TEXT:  
   
  A Day at the Races 
   
  A Warhammer Fantasy Roleplay Scenario 
   
   
   
   
   
  Written by Mike Hall 
  Art by Dani Hall 
   
   
  Contents 
   
   
  Introduction ………………………….……………………………………………………………….… 2 
  Arrival at Eisfeld …………………….……………………………………………………………….… 2 
  Later that Evening ……………………………………………………………………….……….…… 3 
  Race Day ………………………………………………………………………………………….…… 5 
  Running the Race …………………………………………………………………………….…..…… 5 
  Final Straight …………………………………………………………………………….……….……. 7 
  The Prize Giving. ………………………………………………………………………….…….…….. 8 
  NPCs ………………………………..……. …………………………………………………………….9 
  
   
  2
   
   
   
  Introduction 
   
   
  This scenario is written with villages in mind 
  but can be run between any two populated 
  places with minimal rewriting. It is probably 
  best suited for characters in their first or 
  second career and in a group of no more 
  than 4 PCs. The focal point of the scenario 
  is a pony and cart race between the villages 
  of Eisfeld and Cursdorf, a race that is far 
  from fair and will see the PCs fighting for 
  their very lives. 
   
  Arrival at Eisfeld 
   
   
  The scenario begins with the PCs arriving at 
  the small village of Eisfeld, which is little 
  more than a cluster of cottages huddled 
  round the village inn. No major trade routes 
  run through the area so Eisfeld has never 
  grown to anything more than a gathering of 
  local farmers and traders, it is however well 
  known across the local area as the PCs will 
  shortly discover. Immediately on entering the 
  village it is apparent today is not just another 
  day at the village. Most, if not all of the 
  villagers have gathered in the village square 
  where a small stage has been erected which 
  is clearly the centre of all the commotion. On 
  the stage a short, round man is standing 
  shouting excitedly at the crowd, judging by 
  his grubby apron and rotund physique it is 
  clear he is the local inn keeper. Behind him 
  on the stage is a large board, upon which 
  are four names with betting odds next to 
  them. As the PCs approach they can hear 
  the inn keeper’s words more clearly: 
  “All bets welcome, step right up, don’t be 
  shy, place your bets on who’ll be the first to 
  reach Cursdorf this year! And remember 
  there’s still one unclaimed cart if anyone out 
  there thinks they’re up to the challenge?” 
  Anyone the PCs talk to will excitedly explain 
  that they have arrived just in time for the 
  annual inter-village pony and cart race. On 
  the off chance that the PCs do not enquire 
  as to what is going on the villagers will 
  notice the strangers and ask if they are here 
  for the race. Everyone in the village will have 
  the following information and happily divulge 
  it to the PCs: 
  • Every year there is a pony and cart 
  race between Eisfeld and the next 
  village up the road, Cursdorf. 
  • The local inn keepers and merchants 
  put together a cash prize of 20 Gold! 
  • The race is open to anyone. 
  • Five ponies and carts are supplied by 
  the race organisers, four of these are 
  taken but one remains unclaimed. 
  At the least the villagers will suggest the 
  PCs consider entering, but most likely they 
  will excitedly encourage the PCs to join in. 
   Once the PCs have been persuaded to join, 
  they should approach the man on the stage 
  who they will be told is Felix Hirtzel, inn 
  keeper and race organizer. Upon signing up 
  they will be told the rules: 
  The race starts the following morning an 
  hour after sunrise upon Felix’s ringing of a 
  bell. 
  The first manned pony and cart to reach 
  Cursdorf’s village square wins. 
  Competitors can modify their carts in any 
  way they see fit. (Given the time constraints 
  and limited resources in the village there is 
  little the PCs will be able to do, however, 
  should they decide to strip down the bulky 
  cart to make it lighter and easier to handle, 
  they will receive 5% bonus to all Drive rolls 
  for the entire race. GMs should award 
  similar bonuses should the PCs come up 
  
   
  3
  with any other workable modifications to 
  their cart) 
  Anyone caught dabbling in the black arts of 
  magic making will be disqualified and no 
  longer welcome in either village. 
   
