TEXT: THE GRAF MANFRED INN
  THE GRAF MANFRED INN
  AN INN AND COLLECTION OF NPPCS FOR SECOND EDITION WFRP
  Written by Graeme Davis, with art by Tony Ackland
  Updated for WFRP 2nd Edition by Alexander J Bateman
  - 1 -
  Copyright © Games Workshop Limited 2009. Games Workshop, the Games Workshop logo, Black Industries
  and their respective logos, Warhammer and all associated marks, logos, places, names, creatures, races and
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  UK and other countries around the world. All Rights Reserved.Used  without permission. No challenge to their
  status intended.All Rights Reserved to their respective owners.
  A detailed City Based Inn of the Empire for Warhammer Fantasy Roleplay
  
  - 2 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  WELCOME TO THE GRAF MANFRED! 
  This booklet gives you a complete, fully detailed and
  ready-to-use city location for your adventures. Inside the
  card cover of this character pack, you will find a detailed
  plan of the Graf Manfred Inn. This booklet gives you a
  complete map key, twenty-two colourful and detailed
  NPCs making up its staff and regular customers and a
  range of adventure ideas and outlines based around the
  inn and its personalities. It can be the base of operations
  for a group of adventurers who have just arrived in a big
  city, or it can be the location for a number of exciting
  adventures based on the outlines in the back of this
  booklet, or completely of your own design. The Graf
  Manfred is a large inn in a big city somewhere in The
  Empire. Precisely where is up to you. In fact, if you
  change a few names, it could be anywhere in the Old
  World wherever you need to set it for your adventures.
  Moreover, you can use it again and again a few name
  changes, a slight alteration to a couple of the staff, and
  you have a new inn, ready to provide the backdrop for
  new adventures. The staff and regulars of the Graf
  Manfred will provide you with a stock of colourful and fully
  developed NPCs, ready to use when you need them. This
  need not be at the inn itself – if you need an NPC
  Charlatan, Gambler, Beggar, Rat Catcher or any of the
  twenty-two personalities featured here, they are ready
  and waiting. On the other hand, if your adventurers
  decide to talk to some of the locals in an inn, here they
  are with no need for you to prepare minor NPCs in
  advance. In addition, each has the potential to lead the
  party off into new adventures, as you will see. So pull up
  a stool and fill your tankard, but keep a hand on your
  purse and an ear open for gossip. There is always
  something happening at the Graf Manfred.
  LOCATION
  As we’ve already said, the Graf Manfred can be located
  in any of the big cities of The Empire and if you don’t
  mind changing a few names it can be anywhere in the
  Old World. Nevertheless, like everything else in the world
  of Warhammer Fantasy Roleplay, it does not exist in
  isolation. It is part of a city, with streets and buildings all
  around it. In order for you to use the Graf Manfred to its
  best effect, you have to know a few things about the area
  of the city in which it is situated. The Graf Manfred is
  within a couple of streets of one of the city gates. As you
  can see, it relies on travellers for a lot of its income, so it
  needs to be one of the first welcoming places a traveller
  sees when he arrives in the city. Not far away is the city’s
  coach depot, run by the expanding nationwide Four
  Seasons coaching line. The general district in which the
  Graf Manfred is situated may best be described as
  middle-class, and most of its clientele are drawn from the
  middle classes. 
  The streets outside the Graf Manfred are generally
  bustling with activity at most times of the day and early
  evening. Travellers enter and leave the city by coach and
  on horseback; wagon trains come in with goods from
  elsewhere in the Old World; townspeople of all kinds go
  about their daily business; and there are several street
  entertainers, pickpockets and others who make a living
  by separating the unwary from their money. The area is
  visited by a patrol from the City Watch from time to time,
  but their presence is not especially noticeable. There are
  both upper and lower class areas within a few minutes’
  walk, giving you easy access to all levels of society. In the
  city of Middenheim, for example, the Graf Manfred might
  well be situated in the Westor-Sudgarten district, not far
  from the Temple of Shallya.
  GETTING THERE
  There are several ways you, the GM, can steer your
  adventurers towards the Graf Manfred once they arrive in
  the city. Like many of the larger inns, the Graf Manfred
  employs ‘scouts’ to meet incoming coaches and boats
  and lead people to the inn, as the adventurers arrive, they
  are greeted with a scene similar to that described in the
  Arriving in Altdorf section of Mistaken Identity in The
  Enemy Within. Perhaps the only ‘scout’ around is Harald
  Kellner, business at the Graf Manfred is slow, and he’s
  done a deal with the ‘scouts’ from the other inns to make
  sure they stay away today. He will spin the characters a
  fine line about the virtues of the Graf Manfred, quote
  them a price 10% above normal, and then wink and
  promise to get them a 10% discount. Alternatively, the
  Graf Manfred might be recommended to the adventurers
  by a trusted acquaintance; Gerhard Kamm the
  Coachman, for instance, who has driven them all the way
  to the city, or Heini Unsittsmann the Bawd, who has
  shown them a rattling good time and promises them the
  finest lodgings in the city, or Old Fritz the Beggar, who
  leads them to the Graf Manfred in the hope of a free
  drink.
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  THE GRAF MANFRED
  You will find a map of the Graf Manfred on pages 4 and 5.
  Here is a general description of the inn’s rooms and
  layout; feel free to amend or ignore any details that do not
  suit your purposes.
  THE MAIN BUILDING
  The ground floor consists of an entrance lobby, a large
  and well-appointed lounge with a discreet private booth, a
  smaller bar, a dining room and a kitchen. This is all that
  most patrons will see. The bar and lounge are open from
  noon to midnight, and Good Craftsmanship Meals are
  served at 6-7 am (3 pence, guests only), 12-1 pm (6
  pence), and 7-8 pm (1 silver).
  Milli may rustle something up at other times, for example,
  if guests arrive late after a long journey. She cannot bear
  to think of anyone going hungry. There are seven guest
  rooms on the ground floor; each sleeps two people. A
  room costs 30 silver per night, whether one or two people
  are using it. A third person may use a room at Dieter’s
  discretion, a spare bed can be moved in for another 10
  silver per night. Stabling costs 30 pence per mount per
  night, including fodder and grooming.
  Milli has a comfortable room next to the kitchen. On the
  dresser is a statuette of Esmeralda, the Halfling goddess
  of hearth and home, there is another in each of the
  kitchens. Under the bed is a small chest locked with an
  Average Craftsmanship Padlock. In here are Milli’s
  valuables, her life savings of around 75 gc, and about 50
  gc in jewellery.
  Stairs from the bar lead up to a private drawing room, and
  the family’s bedrooms lead off from here. A small private
  pantry is connected to the main kitchen by a narrow
  staircase, and the Kellners even have the luxury of an
  upstairs bathroom, most people use a tub or half-barrel in
  front of the parlour fire. Water is brought up via a pump
  designed and built by Grim. The bedrooms contain most
  of their occupants’ personal belongings, most of which
  are not particularly valuable.
  Catarina keeps her jewellery behind a false panel in the
  back of the top drawer of the dresser; it amounts to four
  or five rings, a couple of bracelets and a necklace,
  totalling perhaps 40 gc. Helga has 7 gc in cheap, bright
  jewellery in an old biscuit-box under her bed, and Magda
  has no jewellery apart from the little she wears. Volker
  has no valuable belongings and Harald wears all his
  jewellery whenever he is awake; at night, it is kept in the
  second drawer of his dresser, under a couple of shirts.
  The inn’s strongbox is in the master bedroom. 
  The sides of the bed are solid, with no way to get
  underneath; the strongbox is set into the bed-frame,
  beneath the mattress. It is an iron box 18” high and 12”
  square, with a Challenging (-10%) locked lid and usually
  contains about 250 gc in mixed coin.
  There are seven more guest-rooms on the upper floor. At
  the end of the upstairs passage, a secret door leads to a
  small gaming-room, which is opened on request; Harald
  acts as croupier, with Ludo Greenberry helping out if he
  doesn’t want to play. While gambling is not illegal, Dieter
  has found that a secretive and illicit atmosphere adds a
  certain something to a gaming session. 
  You can alter the attic to suit the plotlines you use (see
  Adventure Ideas). If there is a Chaos Cult at the Graf
  Manfred, you will probably want to use the secret rooms
  in the attic; if not, the whole of the attic is a storage area,
  piled with junk.
  THE STABLES
  The stable-block has stalls for ten horses, a feed store
  and a large hayloft with a room for Erika at the back. She
  has no valuables, apart from an elaborate Spur made of
  silver left behind by a traveller (this is worth around 15
  gc). She keeps it partly for good luck, and partly in case
  she meets the stranger again. In one comer of the stable
  is a pile of crates, barrels and sacks; a careful search will
  reveal a kind of passage between them, which can be
  negotiated by an Elf or a slim Human. Right in the comer
  is a trapdoor, normally covered by an empty crate, which
  leads down into the cellars.
  THE CELLARS
  Grim has made a few alterations to the cellars. He put in
  the passage to the stable, and built three more secret
  entrances. You may decide to have these passages lead
  to other parts of the inn, to the city’s sewer system, or to
  a network controlled by the local Thieves’ Guild. More
  normal entrances to the cellar consist of a barrel-hatch
  from the courtyard and a set of stairs from the bar. Grim
  spends most of his time in the cellar, and has even
  decorated one wall with traditional Dwarf carvings. He
  has built a bunk in one corner, and has carved a small
  safe into the wall. It has an iron door with a Challenging
  (-10%) lock, but it contains little of value, just a few
  mementoes, like Grim’s old Engineers’ Guild badge.
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  
  - 5 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  
  - 6 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  DIETER KELLNER – LANDLORD
  Innkeeper (ex-Burger, ex-Tradesman)
  ‘Welcome, welcome! Come
  in! Where have you travelled
  from? Really? Well, they say
  it’s nice there, although I’ve
  never been myself. Far too
  much to do here, looking
  after travellers like your good
  selves. Now then, you’ll be
  wanting rooms, won’t you? I
  can tell, you know. Well, no
  one carries luggage around
  for fun, now do they? Well,
  you’re in luck! First, you
  came to an inn which is, after
  all, the best place to find
  rooms! And second, I’ve got rooms free, all ready and
  waiting! Top floor, too, so you won’t be bothered by
  people walking about on your ceiling all night!
  VOLKER! VOLKER! Take these good people’s luggage
  to Eight, Nine and Twelve, please. Two people to a
  room, thirty shillings per room per night, dinner at
  eight, breakfast at seven, but the rest of your time’s
  your own, ha ha. So, how long are you staying?’ 
  Dieter is a tall and somewhat overweight man in his
  forties, with bushy brown hair sprinkled with grey,
  twinkling brown eyes, and a permanent and somewhat
  overwhelming air of jollity. He talks all the time and very
  quickly too, with words rushing out like water from a
  broken dam. Occasionally he will pause to allow another
  character to get a word in edgeways usually as an
  answer to one of his questions but they will probably be
  cut off midway through the first syllable as the avalanche
  of words engulfs them again. He wears a long white
  apron reaching almost to the floor, and always seems to
  be in a hurry. Those who know him well will confide that
  for all his scurrying about, the rest of the staff do all the
  actual work. Dieter never forgets a face and, although
  names sometimes elude him, he will recognise anyone
  who has stayed at the Graf Manfred before, even if he
  last saw them years ago. Because he is continually
  bustling to and fro, it will be very difficult to actually talk to
  Dieter, and in fact he knows very little of what actually
  goes on in his inn, he’s always too busy greeting guests,
  shouting at the staff and generally looking busy to notice
  much else.
  Note that Dieter’s has a blunderbuss that is kept loaded
  under the bar in case of emergencies.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  32%
  28% 41% 37% 32%
  38%
  32% 47%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  4
  3
  4
  0
  0
  0
  Quirks: Gregarious, Never Forgets a Face
  Skills: Blather, Charm, Common Knowledge (The
  Empire), Consume Alcohol, Drive, Evaluate,
  Gossip, Haggle, Perception, Read/Write, Search,
  Secret Language (Guild Tongue), Speak Language
  (Breton, Reikspiel), Trade (Brewer, Cook)
  Talents: Dealmaker, Etiquette, Strike to Stun, Suave,
  Super Numerate
  Combat:
  Armour (Light): Good Craftsmanship Clothing with
  Leather Jerkin
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Dagger (1d10+1), Blunderbuss (1d10+3,
  Special, Unreliable)
  Trappings: Keys to all areas except the Safe in the
  Cellar, Abacus, Lantern, purse with 4 gc, Inn and
  Staff
  QUIRKS
  Some NPCs detailed in this document have an
  additional list of qualities called Quirks. Quirks
  essentially act as additional Fortune Points, but are
  restricted in their use by the descriptor. Therefore, an
  NPC with the Quirk ‘Ice Cold Eyes’ could use that
  fortune point only to an effect to do with staring
  someone down or avoiding having his emotions read.
  For more information, including how to allow the PCs
  to have quirks and a wide selection of examples, see
  the unofficial ‘Character Quirks’ document.
  These rules are entirely optional. Groups not wishing
  to use them should simply regard the listed Quirks as
  a guide to the character’s reputation and personality.
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  CATARINA KELLNER – DIETER’S WIFE
  Burger (ex-Servant)
  ‘Oh, don’t you pay Dieter any
  mind; he’s always rattling on
  about something or other. Or
  nothing at all. I don’t know
  how I haven’t gone mad with
  it all over the years. Dieter
  Grim wants a word with you,
  down in the cellar. Something
  about the beer, I think, he
  was standing over a barrel,
  shaking his head and
  muttering to himself in his
  own language. I’ll look after
  these gentlefolk for you. Dear
  me, that’s all we need, for the
  beer to go off. I think we’re just about full, with you
  gentles arriving. Still, rather too full than too empty,
  that’s what I say. VOLKER! Luggage! If you please!’ 
  Catarina is a plump and matronly looking woman in her
  late thirties, with blue eyes and dark brown hair worn in a
  bun. Like her husband Dieter, she always wears a floor-
  length apron. She is jolly and welcoming, with a smile and
  a word for everyone as she bustles through the inn
  supervising the staff. She and Dieter have been married
  for nearly twenty-five years, and together with their sons
  Volker and Harald and their daughters Magda and Helga
  they have built the Graf Manfred into a thriving and
  profitable inn. One day, she hopes, they will be able to
  hand the Graf Manfred over to the children and retire; she
  is trying to persuade Dieter to consider moving to the
  country to keep bees and chickens, but so far without
  success. Catarina supervises the staff of the Graf
  Manfred, dealing with most emergencies herself and
  referring things to Dieter only when necessary, ‘Or when
  it’s something to do with the beer. They all think that’s
  man’s business, and a woman shouldn’t be allowed
  near it. They’re just like little boys playing soldiers
  sometimes, no girls allowed. I don’t think men ever
  really grow up, bless them.’ Catarina also deals with the
  local traders and artisans who supply the Graf Manfred
  with food and other essentials, and if she takes a liking to
  a character, she can provide introductions for would-be
  apprentices, or negotiate small discounts. You may wish
  to treat her personal recommendation as a +10% modifier
  to a Character’s Gossip and Haggle Skill Tests when
  dealing with local tradesmen.
  She has a sister, named Marianne, who is a priestess of
  Shallya in the city. Marianne runs a small hospital and
  orphanage in one of the poorer areas and Catarina might
  be persuaded to provide an introduction. 
  Catarina is well disposed towards followers of Shallya
  herself, as well as having a soft spot for Halflings ‘I think
  they’re the only ones with any common sense,
  sometimes; good food and a quiet life, do a good turn
  when you can and try not to do a bad one.’
  Quirks: Adaptable, Well Connected
  Skills: Blather, Common Knowledge (The Empire),
  Dodge Blow, Drive, Evaluate, Gossip, Haggle,
  Perception, Read/Write, Search, Speak Language
  (Breton, Reikspiel), Trade (Cook)
  Talents: Acute Hearing, Dealmaker, Etiquette, Suave,
  Very Resilient
  Combat:
  Armour (None): Good Craftsmanship Clothing
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Dagger (1d10+0)
  Trappings: Two Gold Rings, Keys to all non-secret
  areas, Abacus, Storm Lantern with Lamp Oil,
  Pewter Tankard, Tinderbox
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  37%
  29% 36% 41% 36%
  44%
  38% 47%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  4
  4
  0
  0
  0
  THE MERCHANT’S LEAGUE
  Most Old World cities have a Merchant’s League,
  where shop owners, market stall owners, barterers,
  pedlars and merchants meet to exchange news and
  goods, and tales of financial and economic interest
  with each other. As The League is theoretically
  independent of any of the guilds present in a city, it
  allows different traders to mingle and swap
  investments; purchase shares in various businesses,
  or simply indulge in the finer things in life while
  chatting to other traders. The League Headquarters is
  always a sumptuous building, managed by a
  Worshipful League Master, who invariably becomes
  one of the wealthiest and most powerful merchants in
  the city. 
  
