TEXT:  
   
  A Right Farce 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  or a funny thing happened on the way to the privy 
   
   
   
  by Stuart Orford 
   
  
   
   
  Introduction.........................................................................................................................................................3 
  Hachenwald.........................................................................................................................................................3 
  A Right Farce by Stuart Orford 
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  The Horse Fea hers Inn.......................................................................................................................................4 
  Gossip at the Inn..................................................................................................................................................4 
  For the Game Master...........................................................................................................................................5 
  The Main Plots.....................................................................................................................................................7 
  The Tale of Insane Infidelity ...........................................................................................................................7 
  The Tale of a Strange Brew..............................................................................................................................9 
  The Tale of Blind Faith..................................................................................................................................12 
  The Tale of a Contract Too Far......................................................................................................................14 
  The Smaller Plots...............................................................................................................................................16 
  The Tale of the Dashing Blade.......................................................................................................................16 
  The Tale of the Cook .....................................................................................................................................16 
  The Tale of a Purse ........................................................................................................................................17 
  The Tale of Singing for your Supper .............................................................................................................18 
  The Tale of Grumpy Old Men.......................................................................................................................18 
  Appendix A } The Horse Fea hers Inn ..............................................................................................................20 
  Appendix B } A Right Farcical Timeline...........................................................................................................24 
  Appendix C } A Cast of Thousands....................................................................................................................25 
  Ernst Hoffman – Innkeeper, ex-Burgher.......................................................................................................25 
  Ada Hoffman – Servant, ex-Camp Follower .................................................................................................25 
  Wendelin Hoffman – Servant........................................................................................................................26 
  Ewald Hahn – Servant, ex-Peasant................................................................................................................27 
  Burkhard Bauer – Bone Picker, ex-Peasant...................................................................................................28 
  Welfhard Krause – Witch Hunter, ex-Initiate, ex-Priest, ex-Anointed Priest.............................................26 
  Baldermero – Estalian Diestro.......................................................................................................................29 
  The Oldsters – Official Whiners....................................................................................................................29 
  Gislbert Fuchs – Minstrel, ex-Entertainer.....................................................................................................30 
  Stefan Siegel – Assassin, ex-Camp Follower, ex-Spy.....................................................................................27 
  Snikthet – Plague Monk ................................................................................................................................28 
  Gorch Klein – Charlatan, ex-Rogue ..............................................................................................................30 
  Antoine du Gascony – Demagogue, Ex-Peasant, ex-Outlaw ........................................................................31 
  Glorious Revenge Mercenary – based on Sell Sword (from main book p235)..............................................31 
  Salvatore Moretti – Crime Lord, ex-Thief, ex-Fence ....................................................................................32 
  Moretti’s Blades Mercenary – based on Sell Sword (from main book p235) ................................................32 
  Appendix D } The morning after the night before ….......................................................................................33 
  Acknowledgments.............................................................................................................................................34 
  Page 2 of 34 
  
   
  The Horse Feathers Inn is renowned for its warm welcome, good food and finely 
  brewed ale. Yet not all is well at the inn. A heady mix of infidelity, derangement, 
  pregnancy, rivalry, paranoia, arrogance and plague is about to boil over in a night of fun 
  and deadly intentions. 
   
  Introduction 
  Thunder rolled around the deep grey sky 
  leaving booming echoes to dance back and 
  forth through the trees. In compliment, eye 
  watering bursts of lightning lanced from the 
  raging storm clouds that had tumbled across 
  the sky all day. A seemingly oceans worth of 
  rain had drenched the countryside, turning 
  the road into a quagmire of mud.  
   
  Then there it was, starkly highlighted by a 
  dramatic lightning flash, the sign. The sign 
  that meant this dreary sodden journey was 
  nearly at an end. The sign that soon you 
  would be dry and warm. The sign that meant 
  a platter of good roast and a tankard of frothy 
  ale would just be a kind smile away. The sign 
  that meant a full stuffed, goose feather, 
  mattress was yours for the asking. The sign 
  that had just a single word, written in peeling 
  white paint, Hachenwald. 
   
  Beyond the sign buildings loomed out of the 
  rain lashed night. The road stretched on 
  between them with one building in bright 
  contrast to the others, windows glowing with 
  a warm flickering light. Above the door a 
  wooden board depicting a rampant white 
  horse swung alarmingly in the wind. 
   
  At last you are at the doorstep of the 
  celebrated Horse Feathers Inn. 
   
  Hachenwald 
  The town of Hachenwald nestles happily off 
  the main road, bordered by a small swathe of 
  fields and encircled by the greater forest. 
  Picturesque and quiet, Hachenwald would 
  have gone unnoticed by the rest of the 
  Empire if it had not been for its coaching 
  inn, The Horse Feathers. 
   
  Hachenwald can be placed anywhere in the 
  Empire but does need to be just off one of the 
  main roads. Ideally, the road from Altdorf to 
  Middenheim would be the most favourable 
  location. 
  The 
  main 
  produce 
  of 
  Hachenwald is wool but this is 
  supplemented by some farm produce 
  and venison hunted in the forest. 
  Supplementing this is the small-scale 
  export of Prancing Ale from the Horse 
  Feathers Inn to patrons in Nuln, 
  Altdorf and Middenheim. 
   
  The town itself is located on the edge 
  of the province of Budingen, whose 
  ruler, Baron Jossgrund’s, lives in 
  Anhausen, further north into the forest 
  from Hachenwald. The Baron takes his 
  position very seriously and it is only 
  through his vigilance that the area of 
  Budingen remains relatively free of 
  outlaws and other vile creatures. 
   
  A Right Farce by Stuart Orford 
  Page 3 of 34 
  
   
  The Horse Feathers Inn 
  The Horse Feathers Inn has long been 
  renowned for the warm welcome and fine 
  fare that it provides to travellers. The current 
  innkeeper, Ernst Hoffman, was previously 
  one such traveler. So impressed he was by 
  one night’s stay that the good burgher 
  decided to buy the inn and move his family 
  from the hustle and bustle of Middenheim.  
   
  With the popularity of the inn already 
  established Hoffman has expanded the 
  premises to accommodate further guests. 
  This had not sat well with some of the local 
  regulars of the inn but had been welcomed 
  by Baron Jossgrund. However, the regulars 
  became somewhat mollified by Hoffman 
  employing Stefan Siegal, a talented halfling 
  cook and brewer. 
   
  The only blot on the recent history of the inn 
  was the Storm of Chaos whose tendrils of 
  destruction 
  reached 
  the 
  town 
  of 
  Hachenwald. A raiding party of mutants and 
  beastmen attacked the area foraging for food 
  and fun.  
  The raiding party split with the beastmen 
  attacking the town of Budingen whilst the 
  mutants descended on Hachenwald. The 
  townsfolk fled into the forest but Hoffman 
  was captured as he tried to secure the inn. It 
  was up to Welfhard Krause, an old retired 
  witch hunter and Stefan Siegal, the cook, to 
  rally the men folk of the village to drive off 
  the mutants. To this day Hoffman will not 
  say what went on that night but it is obvious 
  to all that his pleasant and happy manner has 
  become somewhat strained as a result. 
   
  A complete plan of The Horse Feathers Inn 
  can be found in Appendix A. 
   
  Gossip at the Inn 
  Like inns everywhere The Horse Feathers 
  has gossip and tales going around. Anyone 
  attempting a gossip test will get one of the 
  below on a random d10 roll. Burkhard Bauer, 
  Welfhard Krause and Baldermero will never 
  gossip. 
  1) I’ve heard one of the hunters say that 
  there’s a camp full of soldiers in the 
  forest away south and another to the 
  east. I’m sure that Baron Jossgrund will 
  soon see off these brigands. (TRUE and 
  FALSE – the camps are those of The 
  Glorious Revenge and Moretti’s Blades, 
  two mercenary companies) 
  2) Strange shapes have been seen in the 
  forest (TRUE – some hunters have 
  spotted Snikthet on his way to or from 
  meetings with Burkhard Bauer) 
  3) There’s something not quite right about 
  the minstrel, Giselbert Fuchs, he’s far too 
  happy a person, what’s his secret? (TRUE 
  and FALSE – Giselbert has no secrets, he 
  just genuinely enjoys his life as a 
  minstrel) 
  4) Despite their outward display of a loving 
  family, it’s obvious to anyone with a 
  good eye and a good ear that the 
  Hoffman’s are not getting on (TRUE – 
  see Tale of Insane Infidelity. Re-roll 
  again if the player is talking to any of 
  the Hoffman’s) 
  5) Old Krause is writing his life story. 
  They do say that an Altdorf printer has 
  already bought the rights to publish it. 
  The problem is that he will let no one 
  read it. (FALSE – Krause is making 
  notes on what he considers to be 
  evidence of chaos corruption in the 
  village. Ironically his notes do not 
  make any mention of the two chaos 
  A Right Farce by Stuart Orford 
  Page 4 of 34 
  
   
  cultists who do live in Hachenwald, 
  Burkhard Bauer and Ewald Hahn) 
  Horse Feathers Inn Prices 
  � Stabling: 1s per night 
  � Single room: 12s per night 
  � Double room: 15s per night 
  � Superior double room: 17s per 
  night 
  � Double room (no fire): 13s per 
  night 
  � Bath: 3s 
  � Clothes washed: 2s 
  � Standard evening meal: 1s 
  � Good quality evening meal: 3s 
  � Cooks specialty: 5s 
  � Ale: 10p 
  � Special Ales: 1s 
  � Wine: 1s 
  � Tilean Wine:4s 
  � Estalian Heavy Wine: 5s 
  � Brandy: 2s 
  � Bretonnian Brandy: 4s 
  � Kislevian Spirit: 3s 
  6) You’re in what room? I wouldn’t sleep in 
  there, they say it’s haunted (FALSE – 
  pick any one of the players rooms.  Re-
  roll again if the player is talking to Ernst) 
  7) That Halfling is a damn fine cook and an 
  ever better brewer but it is somewhat 
  unnerving the accuracy with which he 
  can throw his kitchen knives into their 
  slots  (TRUE – Stefan Siegel’s ability at 
  throwing knives comes from his past 
  work as a spy and an assassin) 
  8) If you come across a really smelly person, 
  don’t worry that’s just Burkhard, he is 
  the harmless local handyman. The only 
  offensive thing about him in his reek 
  (FALSE – Burkhard is a cultist of Nurgle 
  with connections to Skaven see The Tale 
  of the Strange Brew) 
  9) That stableman Ewald is a one for the 
  ladies. They say that he has girlfriends in 
  all the surrounding villages (FALSE – 
  Ewald has no time to see women from 
  other towns as he is too busy seeing all 
  the women in Hachenwald) 
  10) It’s about time Ernst threw out that 
  peddler Klein. (TRUE – many of the 
  townsfolk consider that Gorch Klein has 
  outstayed his welcome.  Re-roll again if 
  the player is talking to Ernst or Gorch) 
   
  For the Game Master 
  A Right Farce can be placed anywhere in an 
  existing campaign and can be easily tuned to 
  three or more players with one to three 
  careers. It could also be used as a starting 
  point for other escapades as covered in 
  Appendix D - The Morning After the Night 
  Before. The ideal time to use this scenario is 
  when the players are least expecting it. 
   
  The purpose of the scenario is on the night 
  the players visit The Horse Feathers Inn they 
  get caught up in a storm of wild accusations 
  and mistaken identities. The inn and its 
  residents are full of mini-plots that are all are 
  about to come to an unfortunate head. The 
  objective is to target each player with at least 
  one mini-plot (maybe more if you feel that 
  they can handle it or if time allows). This 
  should lead to players not knowing who to 
  help, what to sort out and whether to fight or 
  talk. 
   
  The mini-plots are separate from each other 
  but depending on the player’s actions over 
  the night can tumble together. It is up to you 
  as the Game Master to decide which and how 
  many of the mini-plots you want to confuse 
  your players with. All of the plots can be 
  resolved by talking and role-playing (do not 
  let the players have an easy life with a few 
  charm or intimidate rolls) or by fighting. 
  However, each of the plots are weighted to 
  being only properly solved in one way. For 
  example, unless the players are really clever, 
  The Tale of a Contract too Far will almost 
  always end up with a fight. 
   
