with more junk in 
  them, silver necklace worth 60gc (Challenging (-10%) Search check to find). If asked, 
  he claims he found it on the street.  
   
   
  The Smugglers 
  Career: Smuggler 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  31 
  31 
  31 
  31 
  31 
  36* 
  31 
  36* 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (the Empire), Drive, Evaluate, Gossip, Haggle, Perception, 
  Row, Search, Silent Move, Speak Language (Reikspiel), Speak Language (Thieves’ 
  Tongue), Secret Signs (Thieves), Swim 
  Talents: Savvy, Streetwise, Suave 
  Armour: Leather Jack 
  Armour Points: Head 0, Arms 1, Body 1, Leg 0 
  Weapons: Hand Weapon (axes or swords) 
  Trappings: Two Rowing Boats, 1 week’s rations, eight large sacks of flour. Hidden in 
  the flour are smaller sacks of unprocessed Mandrake Root. This has yet to be prepared for 
  use. A Very Easy (+20%) Trade (Apothecary) or Trade (Herbalist) will allow for the 
  creation of 25 doses of the drug. In its current state, the delivery could be sold, to an 
  interested buyer, for 100gc (subject to the results of a haggle test). 
   
   
   
  
   
   
  The Candlestick Maker’s 
   
   
  Luge Konleuchter 
  Career: Fence (ex-Burgher, ex-Charlatan, ex-Rogue) 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  43 
  44 
  32 
  41 
  44 
  52* 
  44 
  64* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  14 
  3 
  4 
  4 
  0 
  1 
  0 
  Skills: Blather, Charm, Common Knowledge (Bretonnia), Common Knowledge (The 
  Empire), Disguise, Drive, Evaluate +20%, Gamble, Gossip +10%, Haggle +20%, 
  Perception, Performer (Storyteller), Read/Write, Search, Secret Language (Thieves’ 
  Tongue), Sleight of Hand, Speak Language (Breton), Speak Language (Reikspiel) +10% 
  Talents: Acute Hearing, Flee!, Dealmaker, Mimic, Public Speaking, Schemer, Seasoned 
  Traveller, Savvy, Sixth Sense, Streetwise, Suave, Super Numerate 
  Armour: None 
  Weapons: Dagger, Crossbow 
  Trappings: Best Craftsmanship clothes, purse with 25gc, 15s 
   
   
   
  Heidi 
  Career: Rogue 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  23 
  31 
  17 
  16 
  24 
  16 
  7 
  34* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  1 
  1 
  4 
  0 
  2 
  0 
  Skills: Blather, Charm, Common Knowledge (the Empire), Evaluate, Gamble, Gossip 
  +10%, Perception, Performer (Storyteller), Search, Speak Language (Reikspiel) 
  Talents: Lucky, Public Speaking, Resistance to Poison, Streetwise, Suave 
  Armour: None  
  Trappings: Best Craftsmanship Nightie 
  Disorders: Mandrake Man 
   
  Note: Heidi’s low stats are due to the long term effects of her Mandrake addiction. In 
  addition, she can only take half actions while under the influence of the drug, though she 
  gains a +20% bonus to Fear and Terror tests. 
   
   
   
  
   
   
  Luge’s Men 
  Career: Tradesmen 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  32 
  31 
  36 
  35 
  38 
  41* 
  34 
  31 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13* 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (the Empire), Drive, Evaluate, Gossip +10%, Haggle, 
  Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (the Empire), 
  Trade (Carpenter), Trade (Goldsmith) 
  Talents: Dealmaker, Hardy, Savvy, Super Numerate 
  Armour: Leather Jerkin 
  Armour Points: Head 0, Arms 1, Body 1, Legs 1 
  Weapons: Swords 
   
  Note: Luge’s Men have been drinking for some time now. While no where near Stinking 
  Drunk, they are a bit tipsy. Reduce their WS, BS, Ag and Int by 10%. 
   