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  VOLKER KELLNER – BARMAN AND POTMAN
  Servant
  ‘All right, I’m coming.’ 
  ‘Just give me a moment, will
  you?’ 
  ‘I’ll be there as soon as I
  finish this.’ 
  Volker is Dieter and Catarina’s
  elder son, and presents a
  strange contrast to his fat and
  cheerful parents. He is a lanky,
  lugubrious figure of about
  twenty, with lank black hair
  framing a narrow, pinched and
  miserable-looking face. There is no colour in his face at
  all; the blue of his eyes is so pale that it seems to drain all
  the colour from his cheeks. His clothing is not of poor
  quality, but no matter what he wears, he always looks
  shabby. He speaks very little (indeed, he seldom
  acknowledges anyone’s existence) and his voice, when
  he uses it, is low-pitched and slow. Volker works very
  much in his own time. After a lifetime of his parents
  bustling about and shouting orders at him, he has
  developed a knack of letting it all flow over him. He does
  one job, at his own pace and then he does the next job;
  no amount of shouting or impatience will make him move
  any faster. Actually, Volker is a hard worker despite his
  slovenly and lugubrious manner, and his refusal to rush
  things is tempered by the fact that he never stops to take
  a break or to talk to a customer. He just gets on with what
  he has to do, in his own way and in his own time. 
  Like his brother and sisters, Volker was brought up an
  innkeeper’s son, and despite appearances, he has a
  good grasp of all aspects of the operation. There is little
  he doesn’t know about the Graf Manfred and what goes
  on there, although it may be difficult to get information
  from him because of his sullen and uncommunicative
  nature. Adventurers may also find that Volker has an
  almost supernatural talent for being around at the wrong
  time. Whenever anyone does anything which they do not
  want anyone to see, the odds are that Volker will appear.
  When somebody is trying to break into a room, Volker will
  probably come clanking along the corridor with a broom
  and a bucket. When someone sneaks into the stables for
  a quick getaway, Volker will be mopping the cobbles in
  the yard. People have been known to get quite paranoid
  about Volker, for all that he does not seem to notice or
  care about what goes on around him.
  Quirks: Alway in the Way
  Skills: Animal Care, Blather, Common Knowledge (The
  Empire), Dodge Blow, Evaluate, Gossip, Haggle,
  Perception, Read/Write, Search, Speak Language
  (Reikspiel)
  Talents: Acute Hearing, Hardy, Sixth Sense, Very
  Resilient
  Combat:
  Armour (Light): Best Craftsmanship Clothing with
  Leather Jerkin
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Dagger (1d10+0)
  Trappings: Pewter Tankard, Tinderbox, Storm Lantern
  with Lamp Oil, Mop and Bucket (most of the time)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  37%
  29% 31% 37% 33%
  36%
  34% 26%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  11
  3
  3
  4
  0
  0
  0
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  SLIPPERY FLOORS
  A freshly mopped area is treacherous ground;
  characters moving at faster than cautious rate must
  make a successful Agility Test or fall over.
  ROASTED TRINKWORT
  Also known as Sober-root, or Corrylliamid among the
  Elves, Trinkwort is a bitter-tasting onion like plant that
  grows among the roots of trees deep within the
  forests of the Old World. Although not pleasant to eat,
  the bulb of this plant may be oven roasted for several
  hours until it becomes soft. If consumed in this form it
  goes someway to neutralising the effects of any
  alcohol in the eater’s system, allowing them to sober
  up. When consumed, a Roasted Trinkwort has the
  effect of neutralising half the number of drinks the
  Character has consumed up to that point. It has no
  effect on any further drinks consumed.
  
  - 9 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  HARALD KELLNER – BARMAN AND POTMAN
  Rogue (ex-Burger)
  ‘Same again? Certainly. And
  how about a little drop of
  brandy as a chaser? Got some
  great stuff, just in – genuine
  Bretonnian, but don’t tell the
  excise. Three shillings a shot
  normally, but to you, two and
  six. No? Sure? Don’t know
  what you’re missing. Got
  some vodka just in, all the
  way from Kislev, thanks to a
  friend in the trade, two bob a
  shot, to you. No? Go on, treat
  yourself. You only live once.
  What’s the point of being the
  richest corpse in the graveyard?’
  Harald is the younger son of Dieter and Catarina, and is
  almost the complete opposite of his elder brother Volker.
  He is about nineteen, of medium height and build, with
  light brown hair and light brown eyes. He is always well
  dressed, and wears several gold rings and a chunky gold
  chain bracelet. Harald is a go-getter, always trying to talk
  the customers out of that extra couple of shillings. He is
  determined to get on in life, and works very hard at being
  cheerful and encouraging the clients of the Graf Manfred
  to part with their money. ‘Painless extraction,’ he may
  confide, ‘Just like teeth. They come here to spend
  money, have a few drinks and a good time, and it’s my
  job to make sure they do just that.’ Harald considers
  himself to be witty, charming and generally fatal to the
  opposite sex, and any attractive female character that
  comes into the Graf Manfred will certainly have to suffer
  several minutes of his sparkling conversation. Very little
  short of outright violence will discourage him, although he
  will be quick to back down from a male character who
  asks him to go away and leave the lady alone. 
  Harald has a few contacts on the shadier side of the city,
  which is generally how he comes by the cases of spirit
  that he is always trying to press on customers. The
  brandy may or may not be genuine Bretonnian, but
  almost certainly made its way to the Graf Manfred by a
  circuitous route avoiding Excisemen; as for the Kislevite
  vodka, it was probably made in a kitchen somewhere out
  of mashed barley and potato peelings. Harald is on
  particularly good terms with Heini Unsittsmann and Kurt
  Quacksalber, and they sometimes go out on the town
  together when Harald has a night off.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  45%
  35% 32% 31% 36%
  43%
  38% 47%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  3
  4
  0
  0
  0
  Quirks: Free Marketer, Silver-Tongued Devil
  Skills: Blather, Charm, Common Knowledge (The
  Empire), Drive, Evaluate, Gamble, Gossip, Haggle
  +10%, Perception, Performer (Actor), Read/Write,
  Search, Speak Language (Breton, Reikspiel)
  Talents: Dealmaker, Luck, Public Speaking, Streetwise,
  Suave, Warrior Born
  Combat:
  Armour (Light): Best Craftsmanship Clothing with
  Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Sword (Hand Weapon; 1d10+3), Dagger
  (1d10+0)
  Trappings: four Gold Rings, Gold Bracelet, Abacus,
  Lantern, Purse with 8 gc
  ENTERTAINMENT AT THE GRAF MANFRED
  While Gilellion the Minstrel often provides song or
  storytelling in the Bar, other entertainers will often
  arrive to do a quick ‘set’ for their supper, varying in
  variety from Jesters mimicking the infamous
  Gruenliebe the Greasy to up and coming musicians
  trying to emulate Sergeant Pfeffer’s Fiery Hearts Club
  Band. Smaller acts such as clowns and jugglers
  simply wander through the Bar or Lounge, collecting
  money as they go. More formal entertainers, such as
  puppet shows or serious musicians, may erect a
  simple stage in the Dining Room or Gambling Den,
  and charge admission at the door.
  Characters wishing to use their perform skills at the
  Graf Manfred will typically have to impress either
  Dieter or Harald, either through a favourable
  reputation or a successful Charm Test.
  
  - 10 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  MAGDA KELLNER – BARMAID
  Servant (ex-Camp Follower) 
  ‘All right, all right! Who’s
  drinking, then? You can’t
  stop here nursing empty
  mugs! Ooww! You do that
  again, mate, and I’ll put
  that hand of yours
  somewhere you won’t like!
  Let me give you a clue
  you’ll be able to pick your
  teeth from the inside! Oh,
  I’ve heard that one before.
  Ha, ha! Would you,
  indeed? Not with all that
  beer in you, you wouldn’t
  you’d either throw up or
  pass out. Even assuming I didn’t break both your arms
  first. And what about your wife and four kids at home,
  then, eh? I expect you’ll remember them when you
  sober up! Look, gents, I think your little friend here
  needs a bit of fresh air, so why don’t you take him for a
  nice long walk before I do him some permanent
  damage?’ 
  At twenty-two, Magda is the eldest of the Kellner children,
  but she looks five or ten years older than her real age. In
  fact, she has often been mistaken for her mother’s
  younger sister. She is tall (around 5ft 8in) and medium to
  plump in build, with black hair tied tightly back and dark
  eyes. An adolescence spent as a barmaid, fending off the
  harassment of male customers, has made her harsh and
  scornful, and the regulars at the Graf Manfred know her
  as ‘the Dragon’, although anyone she hears calling her
  that can expect a pitcher of ale over the head. Actually,
  Magda is not as fearsome as the regulars paint her. She
  is a professional barmaid, used to the pranks and
  comments of drunken male customers, and well able to
  repay them in kind. While she is not actually a man-hater,
  she is mildly contemptuous of the male sex because, as
  she points out, they seem to do nothing but get drunk and
  make fools of themselves. She has also heard every
  smooth line that has ever been invented and any male
  characters suffer a -10% modifier to their Charm Skill
  when dealing with her.
  She is not yet married because, by her own admission,
  she has never met a man who impressed her. Beneath
  her harsh exterior, Magda has a (well-concealed)
  compassionate and generous nature. She is particularly
  fond of animals and children, but she has no patience
  with fools or smooth talkers. 
  She has little time for either of her brothers: ‘One idle fool
  and one who thinks he’s gorgeous, I wouldn’t give
  houseroom to either of them.’ She is fiercely protective
  of her younger sister Helga; any male character who
  treats Helga with anything but respect had better know a
  good physician.
  Quirks: Practical Manner, Temper of a Dragon
  Skills: Blather, Common Knowledge (The Empire),
  Dodge Blow, Drive, Evaluate, Gossip, Haggle,
  Haggle, Perception, Read/Write, Search, Sleight of
  Hand, Speak Language (Breton, Reikspiel), Trade
  (Cook, Merchant), 
  Talents: Acute Hearing, Hardy, Resistance to Disease,
  Savvy, Street Fighter, Very Resilient, Warrior Born
  Combat:
  Armour (Light): Good Craftsmanship Clothing with
  Leather Jerkin
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Dagger (1d10+0)
  Trappings: Silver Bracelet (counts as a Lucky Charm),
  Pouch with 2 silver, Pewter Tankard, Tinderbox,
  Storm Lantern with Lamp Oil
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  42%
  37% 36% 39% 38%
  46%
  37% 42%
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  Mag
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  1
  13
  3
  3
  4
  0
  0
  0
  ARM WRESTLING
  Both contenders in an Arm Wrestling Contest should
  make a Strength Characteristic Test each round. If
  one Character succeeds and the other fails, the
  successful Character has won the Match. If both
  characters Succeed or Fail, nether has won and the
  match proceeds to the next round. Optionally, if both
  characters make successful Strength Test in a given
  round, they add the amount by which they made the
  test as a bonus in the following round only.
  