  There are four main mini-plots, The Tale of 
  Insane Infidelity, The Tale of Blind Faith, 
  The Tale of a Strange Brew and The Tale of a 
  Contract too Far. Added to this are some 
  smaller ones, The Tale of the Cook, The Tale 
  of the Dashing Blade, The Tale of a Purse, 
  A Right Farce by Stuart Orford 
  Page 5 of 34 
  
   
  The Tale of Singing for your Supper and The 
  Tale of Grumpy Old Men. However, The 
  Tale of Insane Infidelity should be always 
  used, as Ernst Hoffman is a central character. 
  The cast of A Right Farce 
  � Ernst Hoffman - innkeeper of the 
  Horse Feathers Inn 
  � Ada Hoffman - wife of Ernst 
  � Wendelin Hoffman - daughter of 
  Ernst and Ada 
  � Stefan Siegel - Halfling cook at the 
  Horse Feathers Inn 
  � Ewald Hahn - stableman at the 
  Horse Feathers Inn 
  � Burkhard Bauer - handyman for 
  the town of Hachenwald 
  � Snikthet - skaven Plague Monk 
  � Welfhard Krause - retired witch 
  hunter and regular at the Horse 
  Feathers Inn 
  � Guy du Gascony - Bretonnian 
  leader of the Glorious Revenge 
  mercenary troop and guest at the 
  Horse Feathers Inn 
  � Salvatore Moretti - Tilean leader 
  of Moretti’s Blades mercenary 
  troop and guest at the Horse 
  Feathers Inn 
  � Baldermero - Estalian Diestro and 
  guest at the Horse Feathers Inn 
  � Gorch Klein - charlatan and guest 
  at the Horse Feathers Inn 
  � Gislebert Fuchs - minstrel and 
  guest at the Horse Feathers Inn 
  � Walter, Herwin and Emerich - 
  regulars at the Horse Feathers Inn 
   
  Please note, text marked set out between 
  [square brackets and in italics] is for specific 
  game master notes at that point in the 
  narrative. To aid the game master keep a 
  track of events please see Appendix B A 
  Right Farcical Timeline. For non-player 
  character profiles please see Appendix C A 
  Cast of Thousands.  
   
  A Right Farce is intended to be fast paced 
  and fun. As the Game Master is your job to 
  keep the players on their toes and second-
  guessing. If they get stuck down in one mini-
  plot do not be afraid to close it quickly and 
  then throw another at them. In addition, 
  please feel free to slot in other mini-plots or 
  characters that you could see paying a visit to 
  the inn that night. Maybe your players have 
  some sort of arch-nemesis; maybe this arch-
  nemesis could have a look-alike that is just 
  by chance to be staying at the inn?  
   
  Remember, as Ernst Hoffman would say; 
   
   “Welcome fine guests, leave your troubles at 
  the door and seek your rest by my hearth” 
   
  On any other night it would have been true  
   
  A Right Farce by Stuart Orford 
  Page 6 of 34 
  
   
  The Main Plots 
   
  The Tale of Insane Infidelity 
   
  Background 
  The Hoffman’s are known as a happy family 
  and are generally well liked in Hachenwald, 
  even though they are outsiders. The family is 
  made up of Ernst Hoffman who was 
  previously 
  an 
  investor 
  and 
  trader 
  in 
  Middenheim, his goodly wife, Ada Hoffman 
  and their fair daughter Wendelin. 
   
  Ernst Hoffman became enamored of the 
  Horse Feathers Inn during a stay three years 
  back and promptly decided to buy the 
  establishment. The move was an unqualified 
  success in his eyes and he has since expanded 
  the premises to allow for extra guests and 
  brought in a Halfling cook from one of the 
  more reputable Middenheim restaurants. Ada 
  was a bit more skeptical at first but has since 
  grown to love the inn, the town and the 
  money that they are making. Wendelin, 
  however, has not settled and yearns still for 
  the city life and her friends of old. 
   
  The 
  only 
  blight 
  upon 
  the 
  idyllic 
  translocation was the recent Storm of Chaos. 
  During the invasion a party of mutants 
  raided Hachenwald for food and loot. Luckily 
  the town was forewarned by a shepherd and 
  was quickly evacuated by retired Witch 
  Hunter, Welfhard Krause. Without knowing 
  the exact number of raiders he knew that the 
  town was not easily defensible and led folk to 
  safety in the forest.  
   
  Unfortunately in the confusion Ernst was left 
  behind and got captured as he tried to secure 
  the inn. Cheated of any other prey, the 
  mutants enjoyed some sport with Ernst, 
  taking perverse pleasure in torturing the poor 
  innkeeper. With the women and children 
  safe, Welfhard Krause and Stefan Siegel 
  gathered together a number of townsfolk 
  villages and drove the mutants off. They 
  found Ernst, battered and bleeding, hanging 
  by his feet in the main bar. It took sometime 
  for Ernst to get over that night but when he 
  did all swear that a haunted look still 
  remained in his eyes. 
   
  Since then, behind the good for business, 
  happy façade of the Hoffman family all has 
  not been well. Ernst has become almost 
  fanatical about the business spending more 
  time with the customers and the balancing of 
  the books. Ada, somewhat perplexed and 
  unhappy about this change in her husband, 
  has fallen for the amorous advances of Ewald 
  Hahn, the stableman. Unfortunately for Ada, 
  so has her daughter Wendelin, who is now 
  pregnant with Ewald’s child. Some months 
  later when it became obvious that their 
  daughter was pregnant both Ernst and Ada 
  flew into a rage, made worse by the fact that 
  she refused to name the father. 
   
  The twist to this is that Ewald is not just a 
  simple stableman, but in fact a follower of 
  Slaanesh. He has been seeing all of the 
  women in Hachenwald, each conquest being 
  dedicated to the chaos god. So far his rugged 
  charm and wit has meant that this 
  promiscuity has gone unnoticed.  
   
  That night  
  Like many days since Wendelin’s revelation 
  Ernst has been getting more and more 
  paranoid about the identity of the baby’s 
  father, even to the point of suspecting the 
  halfling cook. Up till now he has managed to 
  keep this in check, biting his tongue in 
  public and berating his daughter in private.  
   
  Ada, however, has been subtler and has been 
  watching her daughter carefully. Today, that 
  scrutiny has borne a fruit that has left a sour 
  taste in her mouth. Earlier on she spotted 
  Wendelin with Ewald. This revelation has 
  made her more determined to punish Ewald 
  for cheating on her and she will pick on a 
  player to make him jealous. She will select 
  the player that looks the most physically 
  strong. Although she will draw the line at a 
  dwarfs or a halfling, a warrior elf would be 
  perfect. 
   
  A Right Farce by Stuart Orford 
  Page 7 of 34 
  
   
  A Right Farce by Stuart Orford 
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  Wendelin meanwhile has been plotting 
  maliciously to confuse her parents and escape 
  from the dreaded inn. She has decided to tell 
  Ernst that one of the inns residents is the 
  father of the child. She hopes this will lead 
  him into an uncontrollable rage and allow 
  her to elope with Ewald to Middenheim. 
  Tonight is the time to act, although she 
  hasn’t told Ewald yet, she is actively looking 
  out for an ideal sap. Knowing that her father 
  is getting more stressed by the situation she 
  will pick out one of the players. To make 
  matters worse if any of the players are non-
  human she will choose one of them, 
  preferably an elf first, then a dwarf and 
  finally a halfling. Other than that she will 
  pick out the physically weakest person of the 
  players. Her aim is to cause the greatest 
  amount of shock and confusion to her father.  
   
  That night Ernst is serving behind the bar 
  and 
  greeting 
  any 
  guests 
  that 
  arrive, 
  introducing them to the inn and his family. 
  Ada is also serving and will show the players 
  to their rooms, offering them a hot bath. 
  Wendelin is taking drinks back and forth in 
  the bar and clearing tables while Ewald is 
  sitting with the oldsters (see The Tale of 
  Grumpy Old Men). 
   
  [The main p oblem for the game masters is 
  keeping at least two o  more of the players 
  downstairs in the bar. There are tactics tha
  you can u e to make sure they stay 
  downstairs. No food or drink will be 
  provided to the rooms, Ada giving the reason 
  tha  the smell upstairs can be off putting for 
  other guests. If the playe s seem to want to
  stay in their rooms you can always use the 
  option to have Ada o  Wendelin approach 
  them the e. They will be more obvious in 
  the r atten ions here but will both try and 
  convince the players to come downstairs 
  with promise  of fun later] 
   
  Ada and Wendelin will over the night 
  gradually flirt with their chosen players. As 
  the flirtation continues Ada will cast sly 
  glances over to Ewald to see if the attempts 
  are making him jealous [Hard perception test 
  to spot these glances]. Unfortunately, for her 
  this will not work on Ewald. Ernst will not 
  spot his wife’s blatant flirtation, as he 
  remains preoccupied by his daughters equally 
  obvious courting of her player. As the night 
  continues, Ada’s frustration will mount till 
  she can stand it no more, at which point will 
  soundly kiss the player while looking at 
  Ewald. [Rou ine perception test to spot this]. 
  With still no reaction from Ewald, Ada will 
  go up to him, slap him around the face and 
  storm off upstairs. 
   
  A stunned silence will follow and that is 
  when Wendelin, taking full advantage of the 
  situation, will tell everyone that the player is 
  the father of her child. Ernst, bewildered by 
  Ada and now confronted with this revelation 
  will finally crack.  
   
  [Dependent on how each of the playe s act is 
  how soon the confron ation with Ernst 
  occurs. However, if the players are coy or 
  deliberately trying to avoid Ada and 
  Wendelin then it will occur at around 10 
  o’clock. Give the player or players a chance 
  to talk their way out of this. While Ernst is 
  angry and confused, there is no obvious 
  violence in him. A challenging Tactics test 
  will spot this. Each few turns will require a
  roll for him to see if he suffers from his 
  insanity, see his profile. Ernst needs to be 
  calmed down and a successful hard Academic 
  Knowledge (Science) can be made to detect 
  his insanity, which may help] 
   
  As Ernst shouts at the unfortunate players 
  and possibly slips into a flashback, Wendelin 
  will attempt to drag Ewald out of the bar. 
  [With every hing that’s going on this will 
  require a hard perception test to spot]. A few 
  short words from Ewald will leave Wendelin 
  in tears and fleeing upstairs. At this point if 
  Ernst is not yet suffering from a flashback 
  then one will start. 
   
  To make matters worse as the players 
  attempt to deal with Ernst, Welfhard Krause 
  will rise to his feet and denounce one of the 
  players as a follower of chaos (see The Tale of 
  Page 8 of 34 
  
   
  A Right Farce by Stuart Orford 
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  Blind Faith). [Obviously if you a e not 
  including The Tale of Blind Faith plot line 
  then this will not occur. However, you can 
  always use the Oldsters to annoy the players 
  instead – see Tale of the Grumpy Old Men] 
   
  Solution 
  There is no real solution to The Tale of 
  Insane Infidelity, but don’t let that stop the 
  players thinking that there is one. Ewald can 
  be confronted if the players spot his 
  involvement and he will admit to seeing both 
  of the Hoffman’s with undisguised zeal in his 
  voice. [Average fellowship test to spot tha  
  his enthusiasm and casualness about the 
  situation does not seem right] Both Ada and 
  Wendelin will finally realise that they have 
  been made a fool of but are both too proud to 
  admit it publicly. Lastly, poor Ernst will 
  retreat to his study with a bottle of fine 
  Bretonnian brandy and not come out again 
  that night. After this other events in the inn 
  will overshadow the tragic story of the 
  Hoffman’s. 
   
  Experience Points 
  � Not killing Ernst: 20 
  � Confronting Ewald: 20 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
   
  What if? 
  What if there are no or too few male 
  player characters in the group? If this is 
  the case then the target characters will 
  be; for Ada, Baldermero (see The Tale of 
  the Dashing Blade) and for Wendelin, 
  Giselbert Fuchs (see The Tale of Singing 
  for 
  your 
  Supper). 
  Female 
  player 
  characters can always be drawn into the 
  action in the ensuing chaos. 
   
