TEXT: A Warhammer Fantasy Roleplay Scenario of 
  Fires, Swamps, Monsters and Heroes
  Written by: Daniel Gooch
  Artwork by: Martin Gooch
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 1
  
  Contents
  Page 3 - Scene 1: Do you smell burning?
  The PCs awake during the middle of a night in a burning inn, much the worse for wear after a night of 
  heavy drinking. Escaping a ﬁre when you�re befuddled can be tricky...
  Page 6 - Scene 2: No time for a Bar-B-Q! 
  A towering inferno, and a burning tentacled beast are amongst the things that keep the PCs hango-
  vers going.  They are commissioned to replace a beast from Mephisto�s Marvellous Menagerie.
  Page 12 - Scene 3: Taxing times
  It�s not only bandits who prey on those journeying in the woods.
  Page 13 - Scene 4: In to the swamp!
  From burning inn to insect ridden swamp, the PCs day is not getting any better
  Page 14 - Scene 5: A bad sign
  A battle site suggests that there may be creatures hunting humans in the swamp.
  Page 15 - Scene 6: Cross my palm with silver, dearie!
  A lovely old lady gives the PCs some fortifying stew and reads their fortunes.
  Page 18 - Scene 7: Argh! Quicksand!
  A swamp is not a nice place to spend the day...
  Page 20 - Scene 8: Slither!
  ... and not just because of the quicksand, marsh gas, insects and smell.
  Page 21 - Scene 9: The ghost and the bog octopus
  Gretel, a ghost, provides commentary as the PCs try not to drown whilst wrestling a killer octopus.
  Page 24 - Scene 10: The return journey
  And now back through the swamp!
  Page 26 - Scene 11: Look who�s come to dinner!
  Where our triumphant heroes return to ﬁnd that not everything turns out according to plan.
  Page 28 - And ﬁnally...
  Experience awards, ﬁnancial rewards, and suggestions for further adventures.
  Page 29 - Key NPC & monster proﬁles
  Stats and stuff.
  Page 33 - Sample PCs
  Six sample PCs, all ready to head off to grim and perilous adventure.
  Page 40 - Player handouts - ﬂashbacks
  So that�s what happened last night!
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 2
  
  Mr Mephisto�s 
  Marvellous Menagerie
  In this WFRP scenario the PCs awake in a 
  burning inn, help put the ﬁre out, and then go on 
  a quest to a nearby swamp for Mephisto the 
  Menagerie owner to replace one of his star ex-
  hibits that perished in the ﬂames.  The PCs re-
  turn triumphant only to ﬁnd that not everything 
  turns out all right in the end...
  GM�s notes
  The scenario is written with ease of use in mind, 
  and is relatively straight forward, but do read the 
  whole thing through before running your game.  
  Pre-generated characters have been provided, 
  but the adventure can easily be used with any 
  party of PCs.  As well as the WFRP rules you�ll 
  also need the Bestiary, and a normal pack of 54 
  playing cards.
  You have 240 minutes, starting... now!
  The scenario is designed to be run in 4 hours, 
  but to ensure that everything runs smoothly and 
  your players aren�t denied the ending, you�ll 
  need to keep a careful eye on timing.  To help 
  you, suggested start times for the scenes are 
  given (assuming a leisurely 10:00 start), along 
  with suggested maximum durations.  A few of 
  the scenes are optional, so if you�re running 
  behind schedule these can simply be skipped.  
  It�s better to hurry things along a bit around the 
  middle of the game to ensure the ﬁnale can be 
  completed.  Combat is usually where a lot of 
  time can be lost, so if necessary ensure the PCs 
  land that killed blow sooner rather than later!  A 
  few combat rounds dramatically described is 
  more enjoyable than endless dice rolling.
  Flashbacks
  Throughout the game there are points where 
  the GM should give a secret note to one or 
  more of the PCs to reveal some information.  
  Most of the information is not critical, but it 
  serves the purpose of making the players suspi-
  cious of one another.  A full list of ﬂashbacks to 
  give to the PCs is given in player handouts at 
  the end.
  Scene 1: Do you smell burning?
  Key objective: Get out of a burning inn!
  Suggested start time:�
  �
  �
  10:00
  Suggested max. scene duration: �
  20 mins
  Moonlight shines down on the tranquil scene of 
  a slumbering inn along one of the many roads 
  that cross the Empire.  Trees sway gently in the 
  night air, and the stars twinkle brightly.  All is 
  quiet...