  As the PCs sign up Felix will point out the 
  other competitors to them, they are: 
  Pieter Perfekt, Odds of 2 to 1 
  A tall proud man smartly dressed in bold red 
  and blue, smiling as he chats excitedly with 
  a group of villagers that have gathered 
  around him. He appears to be thoroughly 
  enjoying the attention and milking it for all it 
  is worth. 
  Penny Grube-Halt, Odds of 3 to 1 
  An attractive young woman with a noble air, 
  given her poise and well tailored pale pink 
  clothing, she too is surrounded by an excited 
  group of villagers, this group however are 
  exclusively male, all of whom seem to be 
  vying for her attention. 
  A group of Halflings known as the Underhill 
  Mob, Odds of 5 to 1 
  The Halflings are dressed in what were once 
  quite smart clothes, though wear and tear 
  has taken its toll on them. They have few 
  villagers round them and appear to be 
  chatting conspiratorially amongst 
  themselves, casting glances at the other 
  racers, particularly the new comers. 
  Richard (or Dick) Dar Steadly, Odds of 3 to 1 
  Although Felix will be able to tell the PCs the 
  name of this contestant he will be unable to 
  locate him at that moment but will assure the 
  PCs he is around somewhere. (A successful 
  Search roll will reveal a tall, thin man 
  dressed in dark purple clothes lingering by 
  the mouth of an alley leading off the village 
  square. Everything about him looks shifty 
  and suspicious, as soon as the PCs see him 
  he will notice he has been spotted and 
  vanish down the alley, a large mangy dog at 
  his heels. If the PCs pursue him they will find 
  no trace of him. 
   
  Once signed up the PCs will be given the 
  odds of 10 to 1 due to their unknown status. 
  PCs are free to place bets on any 
  competitors including themselves. The PCs 
  will now find themselves the centre of 
  attention of any villagers not already 
  swarming around the other racers; they will 
  be bombarded with questions about their 
  race tactics, what they think of the 
  opposition and what races they have 
  competed in before. Felix will tell the PCs 
  they are entitled to free accommodation in 
  the inn for the night. 
  There is little else to do in a small village 
  such as Eisfeld so the PCs should be 
  encouraged to settle in for the evening and 
  enjoy the attention of the villagers.
   
   
  Later that evening 
   
   
  The Racers Rest Inn is a small, country inn 
  with a single common room liberally stocked 
  with tables and chairs, tonight it is packed 
  out with excited villagers and business is 
  booming! There are four private rooms 
  which are set aside for the racers, free of 
  charge, Dick Dar Steadly has declined the 
  offer of accommodation preferring to stay 
  with his cart. Present in the inns common 
  room are Penny Grube-Halt, Pieter Perfect, 
  and the Underhill Mob, each occupying their 
  own corner of the inn, Dar Steadly is no 
  where to be seen. As official contestants the 
  PCs will be given a free drink each, a table 
  will be cleared for their comfort and the 
  villagers will again swarm round them and 
  attempt to engage them in race related 
  banter. The villagers here will have more 
  information about the race and racers should 
  the PCs wish to indulge in a little Gossip. 
  Since the villagers love to talk about the race 
  all Gossip tests are classed as routine 
  (+10%), extra information they have is as 
  follows: 
  Successful gossip test and up to 9% over: 
  
   
  4
  • There are three routes to Cursdorf; 
  the road is long but easier going, 
  cutting across the fields is rougher 
  going but a shorter route but the 
  shortest route cuts right through the 
  woods which are barely passable by 
  cart. 
  • No one likes or trusts Richard, or Dick 
  Dar Steadly and his mutt Leigh, keep 
  an eye on him! 
   
  10% to 19% above successful gossip: 
  • Villagers will reiterate that there are 
  really no rules! As long as the laws of 
  the Empire are not broken you can do 
  anything you like to win and the other 
  racers know this and may well exploit 
  it! 
  • Guard your pony and cart tonight, or 
  pay someone to do so, as in previous 
  years unguarded carts have been 
  known to malfunction (see Running 
  the Race for consequences of a 
  malfunction) on the day of the race. 
   