  The Tale of a Strange Brew 
   
  Background 
  Burkhard Bauer, the town handyman is 
  a fragrant person. His passion has always 
  been dirt, mould and things that rot. 
  Many have questioned this unpleasant 
  fascination but his unnatural passion has led 
  him to be invaluable to the town as the 
  person for the dirty jobs. While not the most 
  intelligent of people, Burkhard is very good 
  with his hands, and is never happier than 
  when emptying a privy, replacing rotten 
  wooden boards or doing other generally 
  grubby jobs. 
   
  Apart from his unique foul body odour, 
  Burkhard is covered in all manner of boils of 
  various sizes and shades of yellow. Many of 
  the town accept this to be a side effect of his 
  job; however the truth is somewhat nastier. 
  Burkhard is a follower of Nurgle and the 
  boils are a small gift from the chaos god for 
  years of dirty devotion. Beneath his hovel he 
  has dug out a small shrine to the chaos god. 
  Here he dumps selected prime chunks of 
  waste as offerings, capering in delight 
  through knee high rubbish, excrement and 
  rotting animal corpses. 
   
  This dedication to all things putrid drew the 
  attention of the Skaven Clan Pestilens. In 
  Burkhard’s natural resilience they saw a 
  perfect host for various awful concoctions. 
  All the time though the Skaven have been 
  cooking 
  up 
  a 
  new 
  plague, 
  slowly 
  experimenting on their pet human. Their aim 
  Page 9 of 34 
  
   
  A Right Farce by Stuart Orford 
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  is to find the next great plague after the Black 
  Death and the Red Pox. Tonight is going to 
  be the final test and the Plague Monks final 
  batch, Brew 13, is going to be released upon 
  the unsuspecting townsfolk of Hachenwald. 
  To make sure that no Skaven could get 
  caught in the spread they’ve persuaded 
  Burkhard to release Brew 13. The handyman 
  is only eager to help as they have told him 
  that any victim of the plague dies from 
  rotting away from the inside. This is 
  something he would really like to see. 
   
  That night 
  Burkhard is waiting patiently for Plague 
  Monk Snikthet to bring Brew 13. Despite his 
  excitement about using Brew 13 he does have 
  some misgivings about its deployment. 
  Snikthet has told him before that Brew 13 
  needs to have at least skin contact with the 
  victim but more ideally needs to be ingested. 
  The Skaven plan is for the Brew 13 to be 
  added to the inns food. The mixture itself is 
  tasteless but does have an odour of mildew, 
  but this shouldn’t be noticed in the glorious 
  food served up by the Inn. Unfortunately, 
  Burkhard is scared of the inns cook, Stefan 
  Siegel, who has sworn before now that he 
  would slice him up like a carrot if he brought 
  his filthy foul body anywhere near the 
  pristine kitchen. So Burkhard has come up 
  with an ingenious plan to coat the surface of 
  the privy seat in Brew 13, as he knows that 
  everyone in the inn has to pay a visit there 
  sometime. 
   
  As the players arrive at the inn Burkhard is 
  lurking to the side of the inns privy waiting 
  for Snikthet to arrive. [Challenging sight 
  perception test to see him. When nearer, an 
  easy smell perception tes  to catch his reek]. 
  If anyone spots him he’ll pretend to be 
  picking though a pile of rubbish. To anyone 
  local this would be normal; however, the 
  players may find this rather strange. [Any 
  player will have to make a challenging 
  toughness test on approaching him to avoid 
  gagging from the smell]. If questioned 
  Burkhard will babble away that he’s lost his 
  lucky 
  chicken 
  wishbone. 
  [Successful 
  fellowship rolls will g ve the players a hint 
  that he seems to be acting suspiciously. 
  Although searching through a mound of 
  rubbish in a thunderstorm for a chicken bone 
  is enough of a hint anyway!]. 
   
  The players can, if they wish, keep an eye on 
  him either from the inn or from by the 
  Brew 13 
  Brew 13 needs either skin contact or ideally ingested for it to infect the victim. Skin requires an 
  average toughness test to resist the plague. Ingestion requires a challenging toughness test to resist. 
  If resisted the player is considered immune. Once infected the victim has only 5 days before they 
  die. An attempt to heal by mundane means can be made in the first two days. This will require a 
  hard Academic Knowledge (Science) test, followed by a hard Heal test. The test level can be 
  reduced by one level for each successful heal. A Cure Disease spell will automatically cure anyone 
  in the first two days. For day 3 and 4 the victim must make a routine toughness test to see if he is 
  cured. If he fails he will suffer a relapse. 
   
  � Day 1- on infection insides feel all churned up, one moment tight, next very loose, throaty 
  cough, sweating. –5% on all Agility and Strength rolls. 
  � Day 2 - severe case of belching, hiccups and indigestion. –10% on all Agility and Strength 
  rolls. –10% on any Fellowship rolls. 
  � Day 3 – diarrhoea. –15% on all Agility and Strength rolls. 
  � Day 4 – vomiting. –20% on all Agility and Strength rolls. 
  � Day 5 - insides collapse into a rotting mess, victim dies. 
   
  The plague can be transferred from person to person by touch or by airborne contagion (coughing, 
  belching and sneezing). A routine toughness test is required to resist. 
  Page 10 of 34 
  
   
  A Right Farce by Stuart Orford 
   
  l
   
  s
  stables. There are rooms available to book 
  that look over the rear of the inn where the 
  privy is located. Whilst there is some cover 
  from the rain by the stables there is more 
  chance that the players could be spotted by 
  Burkhard or Snikthet.  
   
  If the players decide to keep an eye on 
  Burkhard they will have a chance to see his 
  meeting with Snikthet. The Plague Monk 
  will arrive around 8 o’clock and is dressed in 
  traditional 
  hooded 
  robes. 
  [Challenging 
  perception roll required to see a short 
  hunched over figure skitter across to 
  Burkhard, a second very hard perception to 
  spot a tail that flicks back and forth from 
  beneath the robe]. Burkhard and Snikthet 
  will talk for a few seconds before the skaven 
  hands over a bottle of Brew 13 and scuttles 
  away. Burkhard will then dart in the other 
  direction, hopefully fooling the Plague Monk 
  into thinking that he is going to use the Brew 
  13 in the kitchen. If the players keep 
  watching they will see him double back and 
  go into the privy. If the players are watching 
  from the inn by the time get downstairs and 
  outside the privy is empty and there’s no sign 
  of Burkhard. If they are watching from the 
  stables Burkhard goes in and comes out 
  around half a minute later. If investigated, 
  the privy looks the same as ever and 
  although it appears to be cleaner than most, 
  it remains horribly smelly. There’s no chance 
  of the players spotting any residue of Brew 
  13. From here they can try and track down 
  Burkhard or go back into the inn. 
   
  Burkhard can be found in his one room hovel 
  on the outskirts of town eagerly waiting for 
  Brew 13 to begin its deadly work. [Again any 
  player will have to make a challenging 
  toughness test to enter the hovel. The shrine
  of Nurgle beneath the place has never been 
  found as all locals careful y avoid the place]
  Burkhard will attempt to flee into the woods 
  if threatened and will make no move attack 
  anyone, relying on his babbling to persuade 
  players that he is worthless. All the time he is 
  clutching a bottle marked with a series of 
  strange sigils. [The sigils read Brew 13 in 
  Skaven. It is unlikely that any player will 
  have 
  Speak 
  Language 
  (Queekish) 
  and 
  Read/Write but a succes ful hard Academic 
  Knowledge (Empire History) will let the 
  players know that it is Skaven writing. An 
  easy search roll will reveal the entrance to 
  the shrine beneath. Any player wishing to go 
  into the shrine will need to make a hard 
  toughness test in order to do so. If any player 
  does go in they will need to make another 
  challenging toughness test or catch a random 
  disease as selected by the game master. The 
  shrine itself does not contain any worthwhile 
  items]   
   
  If the players do not consider Burkhard’s 
  initial actions as strange enough to warrant 
  watching then the above still takes place in 
  the same time frame. 
   
  Snikthet, meanwhile, will watch Burkhard 
  and if necessary the players investigations 
  before 
  acting. 
  Disappointed, 
  but 
  not 
  surprised by Burkhards actions, the Plague 
  Monk will wait until midnight before 
  attempting to slip into the kitchen and 
  spread the Brew 13 (see The Tale of the 
  Cook). 
   
  Solution 
  The ideal solution would be to stop Bauer 
  poisoning the privy. An easier solution 
  would be to find out from him about Brew 13 
  and the Skaven connection. Burning the 
  privy down will destroy the Brew 13 spread 
  there. Killing Bauer without a proper trial or 
  condemnation from a suitable authority 
  figure (witch hunter, grey wizard, a priest) 
  will not gain any points.  
   
  Experience Points 
  � Spotting that Bauer is acting suspiciously 
  and watching him: 20 
  � Finding Bauer’s shrine, about Brew 13 
  and the skaven connection: 20 
  � Identifying the possible dreadful spread 
  of Brew 13: 10  
  � Burning the privy down: 30 
  � Bauer on trial or condemned: 20 
  Page 11 of 34 
  
   
  � Diagnosing anyone that has caught Brew 
  13: 10 
  � Healing anyone of Brew 13: 10 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
   
  The Tale of Blind Faith 
   
  Background 
  A Right Farce by Stuart Orford 
  r
  Welfhard Krause retired to Hachenwald 
  many years ago. The story he tells is of a 
  dangerous and successful life as a witch 
  hunter of Sigmar. Yet the true tale is that his 
  senior officers in the service had forced his 
  retirement. 
  Concerns 
  had 
  grown 
  that 
  Krause’s once sharp mind and judgment had 
  been 
  seriously 
  affected 
  by 
  too 
  many 
  encounters with the forces of chaos. Krause 
  had started to see everyone as tainted by the 
  ruinous powers. This had culminated when 
  his attempt to purify by flame an inn that he 
  had wrongly judged full of cultists was only 
  thwarted by a timely church intervention. 
  Krause’s seniors, conscious that they could 
  not retire him in his current frame of mind 
  and not wanting to permanently imprison 
  him, decided to try and cure him of his 
  paranoia. Without more ado Krause was 
  interred for treatment in Professor Wilhelm 
  Wundt’s University Asylum in Altdorf. Six 
  months later and Krause was released. 
  Professor Wundt hailed his experimental 
  therapy a complete success, even though the 
  process seemed to have robbed Krause of his 
  ability to cast spells. 
   
  A much more contented Krause chose to live 
  in Hachenwald as he knew of Baron 
  Jossgrunds 
  diligence 
  in 
  his 
  duties 
  as 
  protector. Once there he soon got to love the 
  quiet and laid back life in the town, 
  becoming a fixture in the Horse Feathers Inn, 
  often regaling visitors with tales of his deeds 
  and offering advice on matters of faith. The 
  latter soon saw him adopted as an unofficial 
  priest in the town, a role he gladly accepted. 
   
  The 
  perfect 
  retirement 
  was 
  rudely 
  interrupted as The Storm of Chaos forced 
  him back into his martial role when 
  rampaging mutants raided Hachenwald. The 
  townsfolk, aware of his time as a witch 
  hunter, turned to him for help and he soon 
  successfully organised the evacuation into 
  the forest. With the news of Ernst Hoffmans 
  capture the old Witch Hunter rapidly 
  brought a group of men together and aided 
  by Stefan Siegel, the Horse Feathers cook, 
  they drove off the mutants. The final fight 
  between Krause and the mutant leader is still 
  a favourite fireside tale in Hachenwald. Yet 
  as Krause stood victorious over the mutant’s 
  corpse he lost his fight with his sanity. It 
  finally became obvious that chaos was rife in 
  the Empire and something must have drawn 
  the mutants to Hachenwald as like attracts 
  like. From that point on Krause has begun to 
  see signs of taint in people. All he needs now 
  is to find the architect behind the towns’ 
  slippery slide into chaos. 
   
  That night 
  Krause is at his usual spot in the inn sitting 
  with the oldsters and Ewald Hahn. Since the 
  mutant attack on the town Krause has taken 
  to writing in a leather bound journal and 
  tonight is no different. He sits, back to the 
  fire, scratching away with a quill; face 
  hidden is the shadow of his long grey hair. 
  Anyone entering the inn will be subjected to 
  a long hard and very obvious [Ve y easy 
  perception test] stare before he returns to his 
  book. 
   