  The PCs are sleeping drunkenly in the upstairs 
  common room of the coaching inn “The Lycan-
  thrope Arms” having broken the journey for the 
  night.  The setting can be anywhere.  
  As they snore away, a ﬁne tendril of smoke curls 
  under their door.  Make perception checks for 
  all PCs.  The PC who rolls the best result awak-
  ens in the middle of the night to the smell of 
  burning, the sound of snoring, and the taste of 
  stale alcohol.  Any PC who fails the test remains 
  asleep.  It�s still very dark, and a few more per-
  ception checks reveal the following:
  *A bad smell of feet, beer breath and 
  body odour.
  * An even stronger smell of burning.
  * The hypnotic ﬂicker of ﬂames from out-
  side the window.
  * Cries of “Help!” and “Fire!”
  * What sounds like horses screaming, 
  and donkeys braying.
  *Tendrils of smoke starting to creep in 
  under the door!
  *Some full chamber-pots near the players 
  (which would be useful to take to help put 
  out the ﬁre.)
  *An unlit lantern hanging from the roof 
  (also useful to take).
  It will be important later to know how long the 
  PCs take to leave the room, so start working in 
  combat rounds from here on.
  Awake characters can attempt to rouse the 
  heavy sleepers - it takes one round per charac-
  ter, or two if they failed the ﬁrst perception test 
  particularly badly.  
  Before the characters can do anything more 
  they need to make three consume alcohol 
  tests (At +10% for Elves who generally drink 
  Wine, and +20% for everyone else who�s been 
  drinking beer) to ﬁnd out how heavy a night�s 
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
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  drinking they�ve just had.  (Each failure adds a 
  cumulative penalty of 10% on WS, BS, Ag and 
  Int tests - see WFRP p115 for details).  Note 
  that failures results in the PC being drunk, and 
  potentially a dangerous person to have around 
  in the middle of a ﬁre.
  Any one sober enough to get up and move over 
  to the wall and look out the window will see a 
  ﬁne star lit night, a full moon and... that there�s a 
  ﬁre in the stable-yard.  This is particularly bad 
  news if the PCs own any horses - the screaming 
  they heard is probably from their mounts!  Pan-
  icky people are rushing about with buckets of 
  water, trying to tame the ﬂames.  The ﬁre ﬁght-
  ing effort is not very coordinated and as the PC 
  watches, two people bump into each other, both 
  spilling their buckets.  If the ﬁre doesn�t get put 
  out soon it could engulf the whole inn, PCs, 
  equipment and all!
  **Flashback A: Pass a note to one random PC 
  to say they have a ﬂashback to the previous 
  night, and for some reason remembers every-
  one roaring with laughter at the amusing antics 
  of a rather cute dancing goat called... Gerrard? 
  The obvious thing to do is to immediately es-
  cape the room, and help put out the ﬁre before it 
  becomes a towering inferno.  But the PCs are 
  unarmed, unarmoured, with their equipment 
  scatted about the room, and quite possibly a bit 
  drunk.  
  It�s also the middle of the night and dark.  For 
  those without night vision, if any PCs speciﬁcally 
  say they are spending a round making some 
  light, then after that all perception checks are at 
  +10%.  PCs with night vision automatically get 
  +20% but go to -20% for the ﬁrst round after 
  anyone turns on a bright light source.  Remem-
  ber to penalise the rolls accordingly (-10%/ 
  -20%/ -30%) for any PC who is worse the wear 
  for drink.
  The quickest way out would be to jump through 
  the window (the PCs are on the ﬁrst ﬂoor) into 
  what looks like hay bales under the window (al-
  though a closer inspection will reveal that it is 
  actually a pile of very ripe manure).  If so, go 
  straight to scene 2a.
  Or, they could take the more considered ap-
  proach of gathering some equipment, putting on 
  their boots, picking up their gold pouches, and 
  rushing down the stairs.  If this happens, then 
  this will make the PCs delayed by possibly a 
  critical amount of time.
  PCs might also chuck some of their stuff out the 
  window to save it in case the inn does burn 
  down.  If this happens, some of it will get stolen 
  by a light-ﬁngered thief (one of the other 
  guests), unless the PCs speciﬁcally say they�ve 
  hidden it in the manure pile.