  - 11 -
  HELGA KELLNER – BARMAID
  Servant
  ‘Giggle ...’ 
  Thirteen-year-old Helga is
  the youngest of the Kellner
  family, and was something
  of a surprise to her parents,
  who had not expected to
  have any more children.
  She is slim and tall for her
  age (around 5ft 6in), with
  black hair worn in a pigtail
  and dark eyes, and
  generally wears hand-me-
  down clothes from Magda,
  roughly altered to fit her slimmer figure. Helga has a
  dreaming and romantic nature, and is easily dazzled by
  the dashing adventurers and other travellers who pass
  through the Graf Manfred. She also suffers acutely from
  adolescent shyness. While she works hard, especially
  when Magda is keeping an eye on her, as she generally
  does, almost any word from a male customer is enough
  to send Helga flying from the room, blushing cherry-red
  and unable to speak for nervous giggling. She only
  serves in the bar when things are particularly busy,
  spending most of her time in the kitchen helping Milli.
  Helga is very attached to her elder sister Magda, whom
  she sees almost as a second mother. She is rather
  terrified of her, though, and wishes her sister were not so
  bitter. Secretly, she thinks that Magda was disappointed
  in love at some time in the past, and longs for her to find
  the right man. Helga dreams of finding the ideal man
  herself, as well, perhaps one day a rich and handsome
  merchant or a dashing and handsome adventurer will
  come into the Graf Manfred and sweep her off her feet.
  Secretly, though, she knows that her dreams are nothing
  more than dreams, and that real life is far less romantic
  and interesting, but she is determined to hold onto her
  ability to dream and never to end up as cynical as her
  sister is. Helga herself is unlikely to be directly useful to a
  party of adventurers, and indeed, any character paying
  her too much attention is likely to get the sharp edge of
  Magda’s tongue, at the very least. However, rescuing her
  from a troublesome fellow-guest would earn any
  character the gratitude of the entire family.
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  25%
  23% 27% 32% 37% 28% 26% 32%
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  10
  2
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  4
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  0
  0
  Quirks: Sweet and Innocent
  Skills: Blather, Common Knowledge (The Empire),
  Dodge Blow, Evaluate, Gossip, Perception,
  Search, Slight of Hand, Speak Language
  (Reikspiel), Trade (Cook)
  Talents: Etiquette, Flee!, Lighting Reflexes
  Combat:
  Armour (None): Somewhat worn Good Craftsmanship
  Clothing
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: None
  Trappings: Pewter Tankard, Tinderbox, Storm Lantern
  with Lamp Oil, Helga keeps a small collection of
  bright, cheap jewellery (worth a total of about 7
  GCs) in an old biscuit-box under her bed. She may
  occasionally wear a few pieces while serving in the
  bar.
  Peasant Jewellery
  While the Old World Armoury sourcebook provides
  extensive information on solid metal jewellery, these
  pieces are often only for the more wealth segments of
  society, with a Poor Craftsmanship solid copper Ring
  being worth 5 gc. Peasants and other lower class
  citizens wear much cheaper accessories, such as
  wire and bead rings, necklaces of painted wooden
  beads and fragments of bone, typically carved into
  the shape of skulls. Alongside these is a blossoming
  trade in imitation gemstones, such as alchemical
  imitation pearls and stones carved from coloured
  glass.
  
  - 12 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  One day, he promises himself, he will move on and make
  a name as an engineer somewhere else, perhaps in
  Lustria where the Guild cannot interfere, but most of his
  Human acquaintances firmly believe that this is no more
  than a pipe dream.
  Quirks: Problem Solver, Stubborn, Thick Skulled
  Skills: Academic Knowledge (Engineering+10%,
  Science), Common Knowledge (Dwarfs), Consume
  Alcohol, Drive, Evaluate, Gossip, Haggle,
  Perception, Read/Write, Search, Secret Language
  (Guild Tongue), Speak Language (Classical,
  Khazalid+10%, Reikspiel), Trade (Brewer, Cooper,
  Gunsmith, Smith)
  Talents: Dwarfcraft, Grudge-born Fury, Linguistics,
  Master Gunner, Night Vision, Resistance to Magic,
  Savvy, Seasoned Traveller, Specialist Weapon
  Group (Gunpowder), Stout-hearted, Sturdy
  Combat:
  Armour (Light): Studded Leather Jack
  Armour Points: Head 0, Arms 2, Body 2, Legs 0
  Weapons: Solid Steel Hammer (Hand Weapon;
  1d10+3)
  Trappings: twelve cask taps, six Spikes, Purse with 5
  gc, Keys to cellar and cellar safe, two Textbooks on
  Brewing, Engineer’s Kit, Writing Kit, defaced Dwarf
  Engineers’ Guild Badge (kept in safe)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  53%
  34% 34% 46% 37% 55% 55% 25%
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  1
  15
  3
  4
  3
  0
  0
  0
  GRIM RAGNISSON – CELLARER
  Tradesman (ex-Engineer, ex-Student)
  ‘Barman coming through!
  Come on, come on, shift
  yer spanners, there’s some
  here’s got work to do.
  You’ll be quick enough to
  complain when the beer
  runs out or goes cloudy.’
  ‘I don’t care how thirsty
  you are, that beer needs
  another two weeks to
  settle. Always got to have a
  full month after it comes
  in, or else it’s not fit for
  Goblins. Look, you drink
  here because the beer’s good. That’s because I don’t
  spoil a good brew for you or for any other eager and
  tasteless manling.’ 
  Grim is a Dwarf, whose 110 years place him in early
  middle age. He is 4ft 9in tall, with a powerful build and
  long, iron-grey hair and beard. His eyes are the colour of
  a stormy sky. He wears a leather jerkin and breeches,
  with heavy calf-length boots, and always carries a
  hammer and a few knock-in brass barrel taps looped onto
  his belt. In his youth, Grim was a member of the secretive
  and powerful Dwarf Engineers’ Guild, and thirty-odd years
  ago he was part of a team sent to the city to supervise
  the refurbishment of the gates and walls. A few months
  later, he was expelled from the Guild for fitting a water-
  pump to his aged Human landlady’s well. After a
  succession of the notorious Guild ceremonies, Grim was
  a Wetback, an outcast. ‘Where was the harm? The poor
  old dear with her poor old bones, hauling buckets up
  from that well when a simple force-pump would do the
  job. But would they listen? More chance of Karaz-a-
  Karak caving in. And they even came and took the
  pump away! Pahf.’ 
  After drifting through a succession of odd jobs, Grim
  heard that Dieter needed a cellarer. He knew next to
  nothing about the job but as he told Dieter with pride, his
  family was related to the Bugman Clan, the brewers of
  the most renowned beers in the Old World. He has been
  at the Graf Manfred ever since. Using a mixture of trial
  and error and plain Dwarf common sense, Grim has
  taught himself about beer, and keeps a very good cellar,
  which has enhanced the Graf Manfred’s reputation. He
  has also used some of his old skills to modify the cellar,
  adding a couple of secret passages that have proved
  very useful in various clandestine operations. Grim is
  content to stay at the Graf Manfred for the time being,
  and gets on well with most of the staff and regulars. 
  EXPATRIATE DWARFS
  Humans (and Halflings) are not the only citizens of
  the Empire, as many Dwarfs have chosen to leave
  their ancestral realms and dwell under the Emperor’s
  Rule. Such Dwarfs settle in cities, buying man-made
  houses where they settle the basements,
  constructing small self-contained underground
  communities known as Grottos.
  
  - 13 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  MILLI GORSEDOWN – COOK
  Halfling Tradesman
  ‘Out of the way, out of the
  way, or the pies will spoil!..
  Phew! Just caught them. I’m
  sorry I shouted, but I’m not
  serving pies that are black on
  top, not for anyone. Just give
  that pot a stir, will you? No,
  no, the other one. Just a
  couple of times round, to stop
  the soup burning at the sides.
  Thank you. Now then, I’m
  sure I’ve got some cooking
  sherry about somewhere ...
  ah, here it is. Reach down a
  couple of mugs from the top
  shelf there, save me getting a stool. Five minutes rest
  while the pies are cooling. Ah, that’s better! Good
  health to you!’ 
  Milli (full name Miallasmira Gorsedown of the Puddinghill
  Gorsedowns) was actually born in the city, part of a small
  but growing Halfling population that has always been
  here. She is plump and homely, but not unattractive by
  Halfling standards, and stands about 3ft 6in tall. Her hair
  is mid-brown, and piled on top of her head in a bun, and
  her eyes are cornflower blue. She wears a floor-length
  dress and apron, her sleeves are always rolled up and
  she always seems to be covered in flour. Milli is a
  cheerful soul, and has served as cook at the Graf
  Manfred for as long as Dieter has been running it. She
  has attended the births of all four Kellner children, and
  has appointed herself as a kind of godmother to them.
  She is particularly fond of Helga, who spends most of her
  time helping in the kitchen ‘Such a sweet nature, she has.
  I do hope she doesn’t turn out like her sister, not that
  I’ve anything against Magda, you understand. I love
  them all, but let’s face it, nobody likes a sharp tongue.
  Harald’s a fine boy, if a little wild, still, I expect he’ll
  settle down in a few years. And then there’s Volker.
  The others all think he’s a bit strange, but he’s all right
  in his own way. He just carries on, and nothing much
  bothers him. He’s a quiet boy, I expect he’s got hidden
  depths, and one day he’ll surprise us all.’ One of the
  major topics of gossip at the Graf Manfred is if and when
  Milli will marry Ludo Greenberry, but she cheerfully (if
  blushingly) pours scorn on the idea. ‘Oh, get on with you!
  He’s too much of a scoundrel to settle down and marry!
  I’m sure he does it just to make fun of me, anyway.
  Those clothes of his, and his gambling, I swear he gets
  taller every time I see him, and one day he’ll wake up
  and find he’s Human! We just enjoy getting together
  once in a while for a good old natter, that’s all.’ 
  Milli has always hoped to visit her relatives in the Moot,
  but has never achieved this ambition. She will be
  particularly happy to see a fellow-Halfling among the
  guests, and will do her best to lure a Halfling visitor into
  the kitchen for a gossip and a few mugs of cooking
  sherry.
  Quirks: Chatty, Esmeralda’s Pride
  Skills: Academic Knowledge (Genealogy/Heraldry),
  Common Knowledge (Halfling), Drive, Evaluate,
  Gossip+10%, Haggle, Perception, Read/Write,
  Secret Language (Guild Tongue), Speak Language
  (Halfling, Reikspiel), Trade (Cook+10%, Herbalist)
  Talents: Night Vision, Resistance to Chaos, Savvy,
  Suave, Specialist Weapon Group (Sling)
  Combat:
  Armour (Light): Leather Jerkin
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: None
  Trappings: Silver Ladle-shaped pendant of Esmeralda,
  purse with 3 gc, 75 gc in cash and 50 gc in
  jewellery contained in a chest under the bed
  Main Profile
  WS
  BS
  S
  T
  Ag
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  WP
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  22%
  34% 26% 31% 53% 36% 45% 47%
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  0
  0
  Typical Meals at the Graf Manfred Inn
  Peasecod - 1p
  (a burger made of figs, raisins and flour)
  Mutton Pottage with Oatmeal - 2p
  Lamb’s Head with Pertinence and Feigensenf - 5p
  (a filling meal of lamb’s organs with fig mustard)
  Goose with Sorrel Sauce and Manchet Bread - 1 silver
  (goose with herb sause and fine white bread)
  Warden Pie of spiced Pears and Bindleberries - 3p
  Furmenty – 1 gc
  (luxury dessert made of wheat, cream and sugar)
  