  However, tonight is different and the stare 
  stays longer as his fevered eyes finally find 
  the person who he judges is the town’s 
  nemesis. 
  Unfortunately, 
  the 
  supposed 
  nemesis is one of the players. Krause will 
  select the one player that looks beyond the 
  norm, a wizard would be perfect but anyone 
  that looks different will work. 
   
  If the player returns the stare he will narrow 
  his eyes and then return with applied vigour 
  to writing his journal. If questioned he will 
  not look up but will quite calmly reply 
  “Brazen mouths betray brazen thoughts” and 
  if asked to clarify this comment will continue 
  Page 12 of 34 
  
   
  with “Pure in heart and mind was Sigmar, 
  remember his deeds”. After that the Oldsters 
  will interject telling the player not to bother 
  the hero of Hachenwald and will retell the 
  tale of the mutant attack yet again. 
   
  A Right Farce by Stuart Orford 
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  t
  Whether Krause is approached or not he will 
  study the player during the early evening 
  [Routine perception test to spot thi ] and 
  continue making notes. If the player acts 
  furtively (as in if they get involved in Tale of 
  a Strange Brew) he will fell vindicated and 
  attempt to listen at any doors or overhear 
  any conversations. 
  [The Krause Questions 
  Roll 
  Set A 
  1 
  Have you seen colours that are not 
  there? 
  2 
  When did you last wash? 
  3 
  Have you ever read the works of 
  Professor Wagstav? 
  4 
  What do you hear in the whispers? 
  5 
  Have you had any impure thoughts? 
  6 
  When you look in a mirror do you 
  see a beast? 
  7 
  Do you realise that your glow is the 
  colour of blood? 
  8 
  Have you ever spoken to Morrslieb? 
  9 
  If I were to blink three times would 
  you understand? 
  0 
  Do you often change your mind? 
   
  Set B 
  1 
  Have you seen the light of Sigmar? 
  2 
  How often do the snotlings bring 
  you these messages? 
  3 
  Your friends say that you chant in a 
  strange language while you sleep, 
  whom are you summoning? 
  4 
  Why do your footprints smoulder? 
  5 
  Do you often send your prayers to 
  the wrong God? 
  6 
  Does fire burn you? 
  7 
  Do you like to pick other peoples 
  boils? 
  8 
  If you stand in a dark room what do 
  you see? 
  9 
  What is your hidden purpose? 
  0 
  Why do you laugh when you kill? 
  There 
  are 
  two 
  ways 
  to 
  play 
  the 
  interrogation. You can either use the 
  questions in the order above or roll 
  randomly each time taking it in turns from 
  each set. If you select the latter do not 
  worry if the same question comes up more 
  than once. This will only help make the 
  exchange seem even more bizarre. Krause 
  will ask only the 20 questions (that is if the 
  player lets him get that far). 
   
  At some point in the night he will ask the 
  player if he can speak to him. Krause will not 
  be concerned if any other players or people 
  are there. In his eyes the more that can here 
  the conversation the better. He will state that 
  it is a matter of urgency and that all will be 
  revealed. In fact Krause is hoping that the 
  player will damn himself as he attempts a 
  skilful line of questioning. The problem is 
  that the questions are weird and have no 
  connections at all with each other (see table 
  to the left). 
   
  For each reply have Krause go “ah” or “I see” 
  or “hmmm” whilst making notes in his 
  journal. If the player tries a question of his 
  own Krause will ignore him and continue on. 
  If anyone attempts to look over his shoulder 
  to read the musings Krause will violently 
  shut the book shut and announce to the 
  snooping person “blessed words are not for 
  unblessed eyes”.  The players should be led to 
  think that Krause is some sort of local idiot 
  and it is obvious to all that the regulars 
  consider him to be a hero. If the player or 
  players interrupt him, start to raise their 
  voices or threaten violence he will slam his 
  book shut and say “damnation follow those 
  that stray from the hammers light” before 
  going to sit back down by the fire.  
   
  Krause will not move from that spot or talk 
  to anyone until after the revelations of Ada 
  and Wendelin Hoffman (see Tale of Insane 
  Infidelity). As soon as Ernst breaks down in 
  tears Krause will leap to his feet [Routine 
  perception test to spo ] and denounce 
  [Krause must try a public speaking test] the 
  Page 13 of 34 
  
   
  player he has identified is a follower of one 
  of the ruinous powers. 
   
  “Thus does the corruption of your soul, the 
  canker in your heart, the antithesis of all that 
  is good make itself known. I denounce thee 
  in the name of Holy Sigmar for leading this 
  town of Hachenwald into the yearning maw 
  of chaos. Prepare thyself for the purifying 
  fire!” 
   
  A Right Farce by Stuart Orford 
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  [At this point he will reach into the fireplace, 
  pull out a burning brand and attempt to se
  light to the curtains by table A. After this he 
  will advance on the nominated player. 
  Obviously he is beyond reasoning with and 
  will need to be stopped. All other members
  in the bar w ll stand in shock as this occurs. 
  If the nominated player i  not in the bar he
  will denounce the playe s that are there as 
  his minions and will then start to move 
  towards the players room, setting light to 
  anything easily flammable in his way  If all 
  the players have left the bar his progress will 
  go unstopped until he gets to their room, 
  however, the oldsters will be behind him 
  attempting o put out any fires] 
   
  The people of Hachenwald will be grateful if 
  Krause is stopped without being killed, as he 
  is obviously not well. However, his death 
  will not be blamed on the players if it occurs. 
  In the aftermath of the Hoffmans breakdown 
  and Krause’s breakdown Stefan Siegel will 
  take over and offer a round of drinks on the 
  house. If Krause is alive he will be locked in 
  the bathhouse till morning or if he is dead his 
  body will be placed in a spare room. 
   
  Solution 
  Whatever the players do Krause will pick on 
  one of them enough to warrant an official 
  challenge and fight. The best resolution 
  would be to defeat Krause and not kill him. 
  After all he is sick rather than evil. 
   
  Experience Points 
  � Defeating Krause without killing him: 30 
  � Defeating Krause by killing him: 15 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
   
  The Tale of a Contract Too Far 
   
  Background 
  Mercenary companies exist everywhere in 
  the Empire acting in useful roles as diverse as 
  caravan escorts, to bodyguard duty, to troops 
  for local lords. The life of a common 
  mercenary is poor pay, risk and drudgery. 
  For those rare few though it can be very 
  profitable, 
  with 
  even 
  some 
  companies 
  leading celebratory life. The recent Storm of 
  Chaos has drawn many companies from lands 
  other than the Empire, eager to satisfy the 
  demand for experienced troops. Two such 
  companies are the Glorious Revenge, from 
  Bretonnia and Moretti’s Blades from Tilea. 
   
  After a plague killed his village and his Lord, 
  Antoine saw the opportunity to escape from 
  his life of serfdom. Stealing as much of his 
  lords’ sword, armour and warhorse, he made 
  his way to Estalia. Since then Antoine has 
  pretended to be the bastard son of the Lord 
  du Gascony, wrongly exiled by his father and 
  bidding to lead an army back to reclaim his 
  home. As he travelled through Estalia he 
  managed to gather a fair number of Knight 
  Errants and runaway serfs, all enchanted by 
  his woeful tale to form a company called The 
  Glorious Revenge. Antoine has managed to 
  persuade the band that they need to do some 
  mercenary work in order to prepare them for 
  the fight to come. The truth of the matter is 
  that Antoine is slowly building up enough 
  money from various contracts in order to 
  settle comfortably somewhere in south Tilea. 
   
  Moretti's Blades are a band of mercenaries 
  from Tilea who have come north seeking 
  opportunities in the wake of the Storm of 
  Chaos. Salvatore Moretti, an arrogant crime 
  lord, leads the band and has designs on 
  becoming a real power in Tilean criminal 
  circles. Unfortunately for Moretti, the other 
  crime lords consider his band a joke and of 
  no threat to them. Moretti though has big 
  Page 14 of 34 
  
   
  plans. Together with making a profit from 
  any mercenary work, Moretti has begun to 
  make contacts in the Empire criminal 
  fraternity 
  seeking 
  alliances 
  and 
  other 
  business opportunities. 
   
  A Right Farce by Stuart Orford 
  r
  i
   
   
  Both bands have arrived by mistake in 
  Hachenwald because of an erroneous poster 
  advertising for mercenaries [in the nearest 
  city to where you a e setting the scenario]. 
  The poster had been put up on behalf of the 
  Lord 
  of 
  Zudningen 
  asking 
  for 
  any 
  mercenaries to meet him at the Cock 
  Feathers Inn in Lachenwald. Unfortunately, 
  it had been written as the Lord of Budningen 
  asking for mercenaries to meet him at the 
  Horse Feathers Inn in Hachenwald. [The 
  poster also states the date of the meeting, 
  which by chance will be the night that the 
  players arr ve at the inn]. By the time the 
  blunder was spotted both du Gascony and 
  Moretti had seen the original and had left. 
   
  To make sure that they did not miss the 
  contact the two companies had arrived early, 
  setting up camps in the surrounding forest. 
  Each aware of the potential competition du 
  Gascony and Morettit choose to stay in the 
  inn with two men just to make sure that they 
  did not miss the contact. As the last few days 
  have gone by the tension has risen to near 
  breaking point. 
   
  That night 
  As for each of the last few nights du Gascony 
  and Moretti have settled themselves down in 
  the bar, with tonight, the night, for the 
  contact to arrive and discuss terms. Both 
  groups sit in silence nursing their tankards 
  with one eye on the door, one eye on each 
  other and a nervous hand on their sword 
  hilts. When the players arrive at the inn both 
  du Gascony and Moretti will mistakenly 
  assume that they are the contacts. They will 
  wait for the players to get cleaned up before 
  making an approach as they sit down to eat. 
  Wherever the players sit in the bar the 
  nearest leader will make the first approach. 
   
  Antoine du Gascony – “I would like to 
  promote myself and my others for the treaty 
  that you are donating. The Glorious Revenge 
  are all stringy fighting men with countless 
  years of familiarity. We will do your treaty 
  with pride and you can be sheltered in the 
  prudence that our blades will be at your 
  dominion. I would like to debate the 
  requisites and conditions with you if I may 
  please.” 
   
  Salvatore Moretti – “Moretti’s Blades are the 
  most excellent that there is and I, Salvatore 
  Moretti, pronounce this to be true. We have 
  arrived here in this celebrated Empire to 
  exert ourselves for any fine person who 
  needs the relief. Please, let us discuss facts 
  now, I would hear of what expense you are 
  taking into consideration.” 
   
  [Unfortunately Antoine’s and Salvartore’s 
  Reikspeil is poor and they will need to make 
  an intelligence test for any questions that the 
  players ask to see if they understand. If they 
  fail then they will misinterpret the question
  and respond with a completely different 
  answer] 
   
  Most likely the players will plead total 
  ignorance to them. If they do, both will sit 
  back down now convinced that the supposed 
  contact is attempting to play the two groups 
  off of each other in order to get the lowest 
  price. [Easy perception test to spot the 
  venomous glares between the two groups]. 
   
  The two will remain silent for the rest of the 
  night and will not get involved in any other 
  events that occur. They will approach again 
  after the conclusion to the debacle with 
  Welfhard Krause (see Tale of Blind Faith) has 
  seen everyone invited back downstairs for a 
  drink to sooth the nerves. While all are 
  supping the free round both groups at the 
  same 
  time 
  and 
  confront 
  the 
  players, 
  demanding 
  that 
  they 
  choose. 
  When 
  obviously the players still plead ignorance 
  the frustration and perceived humiliation 
  will boil over into a fight. [Both groups will 
  fight with their fists unless the players pull 
  Page 15 of 34 
  
   
  any weapons at which point they will do the 
  same. If the players do not pull any weapons 
  then one member will pull a dagger five 
  turns in] 
   
  Solution 
  A fight is inevitable; whether or not the 
  players get caught up in it is another matter. 
   