  To help simulate the confusion, panic, and the 
  untidy mess the PCs have left their room in after 
  a night of heavy drinking, you can do the follow-
  ing:  Use a normal deck of 54 playing cards 
  complete with jokers. For each round each PC 
  spends searching they can draw a card and pick 
  up (and put on) the relevant item. Refer to the 
  Card Effect Table for details of what each card 
  means.
  Card Effect Table
  2:�
  Oops! (See below)
  3: �
  Boots/footwear
  4:�
  Leg armour
  5:�
  Arm armour��
  6:�
  Light weapon (e.g. dagger)
  7:�
  Ouch!  My Head! (See below)
  8:�
  Body armour
  9:�
  Helmet
  10:�
  Heavy weapon (e.g. great axe)
  J:�
  Ranged weapon (e.g. crossbow)
  Q:�
  Backpack & contents
  K:�
  Money belt/pouch
  A:�
  Aha! An excellent ﬁnd! 
  �
  (See below)
  Discard the card after it has been drawn.  If a 
  card doesn�t make sense - maybe the charac-
  ter doesn�t have a helmet - then discard and 
  draw again.
  �
  Any heart card means the PC has found an item 
  of their own equipment.  Any diamond or black 
  card means they have found another random 
  PCs piece of equipment.  Any spade means 
  they have somehow damaged the item (for ex-
  ample, by spilling beer on leather armour, tread-
  ing on a sword and bending it, knocking armour 
  into the smouldering ﬁre-place, dropping an item 
  in a full chamber pot, and so on.)
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
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  Note that PCs can only damage each others 
  equipment this way - which makes for more bad 
  tempered, and entertaining, role-playing.
  For the pre-generated characters they only 
  have, at most, one of each item so you can 
  simply ask your players to “tick” the item back 
  on to their list.  For campaign characters you 
  might want to spend a few minutes checking 
  over their equipment lists and assigning them 
  into appropriate bundles, or keyed to certain 
  cards.
  Oops! The PC has found something unpleas-
  ant.  Suggestions are: 
  * Two of Clubs: In their haste they have mis-
  taken a chamber-pot for a helmet, with suitably 
  comical results; 
  * Two of Spades: That�s not a backpack, that�s 
  the Inn�s cat - and it doesn�t like its tail being 
  pulled.  Add a hissing cat to the dynamic - for 
  next two rounds everyone must make an agility 
  check or take 1 wound; 
  * Two of Diamonds: Ow! something sharp (a 
  broken rum bottle) cuts the PC for 1 wound.  
  * Two of Hearts: Eww... is that vomit they put 
  their hand in... it is!
  Ouch! My head! The PC accidently head-butts 
  one of the other PCs whilst bending down to 
  pick something up.  Treat as a strike to stun 
  attack (see WFRP p101), but with each doing 
  an attack on the other, so both characters can 
  be stunned for 1d10 rounds, with potentially 
  lethal results.  Another PC can un-stun them in 
  one round with a slap/glass of liquid in the face.
  Aha! An excellent ﬁnd!  The PC has found 
  something belonging to the landlord that he�s 
  lost, and has been looking for absolutely every-
  where: Suggestions are: 
  * Ace of Hearts: A gold locket with a tiny, well-
  drawn, portrait of his daughter (worth 5 
  Crowns); 
  * Ace of Diamonds: A small bag with three 
  poorly cut green gem stones (worth 15 Crowns); 
  * Ace of Spades: A ﬁne quality mouth harp 
  marked “Lemmy” (worth 10 shillings); 
  * Ace of Clubs: An anti-toxin kit.  
  Note that the intention here is that the PCs 
  should leave some items behind in the panic, 
  fall over each other in an amusing fashion, and 
  generally get in each other�s way.  Throughout 
  play up the sound of people crying “ﬁre!” out-
  side, the reﬂection of ﬂames in the windows, 
  how there�s so much of the inn that is wood and 
  very ﬂammable to give PCs a sense that time is 
  short, and they are in great danger.
  If one of the jokers comes up the PCs hear a 
  sudden cry as the ﬂames outside ﬂare up, mak-
  ing the ﬁre even more difﬁcult to put out.  Add 
  three rounds to the timing table below.  The 
  PCs also notice the smoke under the door get-
  ting blacker and more acrid - they should start to 
  get scared they might be overcome with the 
  fumes any minute now.  Each round thereafter 
  the PCs must take a toughness test or take 1 
  wound.  If both jokers come up, the stairs down 
  to the ground ﬂoor will be impassable, and PCs 
  must make toughness tests at -10% or lose 
  two wounds due to smoke inhalation.  Add an-
  other three rounds to the timing table. It really is 
  time to go, go, go!