  20% to 29% above successful gossip: 
  • Pieter has made some adjustments to 
  his cart, some say these have gone 
  too far and even the faintest 
  adjustment could seriously impede 
  his chances. 
  • The Underhill Mob enjoy quiet drink 
  followed by 15 noisy ones, if they 
  drink too much, or if someone were to 
  spike their drinks they might not be fit 
  to race the following day! 
  • Penny is single and on the look out 
  for a possible suitor, a charming man 
  might be able to seduce her.  
   
  The other racers will keep to themselves but 
  should the PCs approach them they will 
  react as follows: 
   
  Peiter Perfekt 
  Attitude: He will welcome the PCs and 
  happily engage them in conversation about 
  the race, it is clear he is in it for the sport 
  and loves racing, he will also launch into 
  excited descriptions of his top secret, highly 
  modified cart. Modifications will include such 
  things as “floating flange clasps”, “anti-lock 
  breaks” and “a bevelled trunion” all of which 
  are entirely useless, but Pieter seems to 
  think his modifications will make it a race 
  winner. In truth the slightest adjustment will 
  lead to a malfunction on race day. 
  Cart Status: His cart is stored in a barn just 
  outside the village, a successful Gossip with 
  Pieter will cause him to let slip the location, 
  otherwise he will simply state that it is a 
  secure location. If the PCs Gossip with the 
  inn’s inhabitants on the subject of places 
  large enough to hide a horse and cart, a 
  successful test will result in the barn outside 
  town being mentioned, although villagers will 
  not actually know Pieter’s cart is hidden 
  there. 
   
  Penny Grube-Halt 
  Attitude: She will treat the PCs with a little 
  disdain, as newcomers she regards them as 
  barely worthy of note, an experienced racer 
  such as her does not fear them as 
  competition. Unless the PCs can 
  successfully Charm her fairly quickly she will 
  either lose interest in talking to them, or one 
  of her many suitors will butt in and elbow the 
  PCs out of the way. A successful Charm 
  gains Penny’s attention, a Charm 
  succeeded by over 10% will earn Penny’s 
  trust enough that she will invite the PCs to 
  guard her cart over night. Over 20% will 
  convince Penny the PCs should be the only 
  guards for her cart and she will dismiss the 
  many eligible bachelors that have already 
  volunteered for the job. 
  Cart Status: Penny’s cart is parked clearly in 
  the middle of the village, assuming the PCs 
  have failed to charm Penny sufficiently; it is 
  surrounded by several single males all 
  attempting to gain Penny’s favour by 
  ensuring her cart’s safety throughout the 
  night. PCs can Intimidate the crowd to 
  disperse them (use a WP of 25 to represent 
  the crowd, one successful Intimidate will 
  disperse them all) after which the PCs are 
  free to do anything they like to cause a 
  malfunction on race day. 
   
  
   
  5
  Underhill Mob 
  Attitude: The friendliest of the competitors, 
  they will welcome the PCs to their table and 
  freely chat about any aspect of the race or 
  indeed anything else; they are never without 
  a drink and usually have a pie to hand too. 
  Their love of ale is their weakness, 
  occasionally one of them will warn the others 
  not to have too much as they will be in no fit 
  state to race the following day. These 
  warnings should crop up occasionally until 
  the PCs have caught on to the fact that 
  getting the Halflings drunk will hinder their 
  chances the following day. 
  Cart Status: Since the Halflings are 
  numerous they split their number between 
  the inn and guarding their cart. The Halflings 
  guarding the cart will happily leave their post 
  on the promise of a beer in the inn but little 
  else will budge them. 
   
  Dick Dar Steadly 
  Attitude: Dick is no where to be seen in the 
  inn, should they track him down (see below) 
  he will be openly hostile and threaten the 
  PCs with violence should they not leave, 
  Leigh will back him up with growling and 
  looking generally mean. 
  Cart Status: A Search of the village will find 
  Dick’s cart in an alley out of sight, both Dick 
  and the mutt Leigh spend the night on the 
  cart, anyone approaching will be detected by 
  Leigh and he will wake Dick should the need 
  arise. Dick and Leigh will not leave their cart 
  for any reason. 
   
  The PCs 
  Should the PCs leave their cart unguarded 
  over night they will encounter a malfunction 
  as the race begins the following morning. 
   