  Experience Points 
  � Defeating Antoine du Gascony: 20 
  � Defeating Salvatore Moretti: 20 
  � Avoiding the fight: 10 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
   
  The Smaller Plots 
   
  The Tale of the Dashing Blade 
  Baldermero is an Estalian whose aim in life is 
  to become a renowned Diestro. Bored with 
  the same old duels and the same old 
  adversaries he has journeyed north to test his 
  worth against the best the Empire has and 
  also to try his blade against the forces of 
  chaos. So far he has failed to do either. 
  Baldermero can only speak and understand a 
  few phrases of Reikspiel (see his profile for 
  the list) and has so far not seen anyone 
  worthy enough to try his blade against. That 
  is until the players turn up at the inn where 
  he is sitting brooding on this uncultured 
  Empire and its unsophisticated people. 
   
  That night 
  After eating his evening meal Baldermero 
  will challenge any of the players that are 
  either dressed in fine clothes or are elven. He 
  will not debase himself to speak to a dwarf, 
  considers halflings funny and will treat any 
  female players with extreme graciousness. 
  Anyone wearing any armour is considered to 
  be cowardly and therefore unworthy of his 
  challenge (unless they remove it). 
   
  If 
  any 
  player 
  accepts 
  his 
  challenge 
  Baldermero will clap him on the shoulders 
  talking away in Estalian and then lead them 
  to the first floor landing. He will then 
  attempt to describe the challenge in a 
  mixture of a few phrases and a lot more 
  Estalian. The loser of the duel is decided by 
  first blood shed. [First to score a wound 
  wins] 
   
  If Baldermero wins he will excitedly embrace 
  the defeated player, offer a healing salve, and 
  buy drinks to celebrate. If he loses he will 
  salute formally with his blade to his forehead 
  and then retire to his room.  
   
  Experience Points 
  � Defeating Baldermero: 20 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
   
  The Tale of the Cook 
  Stefan Siegel is a talented cook, an 
  outstanding brewer, a brilliant spy and a 
  deadly assassin. Now the last two do not 
  normally go with cook and brewer but they 
  were his one time profession and are now 
  something that he has happily been retired 
  from for many years. 
   
  Even those that know him by his old line of 
  work do not know the full extent of his 
  dealings working for the Empire. However, 
  those days are long behind him and he has 
  managed to pick up his cooking and brewing 
  hobby, 
  putting 
  the 
  same 
  amount 
  of 
  dedication as he did his more deadly trades. 
  He met Ernst Hoffman as he worked in a top 
  class Middenheim restaurant. Ernst was a 
  regular 
  at 
  the 
  restaurant 
  and 
  greatly 
  appreciated the delicacies that Stefan created. 
   
  One evening Ernst mentioned to Stefan that 
  he had bought the Horse Feathers Inn and 
  stated that the only thing that would surpass 
  his dreams would be to have Stefan working 
  there. Much to the surprise of Ernst, Stefan 
  readily agreed as he felt he needed a change 
  of scenery. Since then the Horse Feathers Inn 
  has gone from strength to strength. 
   
  A Right Farce by Stuart Orford 
  Page 16 of 34 
  
   
  That night 
  A Right Farce by Stuart Orford 
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  Stefan will be in his kitchen as usual. Every 
  now and again he will walk out of the 
  kitchen to see if everyone is happy with the 
  fare.  After the debacle with the Hoffmans 
  and Krause (see the Tale of Insane Infidelity 
  and the Tale of Blind Faith) he will serve 
  drinks on the house before returning to his 
  kitchen to sort out some supper. While he is 
  doing that the mercenary fight will break out 
  in the bar. [Stefan can be used to help the 
  players if things start to go bad or he can 
  appear just a  the last combatant falls to the 
  floor]  
   
  Stefan will want to know what is going on 
  but the story from the players should mollify 
  him enough. If there are any dead bodies he 
  will want them moved to the stables. 
  Survivors can be tied up and placed in their 
  rooms so that Baron Jossgrund can be 
  summoned on the morrow to deal with 
  them. He will suggest to all in the bar that it 
  would be best for all and for the inn that 
  everyone retires to their beds. 
   
  As people slowly start to filter out Stefan will 
  return to the kitchen, discovering that there 
  has been an intruder and that cellar door is 
  open. The intruder is none other than 
  Snikthet (see Tale of a Strange Brew) who 
  taken the opportunity to spread Brew 13 
  onto the food in the kitchen and is currently 
  investigating the brewery in the cellar. 
  Stefan will challenge the skaven before he 
  has chance to contaminate the beer. [The 
  resultant figh  will make enough noise to be
  heard in the inn above; average perception 
  on the ground floor, challenging on the first 
  floor and hard on the second]. Snikthet will 
  try to spray Brew 13 on anyone who he is in 
  contact with by shaking the bottle in front of 
  him. [The Skaven does not need a roll to 
  make this attack but the target has an average 
  agility chance to avoid. If they have dodge 
  blow this becomes a routine test. Anyone in 
  an adjacent square to the targe  has a chance
  of being hit a  the same time and will need to 
  make a rout ne agili y test to avoid. Snikthe
  has enough in his bottle to make 10 attacks.
  Anyone hit by the liquid form of Brew 13 has 
  more of a chance of being infected and will 
  need to make a hard toughness to resist]. 
  Stefan and Snikthet will still be fighting 
  when any of the players arrive. If no one 
  hears then eventually Stefan will kill 
  Snikthet but in turn will be infected by Brew 
  13. 
   
  Experience Points 
  � Helping Stefan defeat Snikthet: 30 
  � Diagnosing that Stefan has been infected: 
  10 
  � Healing Stefan: 10 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
   
  The Tale of a Purse 
  Gorch Klein is a well-traveled, expert 
  businessman, or so he would like his 
  customers to believe. Klein is in truth a con 
  artist and peddler of junk to the gullible. His 
  wares range from the totally useless to over 
  priced rubbish. He currently has on his 
  packhorse; 
  � Ever sharp cooking knife set: the blades 
  never loose their edge. All that you need 
  to do is sharpen them once a month. 
  This is true of any knife but Klein makes 
  it 
  sound 
  like 
  these 
  are 
  unique. 
  Starting price 10s 
  � Hot hand stone: on a cold night what you 
  need is a special stone tha  can be used to 
  keep your hands warm  Ju  hea  i  up in 
  the camp fire for 10 minutes, then pick 
  up and feel the soo hing warmth. 
  The only drawback is that the stone can 
  cause burns to any exposed skin (1 
  wound). 
  Starting price 10s 
  � Quick draw scabbard spring: just place 
  the special spring in any scabbard and 
  never get caugh  out in a fight again. 
  The 
  demonstration 
  scabbard 
  always 
  works but any bought will not. If 
  installed the item acts as if the player has 
  the quick draw talent. However, each 
  time the player wants to use the item 
  Page 17 of 34 
  
   
  there is a chance that the spring will 
  malfunction. Roll d100; 
  � 01-50 blade comes out with a 
  raspy boing. Draw counts as a 
  free action. 
  � 51-75 the blade sticks. Another 
  attempt can be made next turn. 
  Player loses half an action. 
  � 76-100 the blade pops out of the 
  scabbard one square in a random 
  direction. Roll d10 for direction 
  with the square directly in front 
  as 1 and number clockwise from 
  there. A result of 9 or 0 means 
  that the blade fell in the players 
  square. Player loses half an 
  action. 
  Starting price 1gc 
  � Wunthbad Estate for sale: I have the 
  deeds right here, a nice walled mansion, 
  with spectacular views and very quiet 
  neighbours. 
  The deeds to the property are in fact 
  genuine; unfortunately the estate is on 
  the border with Sylvania, a fact that 
  Gorch will gloss over. [Hard Common 
  Knowledge 
  (Empire) 
  test 
  to 
  know 
  location]  
  Starting price 4000gc 
   
  That night 
  Klein will attempt his tricks to get a sale and, 
  after trying all the others in the bar, the 
  players offer new blood. Any player who 
  splits off from the group as they go to the 
  bar, the stables, their rooms or the privy will 
  be waylaid as they pass his table. 
   
  Experience Points 
  � Avoid buying anything off Klein: 10 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
   
  The Tale of Singing for your Supper 
  Giselbert Fuchs is a traveling minstrel of 
  some talent. Dressed in garish clothes and 
  displaying an air of extreme happiness Fuchs 
  is in love with his art. His joy at performing 
  has often been remarked upon as being 
  rather unnatural. Indeed his exuberant 
  personality does tend to grate on peoples 
  nerves with many claiming that no one 
  should be that cheerful all the time. 
   
  Fuchs only asks for food and board for his 
  performances but he does keep any tips that 
  are thrown his way. He is known along all of 
  the main routes in the Empire where 
  innkeepers see him as a cheap form of 
  entertainment. 
   
  That night 
  Fuchs has decided that this evening he would 
  have a mixture of songs and gentle lute 
  playing, as the mood in the inn has seemed 
  somewhat strained of late. In between sets he 
  will circulate through the bar spreading joy 
  to anyone who cares to listen and anyone 
  who ignores him will get a pinch of the 
  cheek and a “now, now, mister grumble 
  face”. 
   
  He will react with horror at any sort of 
  conflict and will try vainly to interpose 
  himself between any combatants. 
   
  Experience Points 
  � Listening 
  patiently 
  to 
  any 
  happy 
  prattling from Fuchs without telling him 
  to go away: 10 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
   
  The Tale of Grumpy Old Men 
  Walter, Herwin and Emerich are regulars of 
  the Horse Feathers Inn. Now in their dotage, 
  they are as much of a fixture in the bar room 
  as the tables and chairs. They have sat at 
  exactly the same table every night for as long 
  as anyone in the town can remember, 
  ruminating on anything and everything. 
  Nothing escapes their gaze and nothing 
  escapes their caustic comments. Hachenwald 
  locals have long since learnt to ignore the 
  three grumpy old men and Ernst believes 
  that they add character. They are often 
  joined at their table by Ewald Hahn who 
  A Right Farce by Stuart Orford 
  Page 18 of 34 
  
   
  they tolerate as he brings juicy gossip from 
  other towns around Hachenwald. 
   
  That night 
  Walter, Herwin and Emerich are on fine 
  form discussing the merits of the Empire as 
  compared to Tilea, Estalia and Bretonnia. 
  They have been working on the subject over 
  the last few nights as a response to the tavern 
  being full of ill-mannered outsiders, namely 
  Baldermero, 
  Antoine 
  du 
  Gascony 
  and 
  Salvatore Moretti. Unfortunately, these three 
  have 
  been 
  ignoring 
  the 
  comments, 
  concerned as they are with other more 
  important matters. 
   
  If any of the players come from anywhere 
  other than the Empire (this will include 
  dwarves and elves) they will also be picked 
  on. If the party is all Empire then the 
  grumpy old men will try and get them to 
  agree with their sarcastic observations. As 
  always Walter, Herwin and Emerich are 
  really harmless and will promptly shut up if 
  directly 
  confronted 
  with 
  any 
  sort 
  of 
  intimidation. They are however totally 
  impervious to any attempts at charm as they 
  will not be mollified by anyone trying to 
  obviously win them over. 
   
  Experience Points 
  � Not losing temper and reacting to the 
  oldsters: 10 
  � Attempting to placate them: 10 
  Plus 
  points 
  for 
  good 
  role-playing 
  as 
  appropriate. 
  A Right Farce by Stuart Orford 
  Page 19 of 34 
  
   
  Appendix A - The Horse Feathers Inn 
   
  The Horse Feathers Inn is located in the middle of Hachenwald along the town’s 
  main road. 
  A Right Farce by Stuart Orford 
  t
  The inn is a three-storey building and has been extended in the last few years by 
  the current owners. Outside the inn there is a large stables capable of holding two 
  coaches and a privy hidden behind some shoulder high hedging. 
  The inn has two main entrances, one at the front and another at the rear; a third 
  entrance is off the kitchen. Beneath the inn is a large cellar used as a brewery and 
  for stores. 
   
  Cellar 
  The only entrance to the cellar is 
  from the kitchen down a set of stone 
  stairs. The door to the cellar is 
  always kept locked, the keys being held by Ernst 
  Hoffman, Stefan Siegel and a third locked in a safe 
  in Ernst’s study. The cellar is stone lined and is on 
  average about 7’ high.  
   