   
  **Flashback B: Just as the PCs are about to 
  leave, one of the PCs (the heaviest drinker), has 
  a momentary ﬂashback of sitting at the bar and 
  admiring all the beautiful (and expensive) bot-
  tles.  (Which might tempt them to save some of 
  the stock from the ﬁre.)
  Exit by the window is described above.  Exit by 
  the door involves a quick dash down some 
  stairs, through a corner of the bar, and out the 
  front door, which is already open.  This takes 3 
  rounds and needs 3 agility checks to avoid tak-
  ing 1-3 wounds from the ﬂames for each failed 
  check.  Adjust accordingly for slow/quick think-
  ing and drunkenness.  For example, pouring a 
  full chamber pot over the PC will give just 
  enough protection to halve (round-down) any 
  wounds whilst escaping.  Or wrapping a blanket 
  around themselves will do the same.  
  Stopping to take any bottles from the bar re-
  quires a hard (-20%) agility check to avoid the 
  ﬂames and an additional 2 wounds, but does 
  yield 2d10 silver pieces worth of top quality al-
  cohol in very beautiful bottles.
  Depending on how long they have spent, use 
  the following Escape Table to determine what 
  the immediate future holds for the PCs.  Hope-
  fully they haven�t taken longer than 12 rounds to 
  gather their possessions and ﬂee the inn...
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
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  Escape Table
  Time taken to get outside the inn: 
  1-5 rounds:� �
  Go to scene 2a�
  6-10 rounds:��
  Go to scene 2b
  11-12 rounds: �
  Go to scene 2c
  13+ rounds: ��
  Oh dear...  Apocalypse! 
  �
  �
  �
  (See below)
  Apocalypse!: If the PCs have been unbelieva-
  bly slow, and take more than 13 rounds to 
  leave the room, then the door bursts open as 
  the ﬂames really take hold, and anyone still in 
  the room must make an agility roll or be hit by a 
  ﬁreball (Magic Missile Damage 3: See the Py-
  romancy spells WFRP p152), and, if they fail a 
  second agility test, catch ﬁre (See WFRP 
  p136).  
  Flaming characters lose 1d10 wounds per round 
  until the ﬂames are extinguished.  They would 
  do best to leap out the window and make a 
  desperate and agonising run for the water 
  trough (two rounds in total).  Which can be 
  empty if you�re a tough love sort of Game Mas-
  ter.  Or use a fate point to avoid becoming a 
  kebab.  Almost everything in the room will be 
  destroyed.  Go to scene 2c.
  Note that if the PCs return to their room later, 
  after the ﬁre has been put out, then consult the 
  following table for each item they left behind and 
  hope has escaped the ﬂames for the chance it 
  has survived the ﬁre, and check against the 
  Item Survival Table below.
  Item Survival Table
  Check time taken to escape the room to see 
  chance of item surviving ﬁre:
  1-5 rounds: ��
  80%
  6-9 rounds:� �
  50%
  10-12 rounds: �
  20%
  13+ rounds:��
  5%
  You can add modiﬁers of up to +/- 10% for 
  items  especially resistant, or susceptible, to 
  ﬁre.  A helmet is more likely to survive than a 
  pair of boots for example.  Anything that has 
  survived smells very smoky, and is blackened.
  Scene 2: No time for a Bar-B-Q!
  Key objective:  Help put out ﬁre and rescue 
  the other guests.
  Suggested start time:�
  �
  �
  10:20
  Suggested max. scene duration: �
  40 mins
  In this scene the PCs become ﬁre-ﬁghters.  To 
  make game mechanics simple, think of the ﬁre 
  as a large monster with a set number of wounds 
  and toughness depending on when the PCs 
  start ﬁghting it.  The ﬁre also has the regenera-
  tion ability (1d10 wounds per round), and only 
  water based and smothering attacks can put it 
  out.  A bucket/chamber pot of water causes 2 
  wounds, a blanket causes 5 wounds, and a full 
  water trough 2d10 +5 wounds (although lifting a 
  full trough and pouring it in the right place can 
  be tricky so you may want to make your PCs 
  make a few ability checks to up the tension.)  
  To keep the scene interesting, it will work better 
  if the ﬁre isn�t put out until the last sub-
  encounter, so fudge rolls as necessary - the 
  drama is more important than the dice rolling.