  
   
   
  The Estalian Warriors 
   
  Diego Salmundi (Dietrich Salmann) 
  Career: Entertainer 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42 
  34 
  33 
  31 
  44* 
  27 
  32 
  46* 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: Animal Care, Blather, Charm, Common Knowledge (the Empire) +10%, Gossip 
  +10%, Perception, Performer (Actor), Performer (Storyteller),  Speak Language 
  (Reikspiel) +10% 
  Talents: Lightning Reflexes, Mimic, Public Speaking, Suave 
  Armour: Leather Jerkin, Leather Skullcap, Mail Coif (with a really big feather in it) 
  Armour Points: Head 3, Arms 0, Body 1, Legs 0 
  Weapons: Rapier 
  Trappings: Good Craftsmanship Clothes, Scraps of parchment with snatches of bad 
  poetry in his own writing (“I wandered lonely as a Griffon, until I found and ate a 
  pigeon”), 22gc, 38s, 12p 
   
   
  Magnus Kohl (Marmaeda, the Bear of the Abaskos) 
  Career: Entertainer (Strongman) 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  28 
  30 
  43* 
  41* 
  41 
  30 
  35 
  32 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  16* 
  4 
  4 
  4 
  0 
  2 
  0 
  Skills: Animal Care, Animal Training, Charm, Common Knowledge (the Empire) +10%, 
  Evaluate, Gossip, Perception, Performer (Fire Eater), Performer (Juggler), Speak 
  Language (Reikspiel),  
  Talents: Hardy, Very Resilient, Very Strong, Wrestling 
  Armour: Studded Leather Jerkin 
  Armour Points: Head 0, Arms 0, Body 2, Legs 0 
  Weapons: Great Weapon (Massive Hammer) 
  Trappings: Good Craftsmanship Clothing, Silver Locket with picture of his parents in it 
  (10gp), 67gc, 32s, 7p (Magnus has been saving as much of his pay as possible, he’d like 
  to be able to open his own show some day). 
   
   
  
   
   
  Silvia Klapwijk (Sereena) 
  Career: Vagabond 
  Race: Human 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  37 
  42 
  31 
  33 
  40 
  48* 
  26 
  36 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  3 
  4 
  0 
  3 
  0 
  Skills: Common Knowledge (Kislev), Common Knowledge (the Empire), Haggle, Heal, 
  Gossip, Navigation, Outdoor Survival, Perception, Performer (Dancer), Secret Language 
  (Thieves Tongue), Silent Move, Speak Reikspiel,  
  Talents: Acute Hearing, Orientation, Rover, Savvy, Seasoned Traveller 
  Armour: Leather Jack, Leather Skullcap 
  Armour Points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Whip, Dagger 
  Trappings: Good Craftsmanship Clothes, Silver Earrings (35gc), 2 silver bracelets (16gc 
  each), 12gc, 20s, 10p 
   
  Silvia’s jewellery is part of her costume. Bertie insists on keeping them in the troupe’s 
  lock-box when they aren’t in use.  
   
   
   
   
  
   
   
  Bertie Acorn (Bertrand)  
  Career: Charlatan (ex-Entertainer) 
  Race: Halfling 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  20 
  53 
  21 
  31 
  59 
  35 
  39 
  38 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  2 
  3 
  4 
  0 
  0 
  1* 
  Skills: Academic Knowledge (Genealogy/Heraldry), Animal Care, Charm, Common 
  Knowledge (Halflings), Common Knowledge (the Empire), Evaluate, Gossip, Perception, 
  Performer (Clown), Performer (Juggler), Sleight of Hand, Speak Language (Halfling), 
  Speak Language (Reikspiel) +10%, Trade (Cook)  
  Talents: Flee!, Lightning Reflexes, Lucky, Night Vision, Resistance to Chaos, Schemer, 
  Sharpshooter, Specialist Weapon Group (Sling), Specialist Weapon Group (Throwing), 
  Armour: Full Leather 
  Armour Points: Head 1, Arms 1, Body 1, Legs 1 
  Weapons: 6 Throwing Daggers 
  Trappings: Good Craftsmanship Clothing, Healing Draught, 20gc, 20s, 20p, 2 keys. 
  These open the Warriors’ strongbox, which is back at their inn. They are staying in the 
  Blue Goblin, a small, but expensive, establishment. One key opens the lock, the second 
  disarms the poison needle trap inside (Hard (-20%) Agility Test to avoid, covered in 
  Black Lotus. The box contains the groups savings: 211gc, 310s. 
   