  1) Stefan Siegel’s room 
  This room is rather austere considering its occupant is a Halfling. A single bed lies next to a 
  large table that is untidily covered in various herbs, bottles and other brewing equipment. A 
  large bookcase holds various works ranging from Empire history to cookbooks to scientific 
  scrolls. A small fireplace provides heat during the winter and is part of the main chimneystack 
  that includes the kitchen fireplace above. There is a small hidden alcove located in the wall 
  beneath the stairs [Hard search tes  to find] where Stefan keeps his savings [random d100 
  worth] together with the scrolls detailing his food and brewing recipes. 
  2) Cellar brewery and ale store 
  The main part of the cellar is taken up with various brewing vats bubbling and simmering 
  away. Around the edge racks hold full casks marked with the names of the various ales that the 
  Inn makes. Pipes and tubes extend back and forth across the room at average human head 
  height and anyone over 5’8” will have to duck up and down as they explore. The room exudes 
  a marvellous smell of hops, malt, honey and spices. 
  3) Wine rack and food store  
  This used to be the inns main wine cellar. However, since the inn has become famous for its 
  ales the wine now only takes up one wall and the rest is full of food stores. 
  4) Trapdoor to bar 
  The trapdoor allows for barrels to be quickly moved up and down to the bar via a small pulley 
  system. 
   
  Ground Floor 
  1) Bathhouse 
  The bathhouse can be reached either from the guest quarters on the first floor or via the 
  storeroom behind the bar. The door to the guest quarters can be locked by a dead bolt from the 
  inside while the door to the storeroom has a normal lock, the keys being held by Ada and 
  Wendelin. The room is heavily decorated in Tilean style (anyone from Tilea will realise that 
  Page 20 of 34 
  
   
  this has been very badly done) with fake windows showing scenes of waterfalls and majestic 
  scenery. A large round wooden tub, which can seat upto three people at a squeeze, dominates 
  the bathhouse. Water is fed in via a pump and a large copper hangs over the fire for heated 
  water. The room is also used to wash the linen for the inn. 
  2) Storeroom 
  The storeroom contains all the spare linen and other items. Shelves line the walls to either side 
  and extend back under the two closed staircases that sit either side of the room. 
  3) Kitchen 
  The kitchen is the domain of Stefan Siegel and unlike his own disorganised room is kept 
  extremely tidy. A large fire is constantly kept burning over which hangs the roast of the day, 
  while a pot of soup bubbles nicely on the side. A small oven next to the fireplace is used to 
  bake breads, cakes and pastries, both savory and sweet. Cooking utensils and pans of all sizes 
  hang from the ceiling above a large oak table that is at Halfling height. A set of step ladders 
  lean against the small cupboard that holds 
  spices, cooked meats, breads and vegetables. A 
  large ceramic sink, again at Halfling height 
  lies beneath the kitchens only window. The 
  kitchen has a door that leads out the back; all 
  of the Hoffmans and Stefan have a key. 
  4) Bar 
  The bar is an impressive affair of dark oak 
  beams and large solid oak tables. Two large 
  fireplaces warm the room during winter, with 
  one of them normally having a large pot 
  holding gently bubbling mulled wine. The bar itself is again made of study oak and shines with 
  many years worth of spit and polish. Behind the bar are two doors that lead to the kitchen and 
  to the Hoffman family quarters. The room is kept as tidy as possible The two main entrances 
  into the bar are through two small porches. The porch at the back includes the stairs that leads 
  to the first floor guest quarters. Ernst Hoffman will be behind the bar, whilst Ada busies 
  herself in and out of the kitchen and Wendelin clears tables. 
  A. Giselbert Fuchs: attempting to entertain 
  B. The Oldsters, Welfhard Krause and Ewald Hahn: in their traditional drinking spot by 
  fire 
  C. Salvatore Moretti: sits with his two men glaring at Antoine du Gascony 
  D. Antoine du Gascony: sits with his two men glaring at Salvatore Moretti 
  E. Gorch Klein: near the bar and ready to accost anyone who comes near 
  5) Trapdoor to cellar 
  The trapdoor allows for barrels to be quickly moved up and down to the cellar bar via a small 
  pulley system. 
  6) Privy 
  The privy looks the same as at any other inn and although it appears to be cleaner than most, it 
  remains horribly smelly 
  7) Stables 
  The stables have room for 12 horses and 2 coaches. 
  8) Trapdoor to Hayloft 
  Access to the hayloft is by a large trapdoor and ladder. 
   
  A Right Farce by Stuart Orford 
  Page 21 of 34 
  
   
  First Floor 
  1) Ernst and Ada’s bedroom 
  Ernst and Ada’s bedroom is packed with furniture. A large bed sits beneath one window with 
  all the other walls hidden by wardrobes. [A successful hard search test will find a small locked 
  box that contains d100x2 worth of GC’s. A second hard search test will find Ada’s jewelry box, 
  the contents of which are worth d100GC’s which will require a hard evaluate roll to estimate] 
  2) Family Landing 
  The stairs leading up to the guest quarters from the bathhouse are blocked out so that this part 
  of the inn remains separate. 
  3) Kitchen roof 
  The roof is gently sloping away from the 
  building. 
  A Right Farce by Stuart Orford 
  r
  4) Guest Landing 
  5) Double room 
  Two single beds, fire and wardrobe. 
  A. Giselburt Fuchs 
  B. Salvatore Moretti 
  D. Gorch Klein 
  6) Single room 
  Single bed, fire and wardrobe. Another portable 
  bed can be brought in if required. 
  7) Double room 
  Two single beds and a wardrobe. Another portable bed can be brought in if required. 
  C. Two of Salvatore Moretti’s men 
  8) Privy roof 
  9) Open to stables below 
  This area of the stables is open to the ground floor below. 
  10) Hayloft and Ewald Hahns bedding 
  The hayloft contains all the hay bales and general tools and equipment for the inn. It is home 
  to Ewald Hahn who sleeps on a small bed surrounding by walls made of hay bales. The hayloft 
  is also sometimes used for extra sleeping places for servants and coachmen. 
  11) Trapdoor to stables 
  Access to the stables below is by a large trapdoor and ladder. 
   
  Second Floor 
  1) Wendelin’s bedroom 
  This bedroom is overflowing with red velvet and, like her parents bedroom, seems to have 
  more wardrobes than would normally be 
  necessary. Wendelin makes no effort to hide her 
  jewelry, which is spread out on her dressing 
  table. [Jewel y worth d10x5GCs which will 
  require a hard evaluate roll to estimate]  
  2) Study 
  The study holds Ernst’s small collection of 
  novels and plays from the Empires leading 
  literary lights. [A hard evaluate roll is required 
  to pick out any items of worth. If succeeded it 
  will identify four old first editions of some 
  classic works]. A single small desk sits beneath 
  Page 22 of 34 
  
   
  the window and here Ernst maintains the inns books (which are stored on a shelf to the side). 
  3) Double room 
  Two single beds and a wardrobe. Another portable bed can be brought in if required. 
  C. Two of du Gascony’s men 
  4) Double room 
  Two single beds, fire and wardrobe. 
  B. Antoine du Gascony 
  5) Single room 
  Single bed, fire and wardrobe. Another portable bed can be brought in if required. 
  6) Superior Double room 
  Four poster bed, fire, wardrobe, writing table and leather chairs 
  A. Baldermero 
  A Right Farce by Stuart Orford 
  Page 23 of 34 
  
   
  Appendix B - A Right Farcical Timeline 
   
  Time 
  What’s going on 
  6 to 7 
  o’`’clock 
  The players arrive and are greeted by Ernst. They are shown to their rooms by Ada, 
  offered the use of the bathhouse and then invited back down for evening meal. 
  Ada and Wendelin pick out two players to be their unfortunate saps. 
  Welfhard Krause spies the chaos leader disguised as one of the players. 
  In the bar …Ernst Hoffman, Wendelin Hoffman, the Oldsters, Welfhard Krause, 
  Gorch Klein, Antoine du Gascony (plus two men), Salvatore Moretti (plus two men), 
  Ewald Hahn (who will be sent out by Ernst to deal with the players’ horses or pack 
  animals if they have any), plus 2 – 5 other townsfolk. 
  7 to 8 
  o`’clock 
  Ada Hoffman starts flirting. 
  Baldermero will come down from his room for evening meal. 
  Gorch Klein will attempt to sell things to the players. 
  Stefan Siegel will come out of the kitchen and do a tour of the tables. 
  In the bar … Ernst Hoffman, Ada Hoffman, the Oldsters, Welfhard Krause, Gorch 
  Klein, Antoine du Gascony (plus two men), Salvatore Moretti (plus two men), Ewald 
  Hahn, Balermero, Stefan Siegel, plus 2 – 5 other townsfolk. 
  8 to 9 
  o`’clock 
  Giselbert Fuchs will come down form his room to perform in the bar. 
  Snikthet arrives for his meeting with Burkhard Bauer. 
  Burkhard Bauer spreads Brew 13 in the privy and returns to his hovel. 
  Baldermero will issue his challenge. 
  In the bar … Ernst Hoffman, Wendelin Hoffman, the Oldsters, Welfhard Krause, 
  Gorch Klein, Antoine du Gascony (plus two men), Salvatore Moretti (plus two men), 
  Ewald Hahn, Baldermero, Giselbert Fuchs, plus 2 – 5 other townsfolk. 
  9 to 10 
  o`’clock 
  Welhard Krause will attempt to interrogate his target player. 
  Ada Hoffman continues to flirt. 
  The Oldsters get more offensive. 
  Giselbert Fuchs will do a round of the tables. 
  In the bar … Ernst Hoffman, Ada Hoffman, Wendelin Hoffman, the Oldsters, 
  Welfhard Krause, Gorch Klein, Antoine du Gascony (plus two men), Salvatore 
  Moretti (plus two men), Ewald Hahn, Baldermero (dependent on the result of his 
  challenge), Giselbert Fuchs, plus 2 – 5 other townsfolk. 
  10 to 11 
  o`’clock 
  Ada creates a scene, slapping her target player and storming out. 
  Wendelin makes an announcement of who the father is. 
  Welfhard Krause accuses the player who he believes is the chaos leader. 
  In the bar … Ernst Hoffman, Ada Hoffman, Wendelin Hoffman, the Oldsters, 
  Welfhard Krause, Gorch Klein, Antoine du Gascony (plus two men), Salvatore 
  Moretti (plus two men), Ewald Hahn, Baldermero (dependent on the result of his 
  challenge), Giselbert Fuchs, plus 2 – 5 other townsfolk. 
  11 to 
  midnight 
  Guy du Gascony and Salvatore Moretti will start a brawl with each other and the 
  players.  
  In the bar … Stefan Siegel, the Oldsters, Gorch Klein, Antoine du Gascony (plus two 
  men), Salvatore Moretti (plus two men), Ewald Hahn (dependent on any actions 
  taken in the previous hour), Baldermero (dependent on the result of his challenge), 
  Giselbert Fuchs, plus 2 – 5 other townsfolk. 
  After 
  Midnight 
  Snikthet breaks into the inn, poisoning the food with Brew 13 and attempting to pour 
  the mixture into the beer in the cellar at which point Stefan Siegel finds him. 
  In the bar … no one. 
  A Right Farce by Stuart Orford 
  Page 24 of 34 
  
   
  Appendix C - A Cast of Thousands 
   
  Ernst Hoffman – Innkeeper, ex-Burgher 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  36 
  33 
  32 
  29 
  45 
  45 
  36 
  52 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  3 
  2 
  4 
  0 
  0 
  0 
  Skills: Blather, Common Knowledge (Empire), 
  Consume Alcohol, Drive, Evaluate, Gossip, 
  Haggle, Perception, Read/Write, Search, Speak 
  Language (Breton, Reikspiel) 
  Talents: Dealmaker, Etiquette, Resistance to 
  Poison, Savvy, Street Fighting, Strike to Stun, 
  Super Numerate 
  Trappings: Normal clothes, towel, apron, keys 
  (all doors). 
  Armour: None 
  Weapons: Cudgel (behind the bar) 
  Ernst Hoffman looks like the cliched innkeeper found everywhere in the Empire. Short, balding 
  and overweight, he works behind his bar and greets all visitors wearing the standard innkeepers 
  white apron with a hand towel permanently draped over his left shoulder. The one thing making 
  him different to others though is that the apron is spotless and the towel shows no signs of stained 
  beer. Ernst takes a fierce pride in his appearance and extends that to the inn believing it helps with 
  business.  
  While once an amiable and happy soul, a good listener and an even better raconteur he is now a 
  man beset by nightmares after his capture and torture by mutants. Ernst will make every effort to 
  put on a good display to all guests of the inn, playing the gracious host as well as he can (anyone 
  with Performer (Acting) will be able to spot this straight away). 
  Ernst suffers from a mild form of the insanity Knives of Memory. In any stressful situation he will 
  need to make a will power test. On a failure he will suffer from flashbacks to his night of capture 
  and will babble incoherently for d10 minutes. During this seizure he will react violently with his 
  fists if anyone touches him. If no one touches him during this time his babbling will lessen and 
  grow into sobs of tears. As soon as the tears start he will not react with violence to anyone 
  touching him 
   