  If PCs are very close to the ﬁre then they run 
  the risk of catching ﬁre if exposed for two or 
  more consecutive rounds (see WFRP p 136), 
  and must make an agility check, modiﬁed as 
  indicated below by the ferocity of the ﬂames.  To 
  make things a little less lethal, rather than have 
  the PCs take a Damage X hit each round they 
  are exposed to the ﬁre, they take either 2, 4 or 6 
  wounds, which can be reduced as described 
  above by taking precautionary measures.  The 
  idea is to have the PCs a little roasted, but not 
  burnt to death.
  Scene 2a: What ﬁre? (Fire: 20 wounds, 
  Toughness 1, inﬂicts 2 wounds/round, 
  agility checks +10%) 
   
  If the PCs escaped the inn pretty quickly the ﬁre 
  is not looking too bad, and with a bit of co-
  ordinated effort it should be possible to put it 
  out.  As they are catching their breath for a sec-
  ond there�s a crash and a winged horse bursts 
  out of the roof of the stables and soars off to-
  wards the moon.  This stunning sight is Mephi-
  sto�s Hippogriff making a break for freedom.  
  But there�s no time to admire the winged beast - 
  a ﬁre needs their attention!
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
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  Scene 2b:  Look at those ﬂames! (Fire: 
  40 wounds, Toughness 2, inﬂicts 4 
  wounds/round, agility checks -10%) 
  Slightly slower PCs will ﬁnd the ﬁre has got a 
  better hold, and unless they really put their 
  backs into it, and get all the people milling about 
  to really work together it is going to be hard.    
  Sharp-eyed PCs will see a winged beast (the 
  Hippogriff) vanishing off into the horizon - per-
  haps it was a sort of dragon that caused the 
  ﬁre?  The Innkeeper is rushing about, terribly 
  distracted, muttering “Not again, not again!”  He 
  will be less than impressed if anyone is holding 
  on to bottles of alcohol from behind the bar.
  Scene 2c: That looks dangerous! (Fire 
  60 wounds, Toughness 4, inﬂicts 6 
  wounds/round, agility checks -20%) 
  Really tardy PCs will arrive to see a man on ﬁre 
  rush out of the stables and collapse on to the 
  ground, worryingly close to the pile of hay/
  manure under their window (where the PCs may 
  have stashed some of their equipment).  This is 
  one of the other patrons (Engelbert) who was 
  trying to free his horse.  He�s not much help to 
  anyone now. 
  If playing with the pre-generated characters, 
  and using ﬁve or six, then the last two charac-
  ters can turn up from any point from here on. 
  For the barman he rushes up to the PCs as they 
  emerge from the inn, calling for their help, and 
  the grave robber staggers into view shortly 
  thereafter - the PC with the best perception roll 
  spots him ﬁrst.
  To put out the ﬁre the PCs have a number of 
  options:
  Be Persuasive: Use some charm, command 
  or intimidate skills on the other eight patrons 
  (the Innkeeper, Leopold, and seven locals - ﬁve 
  (four if they are late) humans (Engelbert, Hans, 
  Elfreda, Pieter, & Dieter (PC number 5), an Elf 
  (Larandar) and a Dwarf (Snorri)) to help set up a 
  bucket chain. There�s a well just across from the 
  inn.  With a bucket chain the NPCs will be able 
  to throw 2-4 buckets on the ﬁre per round, de-
  pending on how successful the PCs were when 
  rolling their tests.  
  Be Heroes: Go in and try to beat the ﬂames out 
  using tarpaulins/blankets from outside the sta-
  bles, and save anyone and anything left inside.  
  This is the most dangerous approach, and pre-
  sents the greatest risk of PCs getting burnt.
  Be Blessed: Call on the Gods for some help.  
  Unless one of the characters is particularly relig-
  ious and puts on a really good show, then, as is 
  usually the case, this has no effect.
  Be Cowardly: It is quite a big (and hot!) ﬁre, 
  and the PCs may decide to simply run away, but 
  you should remind them that they�ve  left some 
  valuable equipment behind, it�s the middle of the 
  night and there�s no where obvious to run to, 
  and, more importantly, this is their chance to be 
  heroes!
  Be Inspired:  Your PCs may come up with 
  something inspirational.  If so, give them the 
  beneﬁt of the doubt and go with it! 