   
  
   
   
  The Twin Blades 
   
  Aelwin 
  Career: Assassin (ex-Targeteer, ex-Hunter) 
  Race: Elf 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  27 
  82* 
  32 
  41 
  70* 
  39 
  41* 
  39 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  17* 
  3 
  4 
  5 
  0 
  4 
  0 
  Skills: Common Knowledge (Elves), Common Knowledge (the Empire), Concealment, 
  Follow Trail, Gossip, Outdoor Survival, Perception, Prepare Poison, Search, Secret Signs 
  (Ranger), Speak Language (Eltharin), Speak Language (Reikspiel), Silent Move, Sleight 
  of Hand, Swim 
  Talents: Coolheaded*, Excellent Vision, Hardy*, Lightning Reflexes*, Marksman*, 
  Mighty Shot, Night Vision, Rover, Rapid Reload, Sharpshooter, Specialist Weapon 
  Group (Longbow), Specialist Weapon Group (Throwing), Sure Shot 
  Armour: Studded Leather  
  Armour Points: Head 0, Arms 2, Body 2, Legs 2 
  Weapons: Elven Bow, sword, dagger 
  Trappings: Antitoxin Kit, Net, Grappling Hook, 10 yards of Rope, 2 doses of Black 
  Lotus Poison 
   
   
   
  Calan 
  Career: Veteran (ex-Mercenary, ex-Corsair) 
  Race: Elf 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  57* 
  43 
  39 
  36 
  63* 
  31 
  40* 
  30 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  15 
  3 
  3 
  5 
  0 
  2 
  0 
  Skills: Common Knowledge (Elves), Common Knowledge (Kislev), Dodge Blow +10%, 
  Gamble, Haggle, Intimidate, Navigation, Outdoor Survival, Perception, Ride, Row, Sail, 
  Scale Sheer Surface, Search, Secret Language (Battle Tongue), Speak Language 
  (Eltharin), Swim, Torture 
  Talents: Coolheaded*, Excellent Vision, Lightning Reflexes*, Night Vision, Quick 
  Draw, Specialist Weapon Group (Crossbow), Specialist Weapon Group (Parrying), Strike 
  Mighty Blow, Strike to Stun, Warrior Born 
  Armour: Best Craftsmanship Full leather armour 
  Armour Points: Head 1, Arms 1, Body 1, Legs 1 
  Weapons: Best Craftsmanship Sword (+ 5% to WS not included in stat profile above), 
  Main Gauche 
  Trappings: 2 Healing Draughts, Bottle of Bretonnian Wine 
   
  
   
   
   
  
   
   
  Janna Anikasdottir 
   
  Janna Anikasdottir 
  Career: Sergeant, (ex-Tomb Robber, ex-Shieldbreaker) 
  Race: Dwarf 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  61 
  37 
  40 
  54 
  32 
  42 
  45* 
  39 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  18 
  4 
  4 
  3 
  0 
  1 
  0 
  Skills: Common Knowledge (Dwarfs), Common Knowledge (the Empire), Concealment, 
  Dodge Blow, Evaluate, Navigation, Outdoor Survival, Perception +10%, Pick Lock, 
  Read/Write,  Scale Sheer Surface +10%, Search, Shadowing, Silent Move, Speak 
  Language (Khazilid), Speak Language (Reikspiel), Trade (Smith) 
  Talents: Acute Hearing, Coolheaded, Dwarfcraft, Grudge-born Fury, Night Vision, 
  Orientation, Resistance to Magic, Sixth-Sense, Stout-Hearted, Strike Mighty Blow, Strike 
  to Injure, Strike to Stun,  Sturdy, Trapfinder, Tunnel Rat 
  Armour: Full Mail Armour, Helmet 
  Armour Points: Head 5, Arms 3, Body 3, Legs 3 
  Weapons: Hand Weapon (Axe), Shield, Crossbow with 10 bolts 
  Trappings: Grappling Hook, 10 Yards of Rope, Water Skin, Crowbar, Lantern, Lamp 
  Oil, 2 Sacks, Tankard of Beer  
   
   
   
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/Adventures/Butcher, Baker, Candlestick Maker.pdf