  Ada Hoffman – Servant, ex-Camp Follower 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  34 
  30 
  30 
  40 
  43 
  44 
  36 
  51 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: Charm, Common Knowledge (Empire), 
  Dodge Blow, Drive, Gossip, Haggle, Perception, 
  Search, Sleight of Hand, Speak Language 
  (Breton, Reikspiel), Trade (Herbalist) 
  Talents: Acute Hearing, Dealmaker, Flee!, 
  Hardy, Seasoned Traveller, Sixth Sense, Strong 
  Minded 
  Trappings: Normal clothes, towel, apron and 
  keys (bathhouse, front door and side door). 
  Armour: None 
  Weapons: None 
  Ada Hoffman is a physical opposite to her husband being tall and slim with long dark hair. She 
  exudes an air of calm elegance, which seems to be a nice foil for Ernst’s jovial nature. In all matters 
  Ada is very businesslike and does not often chat with guests. Most attempts to draw her into a 
  conversation will be met with perfunctory replies. 
  A Right Farce by Stuart Orford 
  Page 25 of 34 
  
   
   
  Wendelin Hoffman – Servant 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  35 
  25 
  32 
  32 
  44 
  33 
  35 
  28 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  10 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Blather, Common Knowledge (Empire), 
  Gossip, Speak Language (Reikspiel), Trade: 
  Cook 
  Talents: Ambidextrous, Lightning Reflexes, 
  Night Vision 
  Trappings: Normal clothes, towel, apron and a 
  key (bathhouse). 
  Armour: None 
  Weapons: None 
  Wendelin takes after her mother in a lot of ways. Equally tall and attractive she radiates the same 
  sort of elegance. However, where Ada comes across as businesslike Wendelin comes across as aloof 
  and pretentious. She makes no secret of the fact that she does not like living in Hachenwald. 
   
  Welfhard Krause – Witch Hunter, ex-Initiate, ex-Priest, ex-Anointed Priest 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45 
  44 
  41 
  42 
  39 
  53 
  55 
  61 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  16 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: 
  Academic 
  Knowledge 
  (History, 
  Theology, 
  Chaos), 
  Channeling, 
  Charm, 
  Common 
  Knowledge 
  (Empire, 
  Halflings), 
  Gossip, 
  Heal, 
  Magical 
  Sense, 
  Perception, 
  Read/Write, Ride, Speak Arcane Language 
  (Magick), Speak Language (Reikspiel, Classical, 
  Kislev, Breton) 
  Talents: 
  Armoured 
  Caster, 
  Divine 
  Lore 
  (Sigmar), Lesser Magic (Magic Alarm, Dispel), 
  Lightning Reflexes, Meditation, Menacing, 
  Petty 
  Magic 
  (Divine), 
  Public 
  Speaking, 
  Seasoned Traveller, Sixth Sense, Stout Hearted, 
  Strike to Stun, Suave 
  Trappings: normal clothes, leather writing 
  book, quill and ink, silver chain and small 
  hammer of Sigmar and purse containing d10 
  shillings. 
  Armour: Leather jack: Body 1, Arms 1 
  Weapons: sword, dagger 
  Welfhard Krause dresses in severe clothes of heavy black wool and leather making him appear far 
  bigger than he actually is. Long steel grey hair hangs lank on his head and his face appears to be set 
  in a permanent scowl, his brow heavily creased, his eyes a soul piercing blue. 
  His mood often matches his face and yet despite this gruff manner the folk of Hachenwald still 
  seek Welfhard’s wisdom as a former priest of Sigmar, always acting on any advice he offers. 
  The eminent Professor Wundt of Altdorf treated Welfhard Krause only a few years ago in an effort 
  to restore his mind. As part of his treatment Krause lost the ability to cast any spells. 
  Recently though Welfhard’s sanity has shattered once more; his mind descending into a 
  fragmented state of paranoia. Seeing madness and depravity in the most harmless of events or 
  things, Krause has found Hachenwald guilty of being in league with chaos. All he now needs is the 
  leader. 
  A Right Farce by Stuart Orford 
  Page 26 of 34 
  
   
   
  Stefan Siegel – Assassin, ex-Camp Follower, ex-Spy 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  32 
  62 
  33 
  39 
  52 
  48 
  70 
  70 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  15 
  3 
  3 
  3 
  0 
  0 
  0 
  Skills: 
  Academic 
  Knowledge 
  (Genealogy), 
  Charm +10%, Common Knowledge (Empire, 
  Halflings, Kislev, Wastelands), Concealment, 
  Disguise, Drive, Gossip, Haggle, Lip Reading, 
  Perception, Performer (Actor), Pick Lock, 
  Secret 
  Language 
  (Battle 
  Tongue, 
  Thieves 
  Tongue), Shadowing, Silent Move, Sleight of 
  Hand, Speak Language (Reikspiel, Halfling, 
  Kislevian), Trade (Cook) +10% 
  Talents: Flee!, Hardy, Linguistics, Marksman, 
  Night Vision, Resistance to Chaos, Schemer, 
  Seasoned Traveller, Sixth Sense, Specialist 
  Weapon Group (Sling), Specialist Weapon 
  Group (Throwing), Street Fighter 
  Trappings: Normal clothes, towel and keys 
  (kitchen door, cellar door and his room). 
  Armour: Leather apron: Body 1 Legs 1 
  Weapons: dagger, 4 throwing daggers 
  Stefan Siegel is a Halfling thoroughly enjoying his retirement. Once a spy and assassin, now a cook 
  and brewer, Stefan likes to keep the past to himself. His time is now split between cooking for the 
  guests of the Inn and developing new ales. 
  Stefan will only talk to guests about the meals or ale that they have consumed and will only rarely 
  go away from this topic. 
  Note. Stefan is the one NPC that can be used to help out the players if they get into trouble during 
  a fight, if you are feeling generous. 
   
  Ewald Hahn – Servant, ex-Peasant 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  29 
  32 
  38 
  39 
  43 
  30 
  25 
  50 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Animal Care, Animal Training, Blather, 
  Charm, Charm Animal, Common Knowledge: 
  Empire, Concealment, Drive, Gossip, Outdoor 
  Survival, Performer (Singer), Row, Silent Move, 
  Speak Language (Reikspiel) 
  Talents: Etiquette, Hardy, Specialist Weapon 
  Group (Sling), Strong Minded, Suave 
  Trappings: Normal clothes, knife in boot, sling 
  hanging off his belt with a small bag containing 
  15 stones, purse containing d10 shillings. 
  Armour: None 
  Weapons: Dagger 
  Ewald Hahn is the picture of rugged handsomeness. He is a tall, strapping man with a smile to melt 
  the frostiest of hearts. Ewald seems to have a way with everyone leading him to be adored by the 
  women and befriended by the men. 
  Ewald speaks in a calm, assured manner, carefully choosing his words and listening with intense 
  patience. Whilst not having the greatest range of vocabulary he always seems to choose the exact 
  words that his listener wants to hear. 
   
  A Right Farce by Stuart Orford 
  Page 27 of 34 
  
   
   
  Burkhard Bauer – Bone Picker, ex-Peasant 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  32 
  28 
  31 
  60 
  36 
  28 
  26 
  23 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  6 
  4 
  0 
  0 
  0 
  Skills: Animal Care, Common Knowledge 
  (Empire), Concealment, Drive, Evaluate, Gossip, 
  Outdoor Survival, Search, Set Trap, Silent 
  Move, Speak Language (Reikspiel), Swim, Trade 
  (Cook) 
  Talents: Flee!, Hardy, Resistance to Disease, 
  Very Resilient 
  Trappings: Rotting clothes, bag of putrid 
  vegetables and bottle of Brew 13 (dependent on 
  when he is searched) 
  Armour: None 
  Weapons: None 
  Burkhard Bauer is repulsive. From a distance his shabby unwashed clothes and furtive manner 
  makes anyone who does not know him suspicious. This though palls into insignificance when he 
  gets nearer as the smell that pervades the air around him is truly appalling. Burkhard’s body is a 
  mass of colourful boils and pustules, some achingly ready to explode and others leaking horrible 
  pus. 
  As no one can stand his presence for any length of time Burkhard tends to babble rapidly when 
  spoken to, tripping over words and getting sentences mixed up. 
   
  Snikthet – Plague Monk 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  50 
  29 
  33 
  49 
  40 
  34 
  31 
  29 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  3 
  4 
  5 
  0 
  0 
  0 
  Skills: 
  Academic 
  Knowledge 
  (Theology), 
  Common Knowledge (Skaven), Concealment, 
  Dodge Blow, Outdoor Survival, Perception, 
  Scale Sheer Surface, Silent Move, Speak 
  Language (Queekish, Reikspiel), Swim 
  Talents: 
  Fearless, 
  Frenzy, 
  Night 
  Vision, 
  Resistance to Disease, Tunnel Rat 
  Note: Snikthet has been created using the 
  Plague Monk template found in the Skaven 
  Source book, plus Speak Language (Reikspiel) 
  Trappings: Plague monk robes and three bottles 
  of Brew 13 
  Armour: None 
  Weapons: sword, dagger 
  Snikthet’s foul robes hide a scabby hide of knotted fur, this, together with rheumy eyes and a 
  persistent snivel, marks him as a plague monk of potential. Snikthet decided long ago to make 
  himself invaluable to the Brew 13 scheme, worming his way into his superiors machinations and 
  despite his own revulsion, cultivating his dealings with the pet human Bauer. When Brew 13 was 
  successful then the time would come for Snikthet. 
   
  A Right Farce by Stuart Orford 
  Page 28 of 34 
  
   
   
  Baldermero – Estalian Diestro 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  51 
  31 
  39 
  41 
  39 
  29 
  32 
  33 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: 
  Academic 
  Knowledge 
  (Science), 
  Common Knowledge (Empire, Estalia), Dodge 
  Blow, Gossip, Read/Write, Speak Language 
  (Reikspiel, Estalian) 
  Talents: Lightning Reflexes, Luck, Quick Draw, 
  Specialist Weapon Group (Fencing), Strike 
  Mighty Blow, Sturdy 
  Trappings: 
  High 
  quality 
  clothes, 
  purse 
  containing 4d10 gold crowns and 4d10 shillings. 
  In his room a The Empire by Luiz Gonzales, 3 
  sets of quality clothes, 1 set of travelling clothes 
  and 5 pots of healing salve (1d10 wounds). 
  Armour: None 
  Weapons: Rapier, dagger, sword (in room) 
  Baldermero oozes self-confidence. Tanned, with neatly trimmed blue-black hair and a well-
  greased moustache he holds himself with a noble grace. Despite the cooler conditions in the 
  Empire, Baldermero still dresses in the clothes and style of his Estalian homeland. While one hand 
  rests casually on the hilt of his fencing foil, the other always seems to end up teasing and twirling 
  the ends of his moustache. 
  Baldermero only knows a few badly translated phrases of Reikspiel that he says in a heavily 
  Estalian accent. Together with “Yes” and “No” these are; 
  � Do have you room? 
  � Do have you food? 
  � How much? 
  � I seek the challenge of myself. 
  � You are worthy enemy. 
  � I challenge you to a contest by duel 
  decided by first scratch. 
  � I have salve that will help graze. 
  � I would not disgrace myself with such 
  pitiful challenge. 
  Intermingled with these phrases he will talk away in Estalian, all punctuated with expressive 
  hands, shrugging shoulders and heavy sighs. Any other question to him will require an Int roll to 
  see if he understands. 
   