  Although sabotage of all kinds is accepted, 
  open violence towards other competitors will 
  not be tolerated and should the PCs get into 
  a fight with any other competitor they will be 
  disqualified from the race. 
   
  Race Day 
   
  At sun rise Dick Dar Steadly will be sitting in 
  his cart at the start line, ready to leave. All 
  other competitors will have to set up their 
  carts and move them to the start line. 
  Unbeknown to the PCs Dick has bribed the 
  race officials to start the race early; before 
  any other competitors are ready Dick will 
  nod to Felix who will immediately start the 
  race giving Dick a deeply unfair head start. 
  All other competitors must rush to their carts 
  and set off at once to stand any chance of 
  catching the cheat! 
   
  Running the Race 
   
  The PCs will be unable to see which of the 
  three possible routes Dick has taken, this 
  does not matter as Dick will be encountered 
  by the PCs no matter which route they pick. 
  The other competitors will each take a 
  different path, Pieter will take the easy road, 
  Penny will cut across the fields and The 
  Underhill Mob will cut through the woods. 
  The race is based on a series of Drive tests 
  which must be performed at set points, firstly 
  at race start, then again after each of the 
  encounters during the race, the results of 
  these tests determine how far ahead or 
  behind the other racers are. Use the scale 
  below to keep track of the race positions in 
  relation to the PCs:
   
   
   
  50yds 
  40yds 
  30yds 
  20yds 
  10yds 
  PCs 
  10yds 
  20yds 
  30yds 
  40yds 
  50yds 
  �                  Behind player                 �    �                  Ahead of player                  � 
  
   
  6
  For each successful Drive test made by the 
  PCs opponent racers move one space left, 
  for each failed test opponents move one 
  space right. The GM should keep this scale 
  hidden from PCs so they never know the 
  exact distances between them and other 
  racers, they should only have what ever 
  descriptions the GM gives them as to 
  whether they are pulling ahead or falling 
  behind. This way if the PCs race too far 
  ahead or fall too far behind the GM has 
  more freedom to ‘modify’ race positions to 
  ensure the race remains exciting and tense 
  at all times. The aim is to give the players 
  the feeling that the race is a close run thing, 
  not that they have either gained such a lead 
  that they are unbeatable or fallen so far 
  behind they cannot possibly win. 
   
  Malfunctions: 
  Any carts the PCs successfully sabotaged 
  will malfunction in what ever way the PCs 
  planned as soon as the race begins, this will 
  result in the affected racer suffering a 30 
  Yard penalty at the resolution of the start of 
  the race (below). 
   
  Prior to the first Drive skill test the other 
  competitors should be considered level with 
  the PCs unless they or their carts had been 
  sabotaged the previous night. If the PCs 
  have been sabotaged one of the cart wheels 
  will fall off as they pull away, a player 
  performing a successful Strength test will lift 
  the cart into a position where the other PCs 
  can replace the wheel, eager villagers will 
  assist if needed. This delay will allow any 
  non sabotaged racers to get 30 yards ahead 
  before the PCs set off. 
   
  With the cart distances settled the PCs 
  should make a Drive test and the GM 
  should adjust the race positions accordingly. 
  For all Drive skill tests the GM should try to 
  add a little detail to make the race more 
  animated, for successful tests maybe the 
  PCs find a smooth stretch of road or the 
  horse seems to find an extra burst of speed, 
  for failed rolls maybe the horse stumbles or 
  the cart hits a rut in the road. Equally these 
  descriptions can be applied to the other 
  competitors as they race ahead or fall 
  behind. 
   
  If PCs attempt to attack other racers during 
  the race it should be made clear that the 
  carts are moving too unpredictably for there 
  to be any chance of landing a successful 
  blow or scoring a ranged hit.  
   
  When the PCs do finally set out on the race 
  they must choose which of the three routes 
  to take. The road offers no penalty to Drive 
  tests; it is fairly smooth going but at all times 
  is flanked by ditches, fences or walls, 
  preventing the PCs leaving the road. The 
  fields incur a -5% penalty to Drive tests as 
  the track is rougher, for the most part it is 
  open country but each encounter will 
  conveniently occur on a stretch of track 
  flanked by thick hedges or deep drainage 
  ditches preventing the PCs diverting. The 
  woods incur a -10% penalty to all Drive tests 
  as the route is little more than a path, the 
  encounters occur in clearings with thick 
  brambles around them, once again 
  preventing the PCs diverting. Which ever 
  route they take the PCs will run into the 
  same encounters so route choice is largely 
  to give the PCs a feeling that they have 
  some control over their fate. Each encounter 
  will be slightly different depending on 
  whether or not the PCs are in the lead or 
  not. 
   