  - 14 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  36%
  32% 37% 43% 38% 36% 34% 24%
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  Mag
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  1
  14
  3
  4
  5
  0
  0
  0
  ERIKA STALLER – STABLE-LASS
  Servant (ex-Peasant)
  ‘Don’t mind the horses, they
  won’t hurt you. Horses only
  hurt people when they’re,
  frightened or when they’ve
  been treated badly, see, so if
  you just treat’em gentle-like,
  an’ don’t frighten ‘em, they’re
  good as gold. Just need to be
  quiet round ‘em and don’t get
  behind ‘em where they can’t
  see you. I don’t mind the
  horses, fact is, I get on with
  ‘em better’n I get on with
  people. Some folks don’t like
  the smell of a stable, but I’d
  rather sleep in the hay up there than on any of your
  fine feather beds. You know where you are with horses,
  ‘cause they tells you all in the way they looks at you, an’
  the way they holds their heads an’ pricks their ears up.
  Whoa, boy! See, this’n’s taken a shine to you, just reach
  up and pat ‘is neck, gentle-like.’
  Erika is a tall, raw-boned young girl of about sixteen, who
  came to the city two years ago to seek her fortune. Her
  tangled hair is the colour of straw, and her eyes are a
  startling shade of blue. She is soft-voiced and slow of
  speech, with a definite rustic accent. Erika always seems
  uneasy in the presence of other people, and is telling no
  more than the truth when she says she prefers the
  company of horses. She is marvellously gifted with
  horses, and Dieter may privately admit that he got a real
  bargain when he agreed to take her on in exchange for
  bed and board and eight shillings a week.
  Erika could be very useful to a party of adventurers who
  have a sick or injured horse. She also remembers the
  condition and distinctive markings of every horse that has
  been in the stable for the past couple of months, and if a
  horse has been in particularly bad condition (sick, injured,
  ridden to exhaustion) she will remember it for a year or
  more.
  Quirks: Horselord
  Skills: Animal Care, Animal Training, Blather, Charm
  Animal, Common Knowledge (The Empire),
  Concealment, Dodge Blow, Drive, Evaluate,
  Gossip, Outdoor Survival, Perception, Performer
  (Dancer), Ride, Row, Silent Move, Sleight of Hand,
  Speak Language (Reikspiel)
  Talents: Acute Hearing, Fleet Footed, Hardy, Rover,
  Specialist Weapon Group (Sling), Very Resilient
  Special Rules:
  Blessed by the Horse Spirits: Any Characters who
  use the Magical Sense skill on Erika will realise the
  secret of Erika’s success with horses. She was one
  of the fortunate few to have been born with an
  animal spirit familiar, in this case, a horse. It is
  visible to characters with Magical Awareness Skill
  as a dim, smoky outline of a Horse standing beside
  her. Erika is not aware of her familiar’s existence,
  but has always felt an affinity with horses. In game
  terms, Erika has a +10% bonus to any Test
  involved with dealing with Horses and counts as
  having the Ride Skill.
  Combat:
  Armour (None): Good Craftsmanship Stable-lass
  Costume
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Dagger (1d10+0), Sling (1d10+3)
  Trappings: assorted Brushes and Combs for grooming
  horses, bent Horseshoe Nail (for removing stones
  from hooves), Leather Flask, Pewter Tankard,
  Tinderbox, Storm Lantern with Lamp Oil, Silver
  Spur (Lucky Charm) kept under mattress
  THE ANCIENT SPIRITS
  Much to the disgust and fear of Witch Hunters and
  civilised Priests alike, the ancient spirits still abound
  in rural and wilderness of the Old World. In many
  places the appeasement or even worship of these
  spirits continues, though in a much reduced and
  secretive form. Educated and civilised folk regard
  these practices as primitive superstition, but the
  peasants and other rural dwellers retain a healthy
  respect for the ancient beliefs.
  
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  - 15 -
  Hans sees himself as a visionary leader, however and
  would never give up his rightful place at the head of ‘The
  Movement’ whatever that movement might be. As well as
  knowing all the regulars in the Graf Manfred, Hans has
  contacts with a couple of cheap printers, and knows a few
  prominent underworld figures. He has a tendency to
  romanticise the underworld, believing that it has arisen
  from the Common people banding together to protect
  themselves from the oppression of the rich and powerful.
  Quirks: Idealist
  Skills: Charm, Common Knowledge (The Empire),
  Concealment, Gossip, Perception, Read/Write,
  Speak Language (Tilean, Reikspiel)
  Talents: Lightning Relaxes, Street Fighting, Flee!,
  Public Speaking
  Combat:
  Armour (None): Good Craftsmanship Clothing with
  Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Sword (Hand Weapon; 1d10+3)
  Trappings: assorted Inflammatory Leaflets
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  31%
  25% 31% 33% 41% 31% 31% 41%
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  3
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  HANS RUHRER
  Agitator
  ‘Just take a
  look around
  you! The
  government is
  supposed to
  serve the
  people, but
  what are they
  doing?
  Looking after
  themselves
  and their rich
  friends, that’s
  what! And the
  rest of us –
  whose taxes keep them in a fat living, I might add – the
  rest of us can go hang! It’s time for us to act, my
  friends! Take a leaflet home, read it, and judge for
  yourselves!’
  There is no mistaking Hans Ruhrer’s profession, for he is
  always holding forth about some injustice or cause. Hans
  is in his mid to late twenties, medium height with a wiry
  build, with lank, shoulder-length dark brown hair, a sparse
  but tangled beard and light brown eyes afire with the light
  of fanaticism. He dresses simply, in drab colours and
  there is an almost studied lack of care about his
  appearance. He seems to have an almost unlimited
  supply of inflammatory leaflets, on any subject from state
  oppression of the masses to the oppressive state of the
  drains, and, no matter what the conversation, he can
  always turn it to a political point and produce a leaflet to
  support his argument. During the day, Hans can be found
  at any number of street corners in the area, handing out
  leaflets and haranguing anyone who will listen. Self-
  interested councillors, corrupt merchants, profiteering
  landlords, none escapes his watchful eye and eloquent
  denouncement. In addition, of course, contributions to
  The Cause, any Cause, are always welcome, particularly
  at Hans’ regular ‘open meetings’ after dark in the back
  bar of the Graf Manfred. More than anything else, Hans is
  looking for like-minded souls to help him, leafleting,
  holding rallies, and above all, ‘organising’. He does not
  seem to have a very dear idea of what this entails, but is
  sure that it is vitally necessary to any cause. ‘We must
  organise’ is something of a catchphrase with him.
  Characters that are interested, or can feign interest, in his
  causes can get almost anything from him, since deep
  down he lacks shrewdness and can be convinced of
  almost anything by an argument that sounds politically
  well reasoned. 
  Fear the Reaper!
  Does it unnerve you to know that men with unknown
  goals are communing with forces beyond the veil of
  life? Good citizens, rise up among the Necromancers
  in our midst! The foul Amethyst Magister’s and
  Priest’s of the so-called carrion god Morr are no
  more than servants of the unwholesome Fly Lord!
  Join the Citizens League Against Wizards and
  Sorcerers today and fight the enemy within!
  We must protect ourselves from the Walking Dead!
  - Printed at the Van Damneg Print Works of Marienburg -
  - Reasonable Rates Offered -
  - No Job too Small -
  
  - 16 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  HEINRICH ‘HEINI’ UNSITTSMANN – BAWD
  Rogue
  ‘Hello, hello, hello,
  you’re new here,
  aren’t you? Well, look
  no further. Anything
  you need to know,
  about anything, I’m
  your man. You’re
  staying here in the
  Manfred, I suppose?
  Hm. Well, it’s not a
  bad base, I’ve known
  Dieter here for years,
  but if you’re going to
  be around more than
  a week or two, come
  and ask me about accommodation. Cheap rooms, fancy
  rooms, out-of-the-way rooms, accommodating
  landladies, anything you need. And suppose you fancy
  a night on the town, I mean, the Manfred’s a good place
  for a quiet drink or two, but if you fancy painting the
  town one evening, you come and have a word with me.
  I can tell you where to avoid, where the best beer is,
  where the best entertainments are, whatever your
  tastes. Anything you need to know, you just come to
  me. I’m in here most nights, just ask for Heini.’
  Heini is a shortish man in his late twenties or early
  thirties, with a slim-build, mid-brown hair and piercing
  blue eyes. Wherever and whenever he is encountered,
  he always gives the impression that he is on his way
  somewhere else, and can only stay a few minutes. His
  clothes are always expensive, immaculate, with a careful
  blend of high fashion, and personal taste that makes
  Heini quite the most stylish of the Graf Manfred’s
  regulars. Heini is little seen during the day, but as soon as
  night falls, he can be found propping up the bar in the
  Graf Manfred, sometimes making two or three visits in a
  night. Heini is a fixer he knows everyone who is anyone
  in the business of having a good time, and his expertise,
  knowledge and contacts are open to anyone for the price
  of a few drinks. His contacts also make him a bad man to
  cross, for he knows more heavyset barmen, bouncers
  and bodyguards than you would believe could live in just
  one city. Affability is his middle name, though as he will be
  happy to tell you over a drink or two and he would much
  rather get on with people, point them in the direction of a
  good time, and get a free meal or an evening’s drinking
  for his trouble.
  Quirks: King of Cups, Resourceful
  Skills: Blather, Charm, Common Knowledge (The
  Empire), Evaluate, Gamble, Gossip+10%,
  Perception, Performer (Storyteller), Secret
  Language (Guild Tongue), Speak Language
  (Reikspiel)
  Talents: Public Speaking, Sixth Sense, Streetwise,
  Suave
  Combat:
  Armour (None): Best Craftsmanship Clothing with
  Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Short Sword (Hand Weapon; 1d10+3),
  Dagger (1d10+0)
  Trappings: Purse containing around 10 gc (which he
  hardly ever spends)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  31%
  25% 31% 34% 41% 31% 31% 41%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  13
  3
  3
  4
  0
  0
  0
  BAWDS
  Bawds act as procurers of services and guides to
  towns for both the Nobility and visitors to the area.
  Such men – and they are usually male humans or
  Halflings – not only know all the best drinking houses
  and gambling halls, but also where to find Black
  Lotus dens, houses of ill repute and establishments
  catering to the full range of illegal and immoral
  establishments and services to be found.
  Bawds offer their services to any reveller who
  appears suitably wealthy. Reputable Bawds are well
  known throughout the city they operate in, and can
  help gain access to facilities catering to all manner of
  vices. Bawds can also supply information upon which
  establishments are safe, which are under official
  scrutiny and which make a practice of robbing or
  murdering clients. Disreputable Bawds often operate
  as petty con men, luring their newfound companions
  into ‘sucker traps’ or gangs of ruffians, in exchange
  for a share of any pickings.
  
  - 17 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  OLD FRITZ THE BEGGAR
  Vagabond (ex-Soldier)
  ‘Spare a copper, chief? I
  ain’t eaten in so long, me
  stomach thinks me
  throat’s been cut. Oh, I
  see you’re a military type,
  chief. Senior Trooper,
  First Company, Baron’s
  Rangers (retired), at
  your service SIR! You’ll
  pardon me not standing,
  chief, but the old leg’s
  been giving me gyp, what
  with the cold and damp.
  See that? Beastman gave
  me that scar, back in ‘98.
  Aaah, a shilling. Bless you, chief, I knew you were a
  good sort right from the first moment I clapped eyes on
  you. Thank you, SIR!’ 
  Nobody knows whether Old Fritz ever had another name.
  He seems to be in his late thirties or early forties,
  although it is difficult to tell his precise age. While he is
  not a regular customer of the Graf Manfred, he can very
  often be found outside it, slumped against one of the
  walls with his begging bowl in front of him. Regardless of
  the weather, Fritz is always wrapped in a thick bundle of
  tattered blankets, other people’s cast-off clothes and
  other scraps of material. His hair and beard are black as
  far as can be seen and are thick, matted and filthy. His
  eyes are dark brown, and usually unfocussed. He seems
  to be of medium height, but may well be taller, as he
  walks with a perpetual shuffling stoop. His build, beneath
  the rags and blankets, is anybody’s guess. Although he
  presents the first impression of being a pitiful wreck of
  humanity, Old Fritz can move with remarkable speed if he
  has enough money for a drink or a meal, or if someone is
  chasing him. He sees and hears a great deal of what
  goes on in the neighbourhood, as well no-one pays a
  beggar any heed and can be a valuable lookout or source
  of information in exchange for a hot meal and a drink or
  two. He can also put you in touch with some interesting
  people, as well; his years of scraping a living from the city
  streets has gained him a wide circle of friends and
  protectors, from kind-hearted Watch officers to
  underworld leaders. His value as a lookout and source of
  information has not escaped the leaders of the city’s
  underworld, and Old Fritz reports back regularly on any
  strange goings-on or interesting new arrivals at the Graf
  Manfred and in the surrounding area. Adventurers
  indulging in criminal activities while at the Graf Manfred
  could well receive a visit from a few heavy-set gentlemen,
  who would like a quite word about the evils of poaching
  on another man’s turf... 
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  31%
  35% 33% 42% 32% 29% 29% 29%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  3
  4
  0
  0
  0
  Quirks: Old Soldier, Scrounger
  Skills: Animal Care, Common Knowledge (Kislev, the
  Empire), Dodge Blow, Drive, Gamble, Gossip,
  Haggle, Intimidate, Navigation, Outdoor Survival,
  Perception, Performer (Storyteller), Secret
  Language (Thieves’ Tongue), Secret Signs (Thief),
  Silent Move, Speak Language (Reikspiel)
  Talents: Disarm, Mighty Shot, Orientation, Rapid
  Reload, Rover, Seasoned Traveller, Sharpshooter,
  Specialist Weapon Group (Gunpowder), Very
  Resilient
  Combat:
  Armour (None): Ancient Tattered Uniform surrounded
  in Blankets and other scrounged Clothing
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Quarterstaff (1d10+1, Defensive,
  Pummelling), Dagger (1d10+0)
  Trappings: Water Skin, Begging Bowl, 3d10 pennies,
  fleas
  REGIMENTS OF RENOWN:
  Vannheim’s 75th
  Siegfried Vannheim’s Free Company of Imperial
  Mercenaries has a long history of fighting throughout
  the length and breadth of the Old World, including in
  Kislev, the Empire and the Border Princes. It was
  here, when hired to guard tombs that lay below the
  World’s Edge Mountains, which Vannheim realised
  that the loot he was guarding was potentially far
  greater than anything he could loot from the invading
  Greenskins. Since then Vannheim’s Free Company
  decided to add ‘Archaeology’ to their repertoire of
  charted activities. Due to this charter, there are many
  Tomb Raider and Mercenaries that claim membership
  of the 75th, indeed, far more then the number who
  ever actually served within it. Each wears the
  distinctive yellow-banded uniform and has an Imperial
  Eagle Tattoo upon their right arm.
  