  Whilst trying to sort all that out, there are sev-
  eral other things going on to make the job more 
  difﬁcult.  You should throw these in as quickly as 
  you can to keep the feeling of chaos, confusion 
  and panic going,  Make your PCs have to 
  choose between saving animals or people (or 
  their belongings!)
  It slimed me!
  As the PCs are about to start tackling the ﬁre, 
  there is an inhuman scream and a huge black-
  ened shape with many tentacles streaks out of 
  the smoke of the stables, heading towards the 
  woods.  Everyone needs to make a routine 
  (+10%) agility check to leap out of its way.  
  Anyone who fails, needs to make a terror check 
  or gain 1 insanity point (See WFRP p198), as 
  the horriﬁc ﬂaming “thing” knocks them to one 
  side on its way past.  Surely, a creature of 
  chaos, or something from the very depths of 
  hell?! Anyone who fails the test will be very re-
  luctant to go into the stables for fear there might 
  be more of the ﬁendish beasts.  Anyone who 
  doesn�t fail can stand and strike the creature, on 
  its way past.  Not that that will do much good, as 
  it�s only got seconds left to live anyway, but 
  players sometimes like to let their swords do the 
  talking. 
  **Flashback C: The PC who made the worst 
  willpower roll remembers the Innkeeper talking 
  of chaos beasts stalking the woods!
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
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  Interestingly, any Halﬂing in the group will notice 
  that the smell of burning monster-ﬂesh is actu-
  ally quite mouthwatering. 
  The creature collapses before it reaches the 
  woods.  The PCs may try to extinguish the 
  ﬂames, but the monster is beyond saving.  It 
  has got at least half a dozen arms/legs.  A hard 
  (-20%) common knowledge (the Empire) test 
  will reveal it is a bog octopus.  Once that�s 
  known anyone making a routine (+10%) Trade 
  (cook) test will remember that they make for 
  good eating, quite a delicacy in fact! Halﬂings 
  get a +10% bonus to the test.
  The deceased octopus in question is “Otto”, one 
  of the star attractions of Mephisto�s Menagerie, 
  who has broken out of his tank to ﬂee the 
  ﬂames, and escape being boiled alive.
  Towering Inn-ferno
  As Otto expires, with the sound like a huge wine 
  skin collapsing, a man with a big hat, blonde 
  hair, and magniﬁcent boots, runs out of the inn 
  and makes towards the stables.  Is he mad?!  
  The heat is crazy!
  The man is Mephisto, owner of the Menagerie 
  that has stopped at the Inn.  He needs to save 
  his livelihood!
  If the PCs try and stop him, Mephisto attempts 
  to struggle free - he needs to go in and rescue 
  his creatures!  He calls their names frantically; 
  “Heironymous” (the Hippogriff), “Otto” the Oc-
  topus (he hasn�t yet seen the dead octopus), 
  and “Jerrard” the dancing goat.  If the PCs ar-
  rived late, they won�t know that the Hippogriff 
  has already gone.  They may also think that 
  Mephisto is calling out to fellow travellers, not 
  animals, and there may be people still trapped 
  inside!
  Mephisto pleads with the PCs to help him res-
  cue Otto and the rest.  If they are not instantly 
  helpful his Norse blood starts to take over and 
  he starts going into a frenzy!  If the PCs imme-
  diately let him go he rushes in to the ﬂames of 
  the stable. 
  A moment later two terriﬁed ponies gallop out of 
  the stable, pulling a gaudily painted wagon, 
  which is steaming slightly, and the roof appears 
  to have come off.  A stocky human woman, 
  Utta, is at the reins, and she pulls the cart 
  around a safe distance from the stable.  She 
  then jumps down and rushes back in after 
  Mephisto.
  **Flashback D: One PC remembers both char-
  acters arriving in the wagon last night, and 
  thinking they were from the circus or something, 
  and was looking forward to seeing some 
  clowns.
  If the PCs follow Mephisto and Utta, go to “I�ll 
  have my horse-steak well done.”  Otherwise, 
  go to “Where�s wots-his-name?”
  Where�s wots-his-name?
  Leopold, the Innkeeper, dashes over in a panic 
  and says he�s sure some of the evening�s pa-
  trons are still inside!  He can�t account for his 
  two bar maids Beatrix and Gretchen, nor 
  Theodor, a wealthy travelling merchant.  They 
  must be trapped!  