  Encounter 1, PCs leading: 
  As the PCs round a corner in the road (field 
  track or woodland path) they see a horse 
  and cart on its side completely blocking the 
  path. Under it is the struggling form of the 
  mutt Leigh. The PCs will have to slow down 
  as there is no way round until the cart is 
  moved. As the PCs approach Dar Steadly 
  will appear and beseech the PCs for help; 
  “Please, I beg of you, help me! I took the 
  corner too quickly and the cart tipped over, 
  my poor faithful companion has become 
  trapped underneath and I can’t hope to free 
  him alone! I know I was less than social 
  back in the village, but the villagers and 
  
   
  7
  other racers seem to hate me and have 
  taken it upon themselves to destroy my 
  character so I steer clear of them! Please 
  forget their spiteful words and help a man 
  free his dog!”  
  Since the PCs cannot get past without 
  moving the cart they will have to at least 
  help a little. Should they leave their cart 
  unattended as they lend a hand, Dar Steadly 
  will sneak over to it and as soon as there is 
  enough room to fit past, Dar Steadly will 
  steal the PCs cart and leave them stranded 
  with an upturned cart. Leigh will immediately 
  slip from under the cart and leap up to join 
  Dick while emitting a decidedly wheezy 
  barking noise. If the players are smart and 
  guard their cart, Dar Steadly will make a 
  dash for it and attempt to knock any guards 
  aside. If he fails he will Flee rather than fight, 
  the same is true if he is spotted making his 
  way towards an unguarded cart. 
   
  Encounter 1, Other competitor leading: 
  The PCs round the corner to see the 
  competitor that was ahead of them helping 
  Dar Steadly get his cart back on the road, as 
  they approach the blockage will be cleared 
  enough for Dar Steadly to steal the other 
  competitors cart and leave them his. If the 
  PCs race by after Dar Steadly he will have a 
  10 yard lead and the other competitor will 
  get back on the road once they are 40 yards 
  behind the PC. Stopping to help the 
  competitor will give Dar Steadly a 30 yard 
  lead, but still allow the PCs a 10 yard lead 
  over the other competitor. 
   
  As they leave this encounter PCs need to 
  make another Drive skill test and the GM 
  should adjust race positions accordingly. 
   
  Encounter 2, PCs leading: 
  A fallen tree is blocking most of the road, as 
  the PCs slow down to negotiate getting 
  round it, a group five of beastmen burst from 
  the bushes and attack (GMs should adjust 
  the number of beastmen depending on the 
  size of the PCs party). The shock will panic 
  the horse and make the cart undrivable until 
  the beastmen are dispatched. The beastmen 
  will rout when 50% or more of them are 
  killed. 
   
  Encounter 2, Other competitor leading: 
  The PCs find the competitor(s) that were 
  ahead of them engaged in a fight with a 
  group of beastmen, one beastman lies dead 
  already. The chaos of battle has opened the 
  road enough to get a cart through. If Dar 
  Steadly is present at this point he will flee 
  the fight and race off once more gaining 30 
  yard head start over the players. The 
  remaining competitor looks to be in trouble 
  and fighting for their life. There is nothing to 
  stop the PCs racing straight past, but if they 
  stop and assist the grateful competitor will 
  offer the PCs their cart, which is better made 
  and driven by a faster horse (+5% to all 
  Drive skill tests for the rest of the race). 
   
  Again the players need to perform another 
  Drive Skill test and the GM adjusts the race 
  positions accordingly. 
   