  - 18 -
  KLAUS ACHTHABER
  Protagonist (ex-Bodyguard)
  ‘Shut your mouth before I
  tear it off the bottom of your
  face.’
  ‘Talking to me or chewing a
  brick, either way you lose
  your teeth.’
  ‘You got a strange liking for
  pain or something?’
  Klaus is a professional tough
  guy, and lives the role to the
  limit. He is just over six feet
  tall, and is solidly built, with
  close-cropped iron-grey hair
  that is no longer than the stubble of his beard. His eyes
  are ice blue, and very steady; he has never met anyone
  who can stare him down. Klaus dresses in scuffed leather
  jack and breeches, with heavy calf-length boots, and
  appears to be in his mid to late thirties. He speaks little,
  but has an extensive collection of threats, like those
  above. Klaus has worked for a number of Merchants as a
  Bodyguard and it is said that he has also worked as a
  ‘frightener’ for a gang of Racketeers on the other side of
  the city. Between jobs, he may be found sullenly propping
  up the bar in the Graf Manfred, where he is a kind of
  unofficial bouncer. He works so hard at being unfriendly
  that most people leave him alone. Klaus can be hired as
  a Bodyguard, or to do almost any kind of work that
  involves looking mean.
  For work where no real risk is expected like most kinds of
  Bodyguard work, or visiting people who are slow paying
  their debts, Klaus charges 15 silver in advance. If the job
  lasts more than one day he charges 15 silver per day,
  payable at the start of each day. He can be Haggled
  down to 10 silver, or 7 silver if times are hard. For more
  exacting or dangerous work, involving fighting or other
  kinds of danger and inconvenience, he charges 1 gc per
  day, but can be Haggled down as above. He is
  experienced and far from stupid, and on a successful
  Intelligence test he can usually work out if he is being
  sent into a trap or being set up to take a fall for someone
  else. He makes sure that those who cross him regret it,
  as much for professional reasons as because of his
  unforgiving nature. Because of the nature of his work,
  Klaus has a wide range of contacts at all levels of society,
  but his sullen and uncooperative nature will make it
  difficult for characters to take advantage of him unless he
  sees a profit for himself in the deal.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  41%
  25% 43% 36% 40% 29% 35% 29%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  13
  4
  3
  4
  0
  2
  0
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  Quirks: Grew up on the Streets, Ice Cold Eyes
  Skills: Common Knowledge (The Empire), Dodge Blow,
  Gossip, Heal, Intimidate+10%, Perception, Ride,
  Speak Language (Reikspiel)
  Talents: Menacing, Quick Draw, Specialist Weapon
  Group (Parrying, Throwing), Street Fighting, Strike
  Mighty Blow, Strike to Injure, Strike to Stun, Very
  Strong
  Combat:
  Armour (Medium): Mail Shirt and Leather Jack and
  Leggings
  Armour Points: Head 0, Arms 1, Body 3, Legs 1
  Weapons: Knuckle-Dusters (1d10+2, Pummelling), Pair
  of Throwing Axes (1d10+3), Dagger (1d10+2),
  Buckler (1d10+1, Defensive, Pummelling), Shield
  (1d10+3, Special)
  Trappings: Purse with 1d10 gc, Riding Horse with
  Saddle and Harness
  A BLOODY NOSE AND TWO BLACK EYES
  One of the problems of running the bar room brawl in
  Warhammer is that critical hits are pretty deadly,
  rapidly leading to an inn full of corpses. Due to the
  generally non-lethal nature of the weapons used in
  bar fights, Groups wishing to avoid this could adopt
  the following optional rules. Any time an attack is
  made either Unarmed or with an Improvised Weapon,
  after determining the result on Table 6-3: Critical Hits,
  deduct 3 from the result (to a minimum of 1).
  Therefore, the maximum critical result that can be
  inflicted is a 7. Characters with the Street Fighter or
  Arts of Silent Death Talent should be able to choose
  to ignore this rule, and Characters with Strike to
  Injure can choose to add their +1 bonus after the
  result has been reduced.
  
  - 19 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  THE STREET BRATS
  Adolescents
  ‘Oi, mister! Gi’s a shillin’
  an’ I’ll look after yer ‘orse
  for yer! You don’t want to
  leave it there all alone,
  mister, not in this part of
  town. Begone in a minute
  if you’re not careful. Now,
  normally, I’d be ‘appy to
  do it fer nuffink, but my
  sister’s very sick, an’ I
  need to get ‘er some
  medicine. We’re orphans,
  y’see, so we ‘ave t’look out
  for each uvver.’
  Brats, urchins, guttersnipes – call them what you will, and
  they will probably call you something worse. Most of their
  parents are dead, or moved away, or do not care; they
  will tell you whatever seems most likely to separate you
  from a few coppers. They band together in the face of a
  hostile (and taller) world, looking after themselves and
  each other, and throwing a stone through a window
  whenever they can get away with it. You can tell they will
  come to no good, but if you want information, unobtrusive
  scouting, a bit of pilfering or even some first-stage
  underworld contacts, then it can be very useful to have
  the confidence of a gang of brats. A small gang of half a
  dozen brats haunts the streets around the Graf Manfred,
  getting by with a mixture of begging, pick pocketing and
  confidence trickery. There are four boys and three girls,
  although it is difficult to tell the difference beneath the
  ragged clothes and caked dirt. Their names are Uli (the
  leader, aged about 10), Hans (about 8), Jan (perhaps 7 or
  8), Berni (between 8-9), Uschi (8), Hanna (7) and Lise
  (around 7-8 years).
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  29%
  29% 31% 31% 35% 25% 25% 25%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  8
  3
  3
  4
  0
  0
  0
  Uli has all the skills listed across; roll randomly for the
  others, or assign skills as you wish.
  Quirks: Artful Dodger
  Skills: Dodge Blow, Gossip, Speak Language
  (Reikspiel), 25% chance of Slight of Hand
  Talents: Flee!, 25% chance of Lightning Reflexes
  Combat:
  Armour (None): Tattered Clothes
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Sticks and Stones (Improvised; 1d10-1,
  Special)
  Trappings: Bag of Marbles, Dirty Handkerchief, 1d10-4
  pennies secreted in grubby pockets
  SIZE MATTERS
  or ‘Ludo Shortshanks pins down the Mighty Lugg!’
  Children are small, much smaller than Adults are. As
  WFRP lacks any hard and fast rules governing size,
  this means that the GM should adjudicate according
  to the rules on page 197 of the Core Rulebook.
  These rules are not just limited to children either. A
  Halfling trying to pin down an Ogre should not find the
  task Easy, he should find it Very Hard (-30%) if it is
  even possible at all. A Human trying to win a game of
  Tug of War with a horse is going to find it Hard (-20%)
  while a Horse may well find Disengaging from a
  relatively insignificant Goblin Very Easy (+30%).
  Smaller Characters generally find tasks such as
  sneaking around and squeezing through gaps easier
  than larger ones, but find it harder to apply leverage
  to move items or indeed have the frame to carry
  larger objects.
  
  - 20 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  Odenthal ‘Call me Nikki’ appears to be about 30 years
  old. He is about 5ft 8in tall, and slim built, with a gaunt
  face framed by lank, straight straw-coloured hair. His
  eyes are blue, and always sparkling. Odenthal sometimes
  sets up his games in the streets around the Graf Manfred,
  fleecing a few gullible passers-by in order to pay for a hot
  pie and a few beers later on. He very rarely sets up his
  games actually inside the inn, because the regulars know
  him too well. No local would ever get involved in a game
  of chance with Nikki, except possibly Ludo Greenberry.
  However, on a rare occasion, he may start a game in the
  bar, with the co-operation of the staff and regulars, to
  clean out a particularly wealthy and stupid-looking
  stranger for the entertainment of all concerned.
  Strosser, a pet rat named after a particularly unpopular
  local Watch Captain, invariably accompanies Odenthal.
  Strosser is mainly brown with white patches on the head
  and underside, and is almost permanently dosed with a
  powerful stimulant. Odenthal uses the rat for racing and
  will occasionally make a bet with Rudolf the rat catcher,
  pitting Strosser against Rudolf’s dog Ferret. So far,
  Strosser has survived every encounter.
  Quirks: Convincing Manner, Slick Operator
  Skills: Blather, Charm, Common Knowledge (The
  Empire), Evaluate, Gamble, Gossip, Perception,
  Secret Signs (Thief), Sleight of Hand, Speak
  Language (Reikspiel)
  Talents: Lightning Reflexes, Luck, Streetwise
  Combat:
  Armour (None): Leather Jerkin
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: None
  Trappings: three Wooden Cups and three Coloured
  Balls, Pair of Dice, Pack of Cards, Purse with 25 gc
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  31%
  25% 31% 36% 46% 31% 31% 41%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  11
  3
  3
  4
  0
  0
  0
  NIKLAS ODENTHAL – BUNKO ARTIST
  Gambler
  ‘Roll up, roll up, my friends,
  you’ll never get an offer this
  good again, not if you live to
  be a hundred. Observe, three
  cups, one pea. I shuffle them
  around like so - now, sir,
  where do you think the pea
  is? Under that one? Are you
  sure? How sure? Shall we say
  a Gold Crown? Very good, sir.
  This one, you say? Let’s see...
  Well, how about that? My
  sincere congratulations, sir,
  you have a keen eye. I’ll
  match your Gold Crown.
  Now, then, double or quits? Ah, you are a sportsman
  indeed, sir. Back goes the pea, and shuffle the cups
  again... That one? Let’s see now… No! Well, you can’t
  win ‘em all, sir. Still, one game each is even, that’s what
  I always say. Now – anyone else like a go?’
  STROSSER THE RAT
  Skills: Dodge Blow, Perception
  Talents: Rover
  Special Rules:
  Drugged Up!: Strosser’s Agility and Move score
  have been boosted by his almost continual use
  of stimulant.
  Combat:
  Armour (None): -
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Bite (Unarmed, 1d10-3, Special)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  33%
  0%
  10% 10% 50%* 10% 14% 0%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  2
  1
  1
  5*
  0
  0
  0
  