  **Flashback E: The (male) PC with the highest 
  fellowship remembers chatting up two rather 
  attractive bar maids the night before, but they 
  seemed more interested in the clothes being 
  displayed by another patron, a weasly man with 
  bright eyes.
  **Flashback F: Any PC with thief type skills 
  remembers a wealthy looking man with bright 
  eyes in the bar.  Rescuing wealthy people often 
  means rewards...
  The Innkeeper tells them Theodor was staying 
  in the room next to the PCs, and the girls have a 
  room behind the bar.  If the PCs brave the 
  ﬂames, they ﬁnd nothing behind the bar.  They 
  can get back up to the ﬁrst ﬂoor relatively easily.  
  But the door is locked!  They can�t hear anything 
  inside, and can feel the ﬂames get ever closer...  
  As they decide what to do the stairs collapse 
  behind them.  Only one way on - through the 
  room and out the window!  If they break open 
  the door, they see Theodor cowering in the 
  room, his bright eyes darting about the room in 
  a panic.  The two girls are soundly asleep on 
  the bed.  He has lured them to his room, locked 
  the door, drugged them both, and had evil on 
  his mind when the ﬁre started.  He tried to es-
  cape but in his panic lost his room key and the 
  window is jammed shut.  He�ll tell them he�d 
  tried to escape by the bar, but couldn�t get past 
  the ﬂames, the girls were there and scared wit-
  less, so he led them to his room to escape 
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  through the window, but they were overcome 
  with smoke! Which doesn�t explain why they are 
  half naked though, or why the door was locked.  
  A PC passing a heal check, or making a hard 
  (-20%) perception check should be able to 
  work out the girls have been drugged.
  He�ll offer the PCs all his money (17 Crowns) to 
  help him escape.  He also has three heavy (150 
  encumbrance) chests containing ﬁne women's� 
  clothing in the room, which he desperately 
  wants saved too.  (The contents of each chest 
  are worth around 30 crowns each.  Two are full 
  of good quality ladies clothes, and the third is 
  full of hats, including some really rather impres-
  sive ones with feathers of exotic animals.)  He�ll 
  offer the PCs one ﬁne item from each chest if 
  really pressed, but only if they get the chests out 
  of the room safely.
  What the PCs do is up to them. but they�d better 
  decide quickly, as the smoke gets ever thicker 
  and more choking.  The girls are impossible to 
  wake, and will need to be carried out.  The win-
  dow can be broken open once it has taken a 
  few solid blows from a weapon.  There�s no hay/
  manure below this window though and it�s 9 
  yards to the ground so they won�t be able to just 
  drop the girls on to the ground.  (Or if they do, 
  the girls take falling damage for a 9 yard drop, 
  which could be fatal as it is a Damage 7 hit.  
  Beatrix has 11 wounds, and Gretchen 12, and 
  both have a toughness of 3.)
  They can shout for help, and as the ﬂames get 
  scorchingly close (Agility checks to avoid 1-2 
  wounds) the Innkeeper rushes around to the 
  window with a rickety ladder.  Build the tension, 
  and with Theodore desperate to be the ﬁrst out, 
  along with this three chests of women�s clothing 
  , and getting in the way.  The ladder will break 
  on the second-to-last person out, or after all 
  three chests have gone down, which ever is 
  sooner.  (See WFRP p138 for leaping and fal-
  ling rules.)
  PCs may also call for tarpaulins to jump out on 
  to.  If a successful routine (+10%) command 
  test is made a tarpaulin is quickly brought over, 
  but as with the ladder, it�s not in the best of 
  shape, and the last person to use it falls 
  through, taking a damage 3 hit (the tarpaulin 
  partially breaks their fall).
  If Theodor isn�t restrained in some way after he 
  gets down the ladder (assuming the PCs 
  haven�t killed him), he�ll slip away into the night 
  at the ﬁrst opportunity, having hidden his chests 
  in the wood to pick up later when things have 
  calmed down.  If PCs wonder later where�s he 
  gone they can search around for tracks and ﬁnd 
  the chests, but Theodor is long gone.
  If the two girls are rescued, they will regain con-
  sciousness at around dawn but not remember 
  anything about what happened, other than that 
  nice merchant from Kislev, with the lovely eyes, 
  had invited them to his room to try on some of 
  his ﬁne clothing.  They are sad to hear he�s 
  gone, he had such lovely hats! They have no 
  recollection of the ﬁre, or being rescued.  Some-
  times, there�s just no gratitude.