  The Final Straight 
   
   
  As the PCs enter the final straight not only 
  will they see the racers who shared their 
  route, but now the other racers will emerge 
  from their chosen routes and begin 
  converging on the finish line. The other 
  competitors should be placed 10 yards 
  behind the PCs cart. At this point the GM 
  should emphasise how much the other 
  racers are gaining on the PCs, or pulling 
  away if they are in front, especially the carts 
  with a lighter load, Pieter Perfekt and Penny 
  Grube-Halt’s carts both only carrying one 
  person, seem to be eating up the distance in 
  no time. Perhaps if the PCs cart lost some of 
  its weight it might gain speed? Throwing off 
  belongings or ripping off non essential parts 
  of the cart will gain +5% to any remaining 
  Drive skill tests, but for each PC leaving the 
  
   
  8
  cart the players instantly gain 10 yards 
  (move all other counters left one space). The 
  dismounting player will take double falling 
  damage for a 10ft fall. If players volunteer to 
  jump all the better, but should a fight break 
  out on the cart the GM should roll 1D10, a 
  roll of 8+ sees all those participating in the 
  fight slip from the cart. 
  Once the weight adjustments have been 
  made another Drive skill test should be 
  performed and the race positions adjusted 
  once more. The GM should describe the 
  exciting climax of the race as the carts 
  converge on the finish line, as the carts rush 
  into the village there should be one last 
  Drive skill test to settle positions as they 
  cross the line. If the players have had the 
  misfortune to fall well behind the lead racer 
  this last test can be skipped as the lead cart 
  would have already crossed the line. 
   
  Prize Giving 
   
   
  The villagers welcome the racers with 
  cheers and the winner(s) are carried off to 
  the Panting Pony Inn for a free drink and a 
  chance to recount the excitement of the race 
  while preparations are made for the prize 
  giving. The Panting Pony is much the same 
  as the Racers Rest as Cursdorf is much the 
  same size as Eisfeld. The other racers will 
  offer their congratulations, though grudgingly 
  if they suspect the PCs sabotaged them, or 
  saw the PCs race by as they fought for their 
  lives against the beastmen. Assuming Dick 
  Dar Steadly did not win he will once again 
  be absent, but unless the PCs ask this 
  should not be mentioned as he is busy 
  stealing the winnings and escaping before 
  anyone notices. If the PCs notice Dar 
  Steadly’s absence and go looking for him 
  they will catch him in the act of stealing the 
  winnings. Before they can stop him he will 
  jump into his cart and race off, laughing his 
  most evil laugh. The PCs will then notice all 
  other carts have had their wheels broken 
  and there is no hope of catching the villain. 
  Thankfully Dick only got away with the prize 
  money; any money the PCs may have won 
  through betting will be honoured. 
   
  Depending on how the PCs treated the other 
  racers, they have now made various friends 
  and enemies in the area. If they managed to 
  win the race they will be hailed as local 
  legends and eagerly encouraged to return 
  next year to defend their title…and possibly 
  get even with Dick Dar Steadly should he 
  have the gall to turn up! 
   
  The relationships formed with the other 
  racers and the pursuit of Dick Dar Steadly 
  would make useful hooks in other scenarios 
  in the area 
   
   
   
   
   
   
  Experience: 
  Sabotaging a cart: 20xp per cart sabotaged 
  Waylaying a competitor prior to the race: 
  20xp per team waylaid  
  Reaching Dick’s ambush ahead of other 
  racer: 20xp 
  Foiling Dicks attempted cart theft: 20xp 
  Losing their cart to Dick: -10xp 
  Reaching Beastmen ahead of other racers: 
  20xp 
  Reaching Final straight ahead of other 
  racers: 20xp 
  Reaching the finish line via the road: 30xp 
  Reaching the finish line via the fields: 50xp 
  Reaching the finish line via the wood: 70xp 
  Winning the race: 100xp 
  
   
  9
   
  NPCs 
  Note: This Scenario was written using only the WFRP Rulebook (2
  nd Ed), as a result careers that both fitted the character’s background and 
  included the Drive skill were not always possible to find. If careers exist in later publications which fit the NPCs backgrounds but also include 
  the Drive skill it would be more fitting to alter careers accordingly. 
   