  - 21 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  31%
  27% 36% 33% 41% 31% 31% 41%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  3
  4
  0
  0
  0
  ‘PROFESSOR’ KURT QUACKSALBER
  Charlatan (ex-Dilettante)
  ‘Introducing, on open sale
  for the first time anywhere
  in the Old World, Doctor
  Corioli’s Peerless Elixir!
  As supplied to the
  crowned heads of the
  world, and the nobility
  throughout The Empire,
  Bretonnia and Estalia!
  Guaranteed to cure
  coughs, colds, flu,
  migraines, gout,
  headaches, backaches,
  toothaches, foot rot, gut-
  rot, wet rot, dry rot and
  Neiglish Rot! It puts hairs on your chest and keeps rats
  out of your barn! Guaranteed to drive off damp,
  mildew, fleas, woodworm, unwanted guests, evil
  spirits, door-to-door salesmen and the neighbour’s cat!
  And, my friends, for this week only I am able to offer
  the Elixir for the bargain price of five Gold Crowns a
  bottle! Don’t push, there’s enough for everybody!’
  Kurt is a colourful character, of medium height and build
  with red hair and narrow green eyes. He has an extensive
  collection of brightly coloured doublets and shirts, and
  always wears a dark red broad-brimmed hat topped off
  with a bright blue feather. He is never seen without a
  large travelling-bag full of his homemade remedies,
  potions and salves. Kurt works the streets around the
  Graf Manfred and the nearby coaching depot, but when
  he drops into the Graf Manfred for a drink in the evening
  he is normally ‘off-duty’; all the regulars know him, and
  he knows better than to try to sell them any of his wares.
  However, he is not above making a quick sale to a
  gullible-looking stranger if the opportunity arises. 
  Some of his mixtures and preparations actually do have
  some effect, although this is rarely the effect advertised.
  Something he sells as a hair-restorer may turn out to be a
  powerful laxative, for instance, or one of his wart-
  removing creams may be just the thing for cleaning silver.
  He sometimes buys ingredients from Thomas
  Schwartzerde the apprentice alchemist, but they are not
  partners in any regular sense.
  You might like to roll a d10 twice for any potion or
  preparation that Kurt sells the Characters – once for what
  he thinks it does, and once for what it really does. See
  the Doctor Corioli’s Peerless Elixir sidebar on page 30)
  Quirks: King of Liers, Resourceful
  Skills: Academic Knowledge (Alchemy), Blather+10%,
  Charm, Common Knowledge (Tilea, the Empire),
  Disguise, Evaluate, Gossip, Navigation,
  Perception, Read/Write, Secret Signs (Thief),
  Sleight of Hand, Speak Language (Classical,
  Reikspiel), Trade (Calligrapher)
  Talents: Etiquette, Lighting Reflexes, Mimic, Public
  Speaking, Suave
  Combat:
  Armour (None): Good Craftsmanship Clothing
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Sword (Hand Weapon; 1d10+3)
  Trappings: Clothes for various guises, Outrageous
  broad brimmed Hat, forged University Diploma,
  sheaf of forged Unsolicited Testimonials, four fake
  Military Medals, Purse with 30 gc, three Printed
  Books on alchemy, large Travelling-Bag, Writing
  Kit, Trade Tools (Apothecary), twenty-odd Bottles
  of Coloured Water, twenty-odd Jars of Coloured
  Powder, various Odd Concoctions
  ALCHEMY AND APOTHECARY
  Academic Knowledge (Alchemy) covers knowledge of
  chemicals and compounds, as well as knowledge of
  simple tests such as determining the acidity of a
  compound, the presence of metal ore or even if a
  compound is attuned to the Winds of Magic. 
  Trade (Apothecary) on the other hand covers the
  more practical side of the trade. Allowing the actual
  manufacture of Draughts and other compounds (this
  can include creating Magical Potions if the Alchemist
  is magically aware, see Realms of Sorcery).
  