  The Oldsters – Official Whiners 
  No stats are required for Walter, Herwin and Emerich as they will always act opposite to what 
  anyone wants or says, are immune to charm and are cowed by any form of intimidation. They 
  should be played as annoying old men with grating voices and an exasperating ability to find fault 
  with anything. 
  A Right Farce by Stuart Orford 
  Page 29 of 34 
  
   
   
  Gislbert Fuchs – Minstrel, ex-Entertainer 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  38 
  35 
  35 
  31 
  43 
  34 
  44 
  58 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  14 
  3 
  3 
  5 
  0 
  0 
  0 
  Skills: Charm, Common Knowledge (Empire), 
  Evaluate, Gossip, Perception, Performer (Actor, 
  Storyteller, Singer, Musician), Ride, Speak 
  Language (Reikspiel), Swim 
  Talents: Fleet Footed, Public Speaking, Trick 
  Riding, Warrior Born 
  Trappings: High quality clothes, musical pipes, 
  purse with d10 gold crowns and d10 shillings. 
  In his room d10 books of poetry, d10 books on 
  plays, travelling clothes. 
  Armour: None 
  Weapons: Sword, dagger (in his room) 
  Giselbert Fuchs is a man extremely happy and satisfied with his lot. A singer, actor and musician, 
  his job is his life. Hailing from Marienburg and of Bretonnian parents, he is a flamboyant man with 
  an extravert personality that he is more than delighted to spread around. Many cannot cope with 
  his gaudy clothes and grandiose behaviour, to which he is unfortunately oblivious. Despite being 
  from Marienburg Giselburt has adopted a faint Bretonnian lilt to his voice, believing that it adds to 
  his performances. 
   
  Gorch Klein – Charlatan, ex-Rogue 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  42 
  35 
  31 
  32 
  43 
  41 
  39 
  59 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Blather, Charm, Common Knowledge 
  (Empire), Evaluate, Gamble, Gossip, Haggle, 
  Perception, Performer (Story Teller), Search, 
  Sleight of Hand, Speak Language (Reikspiel) 
  Talents: Coolheaded, Luck, Public Speaking, 
  Schemer, Streetwise, Super Numerate 
  Trappings: Fine quality clothes, deed scroll for 
  Wunthbad, purse with 2d10 gold crowns and 
  3d10 shillings. In his small cart in the stables 
  boxes of ever sharp cooking knives, hot hand 
  stones and quick draw scabbard springs. In his 
  room 2 sets of clothes. 
  Armour: None 
  Weapons: Dagger, sword (with quick draw 
  spring) 
  Gorch Klein gives all the appearances of being a well off merchant. Conversations with Gorch 
  always lead to business and always lead to any goods that he has. To quote an old adage Gorch 
  would sell his grandmother if there were was a profit in it. 
  His sales patter moves at a pace where the buyer cannot keep up with the facts or the conversation 
  thread. Often the recipient of a Gorch sale will find himself confidently clutching a product that 
  he is convinced he has always wanted. 
  The problem is that many of the goods or investments that Gorch peddles are worthless or useless. 
  This leads to him living a busy life on the road, forever seeking a sale in the next town whilst 
  escaping customers from the last. 
   
  A Right Farce by Stuart Orford 
  Page 30 of 34 
  
   
   
  Antoine du Gascony – Demagogue, Ex-Peasant, ex-Outlaw 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41 
  40 
  36 
  48 
  33 
  35 
  35 
  57 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  13 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: Animal Care, Animal Training, Charm, 
  Charm 
  Animal, 
  Command, 
  Common 
  Knowledge (Bretonnia), Concealment, Dodge 
  Blow, Drive, Gamble, Gossip, Perception, Ride, 
  Scale Sheer Surface, Secret Signs (Thief), Set 
  Trap, Silent Move, Speak Language (Breton, 
  Reikspiel), Swim 
  Trade (Farmer) 
  Talents: Etiquette, Flee!, Hardy, Master Orator, 
  Rover, Streetwise, Strike to Stun, Very Resilient 
  Trappings: purse with 2d10 gold crowns. In his 
  room are set of travelling clothes. 
  Armour: Sleeved chain shirt, breastplate, mail 
  leggings leather jack, leather leggings: Body 5 
  Arms 3 Legs 3 
  Weapons: sword, dagger 
  Antoine du Gascony makes an imposing figure in his elaborate armour. The Bretonnian adopts a 
  noble air, treating anyone that he considers beneath him with a disdainful sneer. The problem is 
  that Antoine has started to forget his life as a peasant and is starting to believe in his own 
  magnificence, just like his hated former lord. 
  Antoine speaks Reikspiel with a heavy accentuated Breton accent to those who he considers 
  worthy, tossing demands and orders around with total disregard for the recipients feelings. 
   
  Glorious Revenge Mercenary – based on Sell Sword (from main book p235) 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  35 
  30 
  33 
  35 
  30 
  25 
  35 
  28 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (Bretonnia, Estalia), 
  Dodge 
  Blow, 
  Drive, 
  Gamble, 
  Gossip, 
  Perception, Secret Language (Battle Tongue), 
  Speak Language (Reikspiel, Breton, Estalian) 
  Talents: Coolheaded, Disarm, Marksman, Rapid 
  Reload, Sharpshooter 
  Trappings: purse with 2xd10 shillings 
  Armour: Full leather: Body 1, Arms 1, Legs 1 
  Weapons: sword, dagger 
  Antoine du Gascony has two men with him, both using the same profile. 
   
  A Right Farce by Stuart Orford 
  Page 31 of 34 
  
   
   
  Salvatore Moretti – Crime Lord, ex-Thief, ex-Fence 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  53 
  34 
  47 
  40 
  50 
  38 
  39 
  51 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  2 
  15 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Charm, Command, Common Knowledge 
  (Tilea), Concealment, Evaluate, Gossip, Haggle, 
  Intimidate, Perception, Pick Lock, Search, 
  Secret Language (Thieves’ Tongue), Silent 
  Move, Sleight of Hand, Speak Language 
  (Reikspiel, Tilean) 
  Talents: Mimic, Savvy, Streetwise, Strike to 
  Stun, Super Numerate, Trapfinder 
  Items: Fine quality full leather armour, chain 
  shirt, one-handed sword, dagger and purse with 
  2xd10 gold crowns 2d10 shillings. In his room 
  are several sets of clothes. 
  Armour: Full leather, chain shirt: Body 3, Arms 
  1, Legs 1 
  Weapons: Sword, dagger 
  Salvatore Moretti cuts a dashing figure in his leather armour. He is a small man with dark hair 
  swept back off his hawk like face that is adorned with a neatly trimmed goatee beard. Moretti is 
  always brash and boastful of his company, liking to constantly remind everyone that they are a 
  force to be reckoned with. 
  He has a mean streak and rules the Blades with an iron thumb, letting his sadistic second-in-
  command, Tibalt, do the dirty work. 
   
  Moretti’s Blades Mercenary – based on Sell Sword (from main book p235) 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  35 
  30 
  33 
  35 
  30 
  25 
  35 
  28 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  11 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (Tilea), Dodge 
  Blow, 
  Drive, 
  Gamble, 
  Gossip, 
  Gossip, 
  Perception, Secret Language (Battle Tongue), 
  Speak Language (Reikspiel, Tilean) 
  Talents: Coolheaded, Disarm, Marksman, Rapid 
  Reload, Sharpshooter 
  Trappings: purse with 2xd10 shillings 
  Armour: Full leather: Body 1, Arms 1, Legs 1 
  Weapons: sword, dagger 
  Salvatore Moretti has two men with him, both using the same profile. 
   
  A Right Farce by Stuart Orford 
  Page 32 of 34 
  
   
  Appendix D - The morning 
  after the night before … 
   
  There are various plot threads that can be 
  extended to further scenarios for use in your 
  campaign. Alternatively, A Right Farce could 
  be used as a starter scenario for a new set of 
  players or characters. 
   
  The Tale of Insane Infidelity 
  � Ewald Hahn could be a member of a 
  larger network of cultists in the area. 
  Maybe his conquests of women are part 
  of a sinister plot to convert people to 
  Slaanesh. 
  � Maybe his conquests are part of a ritual 
  to raise a demon or a search for suitable 
  sacrifice for his dreadful god. 
   
  The Tale of a Strange Brew 
  � There is always a possibility of Brew 13 
  spreading back to a nearby city. The 
  players could be caught up in the city as 
  the gates are shut to stop the spread. The 
  thread could be extended to have the 
  players holed up defending a tavern or 
  plotting an escape as the city descends 
  into mayhem and anarchy. 
  � Burkhard Bauer could be used as a host 
  of Brew 13 and instructed by Nurgle to 
  visit a city. As only the players know of 
  his involvement they have to hunt him 
  down before he reaches his destination. 
  � Clan Pestilens will be gnashing their 
  teeth if Snikthet is killed and Brew 13 
  stopped. The enmity of the Skaven is 
  easily earned and hard to eradicate. 
   
  The Tale of Blind Faith 
  � If Welfhard Krause is still alive the 
  players could be asked to escort him back 
  to 
  Professor 
  Wilhelm 
  Wundt’s 
  University Asylum in Altdorf. However, 
  not all is what it seems in the Asylum. 
   
  The Tale of a Contract Too Far 
  � Both leaders have their main mercenary 
  forces nearby who will be happy to take 
  out their revenge on the players. 
  � Salvatore Moretti has a map on his body 
  showing 
  something 
  in 
  the 
  Border 
  Princes. The problem is the map and its 
  notes are all in Tilean. 
   
  The Tale of the Dashing Blade 
  � Baldermero could be impressed with the 
  players and ask to join them on their 
  journey. An untimely challenge to 
  someone important could land the 
  players in all sorts of trouble. 
   
  The Tale of the Cook 
  � During the early hours Stefan Siegel gets 
  assassinated as his past finally catches up 
  with him. However, the players could 
  find a mysterious document in his room 
  hinting at some conspiracy in the 
  corridors of power. 
   
  The Tale of the Purse 
  � Seeing the players in action prompts 
  Gorch Klein into offering them a job. He 
  has a shipment of goods that needs 
  moving from one city to another. 
  However, the players will not be told 
  that the shipment is illegal and not only 
  do the authorities want it stopped but a 
  rival of Klein wants it for himself. 
  Additionally the shipment itself could be 
  dangerous. 
   
  The Tale of Singing for your Supper 
  � Giselbert Fuchs impressed with the 
  players asks for their help in traveling to 
  a Bretonnian Festival called the Chorus 
  Feast, but strange things lurk within the 
  city of tents. 
   
  The Tale of Grumpy Old Men 
  � There is no chance of any plot line 
  extending from these miserable old men. 
  A Right Farce by Stuart Orford 
  Page 33 of 34 
  
   
  Acknowledgments 
   
  The Monday Nighters who were the first to be afflicted with the scenario from which A Right 
  Farce was developed. For sake of anonymity and just in case they decide to sue I’ll present their 
  alternate identities. 
  • 
  The sneaky and underhanded halfling tomb robber, Axel Knotweed 
  • 
  The splendid and much confused Estalian diestro, Don Diego Rodriguez Paolo Jimenez 
  Del`Oroso 
  • 
  The staunch and brutal thug, Wolfgang Vogel 
  • 
  The graceful and aloof kithband warrior, Arandur Tharsirion 
   
  Additional thanks to the real life counterpart of Don Diego for the proof reading, exposing places 
  where my typing fingers got ahead of my brain. 
   
  Lastly, thanks to my better half for putting up with me acting like a kid for many years ☺. 
   
  Stuart Orford, 27th October 2006. 
   
  Note 
  Hachenwald town map created from a Google maps satellite image of a town in Germany. It was 
  then amended in graphics program to add sections of forest and filtered to make it look hand 
  drawn. The sign and the layout of the Horse Feathers Inn created in the same package by hand. 
  Watermark blatantly taken off the Black Industries web site ☺. 
  A Right Farce by Stuart Orford 
  Page 34 of 34 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/A right farce.pdf