  Richard Dar Steadly  
  Career: Rogue 
   
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int 
  WP Fel 
  38 
  35 
  29 
  27 
  39 
  36 
  25 
  47 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
    
    
  4 
  0 
  0 
  0 
  Skills: 
  Common Knowledge – The Empire, Gossip, 
  Speak Language- Reikspiel, Blather, Charm, 
  Evaluate, Gamble, Haggle, Perception, 
  Performer – Actor, Story Teller, Search, 
  Secret Language – Thief’s Tongue, Secret 
  Signs Thieves. 
  Talents: 
  Fleet Footed, Suave, Flee, Luck, Public 
  Speaking, Streetwise. 
  Armour: 
  Leather Jack 
  Weapons: 
  Longsword 
  Trappings: 
  Reasonable quality dark purple clothing, 
  long black cloak. 
   
  The Mutt ‘Leigh’ 
   
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int 
  WP Fel 
  30 
  0 
  21 
  21 
  30 
  15 
  30 
  0 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  6 
  2 
  2 
  6 
  0 
  0 
  0 
   
   
  Skills: 
  Follow Trail, Perception (+20%), Swim 
  Talents: 
  Flee!, Keen Senses, Natural Weapons 
   
   
  A professional villain. Throughout his life he 
  has bullied, tricked, cheated and broken 
  every rule to reach his goals. His boundless 
  cunning has always kept him one step 
  ahead of the authorities or whomsoever he 
  happens to have got the better of. As a 
  result he has no friends to speak of and is 
  regarded with suspicion by anyone who has 
  heard of him. His only companion is his 
  faithful but rather mangy pet dog, which 
  goes by the name of “Leigh”. Richard, or 
  Dick, Dar Steadly and his mutt Leigh have 
  travelled the length and breadth of the 
  Empire trying to outrun their growing 
  reputation as a conman and general ne’er 
  do wells.  
  On his travels he heard of the race and 
  seeing an opportunity to make a quick gold 
  coin or few he has entered. Since Dar 
  Steadly started racing the number of 
  malfunctions, accidents and other 
  unexplained misfortunes as increased 
  noticeably, as yet no one has any proof that 
  any of this is directly linked to Dick but many 
  people suspect he is not the fairest racer 
  that ever there was. 
  This is Dick’s third race. 
  
   
  10
   
  Penny Grube-Halt 
  Career: Valet (Handmaiden) 
   
   
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int 
  WP Fel 
  30 
  29 
  25 
  27 
  44 
  34 
  40 
  48 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
    
    
  4 
  0 
  0 
  0 
   
  Skills: 
  Common Knowledge – The Empire, Gossip, 
  Speak Language- Reikspiel & Briton, 
  Academic Knowledge – Heraldry, Blather, 
  Evaluate, Haggle, Perception, Read/Write – 
  Reispiel, Search. 
  Talents: 
  Lightning Reflexes, Strong-Minded, 
  Coolheaded, Dealmaker, Etiquette, 
  Seasoned Traveller, Suave. 
  Armour: 
  None 
  Weapons: 
  Longsword 
  Trappings: 
  Well tailored pale pink outfit. 
   
  After growing tired of her job as a 
  handmaiden to a rich noble Penny has quit 
  her job and gone in search of excitement 
  and danger, the race seems a great 
  opportunity to experience both without 
  having to get too dirty. On the whole Penny 
  is a friendly person but her background of 
  wealth and slightly raised social standing 
  tends to make her look down on people from 
  less privileged backgrounds. 
  This is Penny’s third race. 
   
   
   
   
   
   
  Pieter Perfekt 
  Career: Coachman 
   
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int 
  WP Fel 
  34 
  43 
  33 
  35 
  46 
  33 
  37 
  41 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  3 
  3 
  4 
  0 
  0 
  0 
   
   
  Skills: 
  Common Knowledge – The Empire, Gossip, 
  Speak Language- Reikspiel, Breton & 
  Tilean, Animal Care, Drive, Haggle, Heal, 
  
   
  11
  Navigation, Perception, Ride, Secret Signs - 
  Ranger. 
  Talents: 
  Excellent Vision, Sturdy, Quick Draw, 
  Seasoned Traveller, Specialist Weapon - 
  Gunpowder. 
  Armour: 
  Leather Jack 
  Weapons: 
  Longsword 
  Trappings: 
  Smart, well kept bold coloured clothing 
   