  - 22 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  Thomas could be useful to a party who need the skills of
  an Alchemist, or the occasional ingredient or piece of
  equipment. Some of his ‘discoveries’ might be useful to
  imaginative characters, although their effects are often
  unpredictable. He can also provide an introduction to
  Goldsucher himself, if the Alchemist can use the services
  of a group of adventurers: monster-hunting for
  ingredients, for instance, or recovering vital notes (or
  dangerous substances) stolen by a rival, etc.
  Quirks: Hard Worker, Resourceful 
  Skills: Blather, Charm, Common Knowledge (Lustria,
  the Empire), Drive, Evaluate, Gossip+10%, Haggle,
  Perception, Performer (Comedian, Storyteller),
  Read/ Write, Secret Language (Guild Tongue),
  Speak Language (Classical, Reikspiel), Trade
  (Apothecary, Brewing)
  Talents: Dealmaker, Hardy, Lightning Reflexes, Mimic,
  Public Speaking, Seasoned Traveller
  Combat:
  Armour (Light): Leather Jerkin with chemical stained
  Best Craftsmanship Clothing
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Dagger (1d10+0)
  Trappings: Purse with 7 gc, 10% chance of a strange
  alchemical substance
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  28%
  33% 31% 32% 48% 42% 36% 37%
  Secondary Profile
  A
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  THOMAS SCHWARTZERDE
  Alchemist’s Apprentice
  Tradesman (ex-Raconteur)
  ‘Dear, oh dear, what a day.
  You can say an adventurer’s
  life is hard, but you don’t
  know what danger is until
  you work for an Alchemist.
  The Boss had one of his
  bright ideas today, so it was
  ‘THOMAS! Fetch the aqua
  mordans! THOMAS! Set up
  the sublimating bath next to
  the furnace! THOMAS! Five
  pennyweight of transfixed
  mercury in the calcination
  chamber!’ He was skipping
  around the furnace like a
  Lustrian witch-doctor, babbling about fixing the
  tinctures in the seventh degree, when suddenly,
  BOOM! I don’t know how he lived, I really don’t. He
  came groping out of the smoke, blinking like a
  concussed owl and muttering about the white sulphur
  of the trine circle or some such. So, as usual, it’s a stiff
  brandy for him and a mop and bucket for me. There
  wasn’t a piece of glass unbroken anywhere, and some
  very peculiar mixtures were forming, I can tell you. So
  ... anyone got a use for three gallons of something that
  turn’s iron bright green?’
  Thomas is a short, lean youth of about eighteen, with
  dark brown eyes and short, curly black hair that is always
  singed. His eyebrows are missing altogether. His clothes
  are spattered with stains of various colours, and his face
  and hands are grimy with ingrained dirt. He is an affable,
  chatty individual, with an inexhaustible supply of stories
  about ‘The Boss’ local Alchemist Leopold Goldsucher and
  spectacular laboratory accidents. His storytelling, and the
  hilarious impression he does of Goldsucher’s crow-like
  voice, make him a popular figure at the Graf Manfred,
  where he entertains an audience with tales of new
  disasters. While ready to enjoy a joke at his master’s
  expense, Thomas is a fairly conscientious apprentice. He
  enjoys his work, and hopes to set up on his own one day.
  He is down-to-earth: ‘Not like You-Know-Who. He’s not
  in the same world as the rest of us, really he isn’t...’ His
  agile mind can often find a use (and a market) for the
  results of Goldsucher’s mistakes. He can sometimes be
  persuaded to obtain basic alchemical or magical
  ingredients, although he always charges a fair price: ‘The
  Old Boy may not know half the things he’s got, but I’m
  not going to rob him.’ He also has a couple of tricks of
  his own, and is not averse to doing the odd simple
  alchemical job on the side.
  GONG FARMERS
  Gong farmers are those unfortunate souls that travel
  around the city each morning with carts to take away
  the ‘night soil’ and ‘foul water’ that the inhabitants
  have gathered in buckets during the prior day and
  night. Some of this ‘gong’ is simply thrown in the
  nearest sewer, while others sell it as manure, dry it
  for fuel or sell to alchemists, who extract a substance
  known as saltpetre from it, used to create gunpowder
  and other substances.
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
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  RUDOLF UNGEZIEFER
  Rat Catcher
  ‘GET DOWN, Ferret!
  Mind your ankles,
  matey, he’s always a
  bit jumpy when he’s
  just come off the job.
  No sudden
  movements, that’s the
  trick. Proper little
  tunnel fighter, he is,
  just like them Dwarfs.
  Small but strong.
  Well, what about this
  weather, then, eh?
  Lovely for the time of
  year. I like it hot.
  Good for business, too. All those little beauties down
  the drains, breeding away – just what we need, eh,
  Ferret?’
  Rudolf is a small man in his forties, with button-bright
  eyes, dark, slightly greasy hair and a narrow, lightly
  bearded weasel face. Some say he is related to his prey,
  but Rudolf does not mind. All he wants out of life is warm
  weather, rats to catch and a pint of ale in the evening. He
  is devoted to Ferret, his small mongrel dog – a shaggy,
  shapeless ball of fur and teeth. As befits a Rat Catcher,
  Rudolf wears a doublet and peaked hat made of rat-skin,
  made for him by a tailor he knows in exchange for
  keeping rats out of the storeroom. It adds to his slightly
  disreputable appearance, but, as usual, Rudolf does not
  mind, after all, it is the sign of his profession. His biggest
  customer is Muhler’s Flourmill, not far from the Graf
  Manfred, and he is on good terms with most of the local
  shopkeepers and the servants of a good few upper-class
  houses. He has a wide range of acquaintances and
  contacts at all levels throughout the city, which, as he
  points out, is not surprising, since everyone has rats to be
  caught. Rudolf’s wide range of acquaintances can make
  him very useful to a party of adventurers, as can his
  intimate knowledge of the city streets he knows every
  yard, alley and drain, everywhere a rat can go.
  Sometimes, he finds other things than rats in the city’s
  hidden places.
  People still talk about the time Ferret cornered a rat-like
  Beastman in the cellar of a baker’s shop. ‘Horrible great
  thing, it was. Almost as tall as a man, with a rat’s head,
  and fur and all. But he smelt rat, and that was good
  enough for old Ferret. I shouted upstairs to call the
  Watch, and kept whacking it with my pole until they
  turned up. Don’t ask me how it got in there, but it
  caused a right old flap, I can tell you.’ 
  Quirks: Cheerful Soul, Stands out in a Croud
  Skills: Animal Care, Animal Trainer, Common
  Knowledge (The Empire), Concealment, Gossip,
  Perception, Search, Set Trap, Silent Move, Speak
  Language (Reikspiel)
  Talents: Resistance to Disease, Resistance to Poison,
  Sixth Sense, Specialist Weapon Group (Sling),
  Tunnel Rat
  Combat:
  Armour (None): Stained Clothing with rat-skin hat
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Dagger (1d10+0), Sling (1d10+3)
  Trappings: Ratter’s Pole, six Animal Traps, Dog
  FERRET – SMALL BUT VICIOUS DOG
  Skills: Dodge Blow, Follow Trail, Perception+20%,
  Swim
  Talents: Flee!, Frenzy, Keen Senses, Natural
  Weapons, Resistance to Disease, Tunnel Rat
  Combat:
  Armour (None): -
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Bite (1d10+2)
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
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  GERHARD KAMM
  Coachman
  ‘Hello, hello! Nice to get back
  again friendly faces and
  familiar places. There you go,
  Dieter - one case of
  Wastelander Rum, as
  ordered. It was fun getting it
  past the excise at the border,
  though. They had a new chief
  on! Just out from Altdorf and
  still doing everything by the
  book! I thought he was going
  to look down my throat and
  charge me import duty on my
  breakfast! Not a bad run,
  though, all in all. Roads
  aren’t too bad lit this time of year, and it was all
  peaceful enough. So… what’s been going on while I’ve
  been away, then? Where’s all the gossip?’
  Gerhard is a tall, big-built man in his thirties, with blue
  eyes, short, dark brown hair and a magnificent set of
  moustache and side-whiskers. While off-duty in the Graf
  Manfred, he normally wears a leather jerkin and a thick
  woollen cloak, and carries a dagger as his only weapon.
  He is a bluff and jolly man, always quick with a laugh and
  a joke, and always ready to help a friend in trouble.
  Gerhard is a driver for Four Seasons coaches, who have
  a small but growing depot in the city. He is a frequent
  visitor to the Graf Manfred while he is not away on long
  trips, and has been a close friend of Dieter Kellner, the
  landlord, since childhood. When he returns from a trip, he
  nearly always brings something back for Dieter. Like most
  Coachmen, Gerhard knows a few ‘fiddles’ and ‘special
  arrangements’ which might allow characters to jump the
  queue if they have to get out of the city fast, or to travel
  cheaply if they are short of money. He is also not above a
  little innocent smuggling, like the case of rum he has just
  brought Dieter from Marienburg, but he would only do this
  for a friend and would not consider smuggling on a
  regular basis, ‘Best not to push your luck,’ as he always
  says. Gerhard might be useful to a party who need to
  travel quickly, cheaply or discreetly, but he is naturally a
  cautious man, and the party would have to be introduced
  to him by Dieter. He will also know whether Four Seasons
  are taking on any additional staff, and which parts of the
  Imperial road system are suffering most severely from
  Outlaws, Highwaymen or monsters. Through the
  grapevine of the coaching industry, he will know which of
  the most notorious Outlaws are operating where, and
  what the current rewards are on offer. 
  Quirks: Carefully Cautious, Resourceful
  Skills: Animal Care, Common Knowledge (The Empire),
  Drive, Gossip+10%, Navigation, Perception, Ride,
  Secret Signs (Ranger), Speak Language (Breton,
  Reikspiel), 
  Talents: Coolheaded, Seasoned Traveller, Specialist
  Weapon Group (Gunpowder), Very Resilient
  Combat:
  Armour (Medium): Mail Shirt and Leather Jack
  Armour Points: Head 0, Arms 1, Body 3, Legs 0
  Weapons: Blunderbuss (1d10+3, Special), Sword
  (Hand Weapon; 1d10+3), Dagger (1d10+0)
  Trappings: Instrument (Coach Horn), Purse with 3 gc
  COACH FARES
  At a cost of 7 gc per 10 miles travelled, coach travel
  in the Old World can seem to be very expensive, but
  there are a few factors to keep in mind. First of all it
  should be noted that Coaches operate as taxies
  rather than busses. It does not matter if there is one
  passenger or ten, the Coach will still charge the same
  amount in total for the trip.
  Secondly, remember this price is for an Average
  Craftsmanship Coach, with plush seats and
  refreshments provided. While this is suitable for
  Nobles and rich merchants, itinerant adventurers may
  well wish to opt for a cheaper Poor Craftsmanship
  alternative.
  Finally, on troubled routes, especially in the aftermath
  of the Storm of Chaos, a Coachman may offer
  anyone a discretionary discount of up to 10% of their
  fare if they are deemed to be both able and willing to
  defend the Coach in the case of any trouble.
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  Once, he woke half the street by borrowing a lute and
  serenading beneath her kitchen window. Nevertheless,
  there does seem to be more beneath his mock-
  swashbuckling manner, and the two of them have been
  known to spend hours gossiping about their families and
  life in the Moot. Ludo has friends throughout the theatres
  and gaming houses of the city, and can be an invaluable
  source of contacts in that area. He also has what he calls
  ‘a business acquaintanceship’ with many of the city’s rich
  and powerful, and can wangle an invitation to some of the
  best parties.
  Quirks: Dashing Disposition, Plucky
  Skills: Academic Knowledge (Genealogy/Heraldry),
  Blather, Charm, Common Knowledge (Bretonnia,
  Halflings, the Empire), Consume Alcohol, Dodge
  Blow, Evaluate, Gamble+10%, Gossip+10%,
  Perception, Read/Write, Search, Slight of Hand,
  Speak Language (Halfling, Reikspiel), Trade
  (Cook)
  Talents: Ambidextrous, Lightning Reflexes, Luck, Night
  Vision, Resistance to Chaos, Sixth Sense,
  Specialist Weapon Group (Sling), Streetwise,
  Swashbuckler
  Combat:
  Armour (Light): Dashing Clothes with Leather Jack,
  Cloak and Outrageous Hat
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Silver-topped Cane (Hand Weapon, 1d10+2,
  Silver), Sword (Hand Weapon, 1d10+2), Dagger
  (1d10-1)
  Trappings: Pair of Dice, Pack of Cards
  Main Profile
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  LUDO GREENBERRY
  Halfling Rapscallion (ex-Gambler)
  ‘Anyone for an honest
  game of chance? Yes,
  even you, Odenthal, I
  feel lucky tonight! I’ll
  be watching your
  hands, mind you! Shall
  we Say five Shillings a
  game? Good. Volker!
  Three more pints over
  here, please! And three
  pies! That’ll do me,
  anyone else want
  anything? Cut for
  deal.’
  Like almost all Halflings, Ludo (full name Ludovicus
  Greenberry the Fourth, of the Highdale Greenberrys) is
  perpetually and unsinkably cheerful. At forty-three, he is
  still almost an adolescent by Halfling standards, and he is
  well built (for a Halfling) and in the prime of life. He
  dresses in a black velvet doublet and breeches, with a
  white silk shirt and a rakish broad-brimmed hat with a
  large red feather. His curly dark brown hair is taken back
  in a Bretonnian-style queue and held at the back of the
  neck with a black silk bow. This style of dress is not
  unusual in the gambling houses of the city’s theatre
  district, but the sight of a Halfling so attired never fails to
  turn a few heads. He certainly cuts a distinctive figure.
  Ludo drops into the Graf Manfred most evenings, on his
  way out to ‘work’. Sometimes he will have a game or two
  there, and sometimes not, it depends on how he feels,
  and how he did the previous night. With typical Halfling
  practicality, Ludo seems to have made the somewhat
  precarious occupation of Gambler into a stable and fairly
  comfortable profession. As he will tell anyone, ‘The trick
  is not to create bad feeling. Let people win some back,
  and always lose a few games in a row before you leave.
  Then your benefactors don’t resent you nearly so much
  usually they’re busy resenting whoever won the last
  few games. Greed is the thing to avoid. Make as much
  as you need to be comfortable, and keep that to one
  side. But never take too much fro m one person and
  always lose a few before you go. If you clean someone
  out and then leave with all their money, you’re asking
  for trouble.’ 
  One of the major items of gossip around the Graf
  Manfred is when Ludo and Milli will get married.
  Whenever he visits, he always gets the very best of her
  cooking, and he jokingly pays her court just like a
  character from the worst kind of Estalian romantic novel. 
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  MAX BAUER – LABOURER
  Anointed Priest of Ranald (ex-Tradesman, ex-
  Initiate, ex-Priest, ex-Foreman)
  ‘Now if you ask me, that
  building’s going to fall down
  afore it’s finished. It’s the
  same old story, an architect
  with big ideas and a head full
  of books, and no idea of how
  things work in real life. He’s
  trying to make a name for
  himself by throwing up this
  place, all spires and turrets
  and huge great windows, it is,
  and he’s got no idea about
  foundations. And who’ll get
  the blame when it falls down?
  The builders, that’s who. You
  know what he tried today? Cutting down on the tea
  breaks. I ask you. Gives us all this rubbish about
  completion dates and costs and stuff. I tried to tell him,
  once you’ve put a course of stone on a wall, you’ve got
  to let it settle. You go piling them up one after the
  other, and when the mortar settles the wall comes
  down, like as not. But you can’t tell him anything.’
  Max is a powerfully built man in his forties, the ‘ganger’ of
  a crew of labourers who are working not far away. He has
  deep-set blue eyes and close-cropped fair hair and
  beard, and wears scuffed leather working clothes. He
  often spends an hour in the Graf Manfred, with a couple
  of his men. He then goes home to his family in the city’s
  poor quarter. Max has no time for affectations. He
  sometimes has a heated debate with Hans Ruhrer, but
  dismisses him as a dreamer: ‘Ought to get his hands
  dirty and find out what it’s all about.’ Max is a great
  admirer of Dwarvern work ‘beautiful. Last forever and
  not rushed. Worst thing you can do, rush a building.’
  He and Grim are great friends and often talk all night.
  Max Bauer is also a Cleric of Ranald, the patron deity of
  luck, the poor and the downtrodden. While he is a known
  member of the ‘Shrine Club’ near where he lives, only
  fellow worshippers know him as a Priest. However, he will
  be quick to notice a symbol of Ranald worn by a stranger,
  and will strike up conversation in order to check them out.
  Max can be a useful friend. He is well known in the city
  and the Labourer’s Guild. He even knows some of the
  City’s Racketeers and can sometimes ‘arrange’ things.
  He will not use these contacts to evil ends, nor will he
  help with any plan that harms the city’s lower classes.
  Main Profile
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  Quirks: Militant Leader, Slow and Steady
  Skills: Academic Knowledge (Astronomy, Engineering,
  Necromancy, Theology), Channelling, Charm,
  Command, Common Knowledge (Dwarfs, the
  Empire), Concealment, Consume Alcohol, Drive,
  Evaluate, Gossip, Haggle, Heal, Magical Sense,
  Perception, Performer (Singer), Read/Write, Secret
  Language (Guild Tongue), Silent Move, Slight of
  Hand, Speak Arcane Language (Magick), Speak
  Language (Classical, Khazalid, Reikspiel), Swim,
  Trade (Carpentry, Stoneworker)
  Talents: Armoured Casting, Dealmaker, Divine Lore
  (Ranald), Fast Hands, Lesser Magic (Magic Alarm),
  Lightning Reflexes, Master Orator, Meditation,
  Petty Magic (Divine), Public Speaking, Streetwise,
  Strike to Stun, Suave, Very Resilient, Very Strong
  Combat:
  Armour (Light): Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Dagger (1d10+1)
  Trappings: Religious ‘X’ Symbol, Whistle, Purse with 6
  gc, Noble Vestments and Prayer Book hidden at
  the bottom of battered Backpack, Writing Kit
  AMULET OF AVOIDING SCRUTINY
  These small tokens come in myriad forms, although
  each is prominently marked with a symbol of Ranald,
  such as a cat or more typically a large ‘X’. The faithful
  believe that these help one avoid detection.
  Once per day per charm worn, an Amulet has a 5%
  chance of giving someone a -10% penalty upon their
  Perception Skill Tests when trying to find the wearer.
  Elves, Dwarfs and Halflings gain no benefit from
  Human Religious Charms.
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
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  GILELLION CALISSIENN
  Elf Minstrel (ex-Entertainer, ex-Thief, ex-
  Raconteur)
  ‘Thank you, thank you. Your
  applause is welcome, but to
  me, the highest accolade is
  the clinking of coins going
  into my hat. Now, what would
  you like to hear next? The
  Grieving of Thienandil? No
  too depressing. It loses a lot
  in translation, as well. This
  grunting thing you call a
  language is so limiting. You
  look like the kind of audience
  who’d prefer the seventeen
  unpublished verses of The
  Cleric and the Milkmaid.’ 
  Gilellion is of average build for an Elf, being just under six
  feet tall and weighing around a hundred pounds. His hair
  is some indefinable shade between dark blonde and light
  brown, and his eyes are a startling light blue, with just a
  hint of silver. His skin is pale even for an Elf, almost an
  ivory colour. At 73 years of age, he is in the prime of life.
  He has a friendly, bantering nature and a keen sense of
  humour, and never misses an opportunity to slip in a light-
  hearted jibe at Human lack of culture and finesse. ‘I’m
  wasted here,’ is one of his favourite cries, ‘I might as
  well read poetry to a snail!’ He always manages to avoid
  giving offence, though he has an infectious laugh and a
  winning smile, and life among Humans suits him very
  well. He is well disposed to fellow Elves, but not
  especially so; chauvinistic Elves might conclude that he
  has become rather humanised by his city living. Born in
  Athel-Loren, Gilellion spent his early years travelling
  through Bretonnia and the Empire. He has drifted in and
  out of various cities, relying on his musical talents and the
  occasional less-than-honest deal to keep him alive.
  Gilellion spends a lot of time in the Graf Manfred, singing
  and telling stories in exchange for food and drink. He has
  a running feud with Grim, which Gilellion enjoys
  immensely and Grim does not enjoy one bit. Gilellion
  generally enters the bar by sticking his head round the
  door and looking around with exaggerated caution. ‘Is the
  Misshapen One safely underground? Splendid. I don’t
  want him popping up and biting my ankles all of a
  sudden.’ On meeting a fellow musician, Gilellion will
  propose a friendly contest. He loves swapping stories
  with adventurers, and his own tales become outrageous
  as the evening wears on. Beneath his easygoing, raffish
  exterior, Gilellion is an acute observer, and knows more
  of what goes on than many would suspect. He can be a
  useful source of information, and a good ally.
  Quirks: Master of Tales, Opportunist
  Skills: Animal Care, Blather, Charm+10%, Common
  Knowledge (Bretonnia, Elves, the Empire),
  Concealment, Evaluate, Gamble, Gossip,
  Perception, Performer (Comedian, Musician,
  Singer, Storyteller), Read/Write, Search, Secret
  Language (Thieves’ Tongue), Secret Signs (Thief),
  Silent Move, Speak Language (Breton, Eltharin
  +10%, Reikspiel)
  Talents: Coolheaded, Etiquette, Excellent Vision,
  Lightning Reflexes, Night Vision, Public Speaking,
  Seasoned Traveller, Specialist Weapon Group
  (Longbow), Streetwise, Super Numerate
  Combat:
  Armour (None): Best Craftsmanship Clothing with
  Leather Jerkin and Outrageous Hat
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Sword (Hand Weapon, 1d10+3), Dagger
  (1d10+0)
  Trappings: Instrument (Lute), Purse with 18 gc 
  BALLADS OF THE OLD WORLD
  There are many ballads sung in the Old World, of
  which the comic ‘Ballard of the Bandits with Blue
  Blood’ is but one example.
  This bawdy Bretonnian Ballard is a distinctly
  unpatriotic work, as the hero is Adolphus Zwemmer, a
  noble of the Empire who forswore his Title in order to
  aid the oppressed peasants of Parravon. Set over the
  course of three years from 2132 IC onwards, the
  villain of the piece is the Duc de Parravon himself,
  aided by his bumbling sheriff and two incompetent
  men-at-arms (Gary and Graeme). In contrast to this
  the Ballad portrays Zwemmer’s bandits as dashing
  moustachioed heroes, draw from the ranks of young
  Imperial Pistoliers and Bretonnian Knights Errant who
  cannot abide the corruption of the Duc’s rule.
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  ADVENTURE IDEAS
  Here is a selection of ideas and outlines for short
  adventures involving the Graf Manfred and the NPCs
  featured in this booklet. They are not complete
  adventures in themselves, but can easily be developed to
  fill one or more sessions of play.
  DANCING IN THE STREETS
  The Graf Manfred is the headquarters of a Chaos cult:
  Dieter, Grim, Ludo, Harald, Heini and Thomas – six
  people, the favoured number of Slaanesh. For months,
  they have been conducting rituals in the hidden room in
  the attic. Thomas has supplied a drug which, added to
  the food of the staff and guests, ensures that everyone
  sleeps too soundly to be aware of what is going on.
  The rituals have enchanted several hundred bottles of
  wine: anyone who drinks the wine and fails a Toughness
  Test against poison will suffer as if effected by the spell
  Pavane of Slaanesh (See Sidebar), as if cast by a
  sorcerer with Magic 3.
  Over a hundred cases of wine now wait in the cellar, to be
  distributed throughout the city via the secret passages.
  Soon, there will be a great celebration in the city: a
  carnival, a religious festival or anything else that fits your
  calendar. The wine is to be distributed on that night,
  sending a whole district of the city into confusion while
  the cultists summon Daemons and creatures of Slaanesh
  in huge numbers. 
  OXLEAF
  The sap of this herb can be rendered down to a fine
  powder, which can be dissolved in a glass of any
  alcoholic drink, such as beer or wine. It does however
  have a slight distinct odour, and so anyone with an
  Oxleaf laced beverage may make a Challenging
  (-10%) Perception Test to notice that their drink has
  been spiked. A skilled Poisoner will often add Oxleaf
  to a meal by adding it to a sauce or marinating the
  meat in drugged ale. In these cases, the Perception
  test becomes Very Hard (-30%).
  Type: Natural (Ingested)
  Effects: If a character drinks a full glass of any
  beverage laced with Oxleaf, they must succeed upon
  a Toughness test or after 1d10 rounds have lapsed,
  they will pass out for 1d10 hours exactly as if they
  had become stinking drunk.
  Price and Availability: 5 gc per dose (Rare)
  Manufacture: Oxleaf grows wild throughout both
  the Empire and the Wasteland, although some
  traders cultivate their own plants. A character that
  spends 1d10/2 hours searching for this plant and who
  succeeds on a Routine (+10%) Outdoor Survival test
  discovers enough of the herb to provide a single
  dose. A Hard (-20%) Prepare Poison Test is required
  to render this plant into a useable dose of the drug.
  