  Having worked as a coachman for some 
  years Pieter heard of the race while working 
  on the nearby coaching runs. He first 
  entered some years ago thinking his driving 
  experience would serve him well, he 
  instantly fell in love with racing and now lives 
  the thrill of it, the speed and the danger! 
  With his coachman experience and several 
  years race experience he thinks he is well 
  on the way to creating the fastest cart ever 
  built, the truth is few if any of his 
  adjustments have improved the performance 
  of his cart. Regardless of the result Pieter 
  will have enjoyed the race purely through 
  being a part of it, after all if he did not win it 
  should just mean an adjustment to the 
  floating cam clasp or a lengthening of the 
  flanged under trestle and his cart will be 
  faster than ever! 
  This is Pieter’s fifth race. 
   
  The Underhill Mob 
  Career: Outlaw 
   
   
   
   
   
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int 
  WP Fel 
  37 
  58 
  22 
  22 
  47 
  49 
  29 
  40 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  2 
  2 
  4 
  0 
  0 
  0 
   
  Skills: 
  Academic Knowledge – Genealogy & Law, 
  Common Knowledge – Halflings & The 
  Empire, Gossip, Speak Language – Halfling, 
  Breton & Reikspiel, Trade – Farmer, Animal 
  Care, Concealment, Dodge Blow, Drive, 
  Perception, Ride, Scale Sheer Surface, 
  Secret Signs – Thieves, Set Trap, Silent 
  Move, Swim. 
  Talents: 
  Hardy, Night Vision, Resistance to Chaos, 
  Specialist Weapon – Sling, Rover, 
  Sharpshooter, Streetwise, Strike to Stun. 
  Armour: 
  None 
  Weapons: 
  Short Sword 
  Trappings: 
  Aged and battered clothing that once 
  probably looked quite smart. 
   
  Any links to an alleged Halfling crime 
  underworld will be fervently denied by every 
  member of the Mob. They were in the area 
  on ‘business’ when they heard of the race, 
  seeing a way to make some fast money they 
  entered. They are here to race, eat pies, 
  drink beer, eat pies, meet other racers, eat 
  pies and with any luck win the prize money 
  so they can afford some more pies. 
  There are a total of 6 Halflings in the Mob, 
  all of them should be regarded as having the 
  same stats. 
  This is their second race. 
   
   
   
   
   
   
   
   
  
   
  12
   
  Felix 
  Career: Burgher 
   
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int 
  WP Fel 
  34 
  25 
  31 
  31 
  31 
  41 
  39 
  44 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  13 
  3 
  3 
  4 
  0 
  0 
  0 
   
  Skills: 
  Common Knowledge – The Empire, Gossip, 
  Speak Language- Breton, Reikspiel & 
  Tilean,  Consume Alcohol, Drive, Evaluate, 
  Haggle, Perception, Read/Write Reikspiel, 
  Search. 
  Talents: 
  Acute Hearing, Hardy, Dealmaker, Savvy, 
  Suave. 
  Armour: 
  None 
  Weapons: 
  None 
  Trappings: 
  Peasants clothing and inn keeper’s apron 
   
  Felix does all he can to promote the race as 
  it is a sizable annual boost to his income. 
  His main interest is a race that folk will talk 
  about to increase the fame of the race and 
  therefore the number of paying customers 
  that come to his inn. Since races involving 
  carts crashing or other spectacular results 
  will only serve to increase the race’s fame, 
  he has no qualms about turning a blind eye 
  to any and all underhand tricks as long as 
  the laws remain unbroken. 
   
  Beastmen (use same stats for all beastmen) 
   
  Main Profile 
  WS BS 
  S 
  T 
  Ag 
  Int 
  WP Fel 
  40 
  25 
  35 
  45 
  35 
  25 
  25 
  25 
  Secondary Profile 
  A 
  W 
  SB TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  4 
  5 
  0 
  0 
  0 
   
   
   
  Skills: 
  Concealment, Follow Trail, Intimidate, 
  Outdoor Survival, Perception, Shadowing, 
  Silent Move, Speak Language – Dark 
  Tongue. 
  Talents: 
  Keen Senses, Menacing, Rover. 
  Armour: 
  Light Armour 
  Weapons: 
  Low quality hand weapons, long sword, 
  spear etc. 
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/A day at the races.pdf