  - 29 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  The adventurers happen to have booked into the Graf
  Manfred on the last night of the preparations and will be
  fed food laced with Oxleaf Poison (See Sidebar).
  What happens now is up to you and the players. For a
  simple adventure, the cultists are now enchanting the last
  batch of wine, which will be stored in the cellar with the
  rest. The adventurers can stop the ritual, and then have
  several days to unravel the plot and destroy the wine. For
  a more spectacular and dangerous adventure, Tonight’s
  The Night. The enchanted wine is in the process of being
  distributed, and the final ritual is about to take place.
  Adventurers come and go, and nobody misses them,
  which is why your adventurers have been chosen to
  provide some of the ingredients for the night’s
  conjurations. The cultists plan to take them to the hidden
  room in the attic, and sacrifice them on the stroke of
  midnight in order to provide hearts as an ingredient for
  some dark summoning ritual. (See Tome of Corruption for
  example summoning Rituals). The cultists will carry on
  until they run out of adventurer’s hearts. If necessary cult
  members will make The Final Sacrifice until only Dieter
  (the cult’s wizard) is left.
  NEW TALENT:
  Extra Spell (Pavane of Slaanesh)
  Slaanesh has rewarded your devotion with the ability
  to cast the spell Pavane of Slaanesh. You must be a
  follower of Slaanesh and have Divine Lore (Chaos) to
  take this talent, but if you do, you make take it at any
  time.
  PAVANE OF SLAANESH
  Casting Number: 18
  Casting Time: Full Action
  Duration: 1 Minute/Magic
  Range: 24 yards (12 squares)
  Ingredients: a flask of Wine (+2)
  Description: All living creatures within range must
  succeed on a Channelling (-10%) Will Power test or
  do nothing but stand and dance lewdly to the
  Aethyreal sounds of Slaanesh’s music for the
  duration of the spell. During this time, they can take
  no actions and are considered Helpless. If attacked,
  the spell immediately ends for the affected creature.
  As a side-effect of this spell, each minute a victim
  dances, he must succeed on a Hard (-20%) Will
  Power Test or gain 1d10/5 Insanity Points as a result
  of listening to that unearthly tune.
  You will need to modify the information given for Dieter
  slightly. He will need to become a Cultist of Slaanesh with
  spell casting powers – he will have a Magic Characteristic
  of 2 or 3, according to the power of the party. If you have
  a really powerful party, give him a Magic Characteristic of
  4. He should also have the Dark Lore (Chaos or
  Slaanesh), Petty Magic (Arcane or Chaos) and Dark
  Magic Talents, along with the Channelling and Magical
  Sense Skills. He should also have a couple of personal
  Chaos Attributes, but nothing visible – you might like to
  give the other cultists (apart from Ludo, who is immune)
  one non-obvious mutation each. Dieter will not have
  Daemonic followers, Chaos Armour or a Daemon
  Weapon, but apart from these restrictions, you should
  feel free to kit him out with any rewards or mutations from
  Tomb of Corruption that you see fit.
  No one at the Graf Manfred will suspect the existence of
  the cult or the identity of its members.
  
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  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  VIP TREATMENT
  As they book into the inn, the adventurers will see Dieter
  fawning around a newly arrived guest. He does not
  appear to be wealthy or important, and does not seem to
  welcome Dieter’s attentions. If the adventurers’ curiosity
  is not aroused by this, have them overhear a few words
  between the two Dieter calling the visitor ‘Master’, and
  the visitor rebuking him with ‘You fool! Do you want
  everyone to know?’ The visitor will go upstairs shortly,
  and will not be seen again; however, the adventurers may
  notice a light shining through the boards of one gable
  end, because he has been put in one of the hidden rooms
  in the attic. The precise nature of the visitor is up to you:
  he might be a cult priest, a Vampire, a Foreign Spy or
  anything else you fancy. It could be that, later in the
  evening, a Bounty Hunter, Witch Hunter or Watch patrol
  turns up and starts asking about someone answering the
  visitor’s description again within the adventurers’ hearing.
  SWEET DREAMS
  Dieter is in collusion with a band of Desperate Men, and
  the adventurers are on the menu. What happens to Our
  Heroes is the same, drugged food, as in the first outline,
  but the precise nature of the Desperate Men is variable,
  according to how mean you are feeling. If you’re feeling
  very mean, then they are cultists who want to slaughter
  the adventurers and break them up for magical
  ingredients, or Grave Robbers who are short of fresh
  corpses and want to kill the adventurers, then sell their
  bodies to a Physician (a practice known as burking, after
  renowned grave robbers Burke and Hare). If you’re just
  feeling mildly vindictive, the Desperate Men might be a
  press gang, a group of Slavers, or the owners of a string
  of Pit Fighters in which case the adventurers will wake up
  minus all their equipment, in chains, and far away. This is
  rather better than being dead and dissected, and allows
  you to start a new series of adventures with your players.
  DOCTOR CORIOLI’S PEERLESS ELIXIR
  To determine what this marvellous concoction
  actually does, roll a d10 and consult the chart below. 
  Roll
  Result
  1
  Waahayy! The Elixir acts as a powerful stimulant, 
  granting the user a bonus of +1 to Move, +2d10 to 
  Agility and +2d10 to Will Power for the next 3d10 Rounds. 
  2
  I feel sleepy. The Elixir is laced with a dose of some 
  powerful sedative. The user must make a Toughness Test
  versus Poison or fall into a deep sleep. Even if the user 
  passes this test, they suffer a -20% penalty to all tests for 
  the next 3d10 Rounds due to their tiredness.
  3
  All Itchy. The Elixir acts as a powerful hair restorative. 
  The user will grow an inch of hair every hour for the next 
  1d10 Hours. This hair grows all over the user’s head and 
  body.
  4
  It Burns! The Elixir becomes highly caustic after 1d10 
  minutes has passed. This causes a Damage 3 hit upon 
  the user as his skin burns away.
  5
  To the drops! The Elixir acts as a powerful Laxative. 
  The user must make a Toughness Test versus Poison or 
  be ‘highly inconvenienced’ for 3d10 rounds.
  6
  I don’t feel very… blaaugh. The Elixir is just not 
  right, making the user empty the contents of his stomach
  in a noisy and disgustingly projectile manner for 1d10 
  rounds. On the plus side, this instantly cures the effects of
  any Ingested Poison.
  7
  I feel Better. More through luck than judgement, the 
  Elixir actually has a curative effect. If Seriously Wounded 
  the user regains 1 Wound, otherwise the user regain 4 
  Wounds.
  8
  I feel Blue. The Elixir contains Woad or some other 
  blue dye. The user’s skin is stained a bright blue shade 
  for either 1d10 weeks or until they get to take a long bath 
  with lots of soap or other caustic agent (Such as result 4 
  on this table). Being bright blue gives a -10% penalty to 
  Fellowship tests at best and accusations of being a 
  mutant or wizard at worse. 
  9
  I feel… Invincible! The Elixir calcifies upon the 
  skin, coating it with a hard if somewhat inflexible skin of 
  metal. The user gains a +10% bonus to Toughness and a 
  -10% penalty to Agility for the next 3d10 rounds, at which 
  point the coating harmlessly flakes off.
  10
  Ummm? Re-roll twice on this chart, applying both 
  effects but ignoring any further 10s rolled. If you roll the 
  same number twice, the effects are cumulative.
  MIDNIGHT CALLER
  Inns are favourite haunts for Thieves of all kinds,
  especially Pickpockets and Burglars. Burglars in
  particular benefit from working in an inn, because they
  have the leisure to assess the layout of the place and
  they can loiter in the lounge and weigh up potential
  victims as they come in. If you want to relieve your
  adventurers of a little cash, or a magic item that you have
  regretted giving them, then now is your chance.
  Alternatively, it may be another guest who is robbed of
  cash, jewellery, vital documents or whatever you fancy.
  The adventurers are then hired to apprehend the thief
  and recover the stolen items.
  
  - 31 -
  A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
  GUILD ENFORCER
  Dwarf Enforcer (ex-Bounty Hunter)
  Quirks: Relentlessly Resolute
  Skills: Charm, Command, Common Knowledge
  (Dwarfs), Concealment, Disguise, Follow Trail,
  Gossip, Intimidate, Outdoor Survival,
  Perception, Search+10%, Shadowing +10%,
  Silent Move, Speak Language (Khazalid,
  Reikspiel), Torture, Trade (Smith)
  Talents: Dwarfcraft, Grudge-born Fury, Marksman,
  Menacing, Night Vision, Quick Draw,
  Resistance to Magic, Rover, Schemer,
  Specialist Weapon Group (Entangling), Stout
  Hearted, Street Fighting, Strike Mighty Blow,
  Sturdy
  Combat:
  Armour (Medium): Chain Shirt and Leather Jack
  and Skullcap
  Armour Points: Head 1, Arms 1, Body 3, Legs 0
  Weapons: Hammer (Hand Weapon, 1d10+5),
  Crossbow with 10 bolts (1d10+3), Net (Special)
  Trappings: Manacles, 10 yards of Rope
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  66% 49% 46% 55% 32% 51% 50% 20%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  16
  4
  5
  3
  0
  0
  0
  THE ENFORCER
  The Dwarf Engineers’ Guild has finally tracked Grim
  down, and decided to punish him further for the misdeed
  that led to his expulsion. During the evening, a well-
  armed and tough looking Dwarf turns up, wanting to talk
  to Grim about some private matter. The Dwarf is a Guild
  Enforcer (See Sidebar); his job is to take Grim (alive) to
  the local Guild House. The adventurers could make some
  good friends and some implacable enemies if they
  intervene.
  Graf Manfred Items
  Jewellery
  Cost
  Enc
  Availability
  Armband (Wood)
  1 s
  –
  Common
  Armband (Carved Bone)
  3 gc
  –
  Average
  Bracelet (Wood)
  8 p
  –
  Common
  Brooch (Wood)
  1 s
  –
  Common
  Brooch (Carved Bone)
  2 gc
  –
  Average
  Brooch (Coloured Glass)
  5 gc
  –
  Average
  Earring (Wood Bead)
  1 s
  –
  Common
  Earring (Carved Bone)
  2 gc
  –
  Average
  Earring (Coloured Glass)
  4 gc
  –
  Average
  Earring (Alchemist’s Pearl)
  10 gc
  –
  Rare
  Necklace (Wood Beads)
  2 s
  –
  Average
  Necklace (Carved Bone)
  3 gc
  –
  Scarce
  Necklace (Coloured Glass)
  6 gc
  –
  Scarce
  Necklace (Alchemist’s Pearls)
  15 gc
  –
  Very Rare
  Ring (Carved Bone)
  2 gc
  –
  Average
  Ring (Coloured Glass)
  4 gc
  –
  Average
  Ring (Alchemist’s Pearl)
  10 gc
  –
  Rare
  Item
  Cost
  Enc
  Availability
  Trinkwort Bulb
  3 gc
  –
  Very Rare
  Amulet of Avoiding Scrutiny
  1 s
  –
  Scarce
  Oxleaf
  5 gc
  –
  Rare
  Dr Corioli’s Peerless Elixir
  5 gc
  –
  Scarce
  ALCHEMIST’S PEARL JEWELLERY
  Alchemists can create artificial pearls from crystals of
  quartz coated in a mixture of Sigmar’s Blood, Milk
  and saltpetre. While these would never fool a trained
  gem cutter, some unscrupulous folk may try to pass
  such jewellery off to the unsuspecting as real pearls,
  worth ten times the price.
  Creating each such a Pearl is a Hard (-20%) Trade
  (Apothecary) Task and takes a weeks work. The
  required components cost 10 silver shillings.
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/Adventures/The Graf Manfred Inn.pdf