  The PCs can now go into the stables if they 
  haven�t already, as Mephisto and Utta have not 
  yet emerged.  If they�ve already done that then 
  go to “Please, mister, save my dog!”
  I�ll have my horse steak well-done
  The stables are in a bad way - and there are 
  panicked horses bucking about  - two have al-
  ready succumbed to the fumes, and the others 
  (two plus the PCs mounts if they have any) 
  won�t last long unless they are freed.   Jerrard 
  the dancing goat is at the back, slightly singed, 
  but not yet worried as he�s found an interesting 
  bucket of amusingly shaped parsnips and tur-
  nips to gnaw on, so is easy to untie and lead to 
  safety, where he does a cute little dance.  But 
  untying a terriﬁed horse is no easy matter - and 
  requires dodge blow rolls to avoid a quick kick 
  to the head (Natural weapons SB-1 see WFRP 
  p232 for horse and pony proﬁles).
  No immediate sign of Mephisto or Utta though - 
  they have gone to a room at the back of the 
  stables.  If PCs actively look for them, they no-
  tice the outlines of a door through the smoke, 
  through which is a room where the Hippogriff 
  was kept, which now just has hay and a big hole 
  in the roof.  Mephisto and Utta are bent over a 
  small cage in the corner, and are carefully res-
  cuing three albino war-dog puppies, and two full 
  size wardogs.  Mephisto tells the PCs to go and 
  help put the ﬁre out, he and Utta can sort this 
  out.
  If the PCs haven�t yet saved Theodor and the 
  girls then that scene happens as soon as they 
  leave the stables.
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  Please, mister, save my dog!
  And ﬁnally, just when everything seems under 
  control, the Innkeeper�s daughter Anifreda (7)  
  rushes over to waving frantically with one hand, 
  tears streaming down her face, and pointing up 
  to one of the higher windows - where there�s a 
  small dog barking frantically from inside the 
  window.  Wauzi must be rescued!
  Remember that the PCs have probably already 
  broken the ladder and tarpaulin, so a third way 
  would be for a PC to climb up the outside of the 
  building, and up to the window.  Any brave PC 
  attempting this needs to make two routine 
  (+10%) scale sheer surface tests to reach the 
  window, which is easy to open, then climb in 
  and get the dog.  Who bites (agility check to 
  avoid or take one wound), and doesn�t like be-
  ing picked up (another agility check to catch the 
  frisky hound).  Then it�s a simple matter of 
  climbing down with a rope - assuming the PC 
  remembered one in the ﬁrst place!  Anifreda is 
  ecstatic if Wauzi is saved, but inconsolable if the 
  poor little dog doesn�t make it.
  A moment�s respite
  The ﬁre (almost) out, and hopefully not all of the 
  patrons and the menagerie reduced to charcoal 
  the PCs can spend a little time gossiping to try 
  and ﬁnd out what was going on.  The following 
  rumours can be divulged with a bit of effort on 
  the PC�s behalf:
  * The man in the hat was Mephisto. (True)
  * Mephisto runs a travelling Menagerie with 
  all sort of wonderous beasts, including Hip-
  pogriffs, basilisks and dragons. (Partially 
  True - he doesn�t have any basilisks or 
  dragons.)
  * Mephisto�s assistant Utta has a tattoo on 
  her back that is the mark of chaos! (False - 
  she has no tattoo.)
  * He�s on his way to an appointment to see 
  Lord Delcroix in the local town. (True)
  * Some of Mephisto�s animals are chaos 
  beasts and witch-hunters want to speak to 
  him, and probably hang him (False)
  * He�s down on his luck and needs money to 
  keep the Menagerie going. (True)
  * He used to be a berserker, and he�s still 
  got quite a temper on him. (True)
  * That dancing goat of his is possessed by a 
  demon.  (Probably False).
  I didn�t start the ﬁre!
  PCs might ask questions about how the ﬁre 
  started.  And they�ll get the following responses:
  * A winged demon started the ﬁre (False)
  * A dragon ﬂew out of the stables, it must 
  have started the ﬁre! (False)
  * Mephisto had a phoenix egg, which 
  must have hatched, setting ﬁre to every-
  thing. (False)
  * The Innkeeper�s last Inn burnt down too 
  (True, but it was struck by lightning)
  * There was a shady character making for 
  the back of the stables late after the bar 
  closed. (True) This response leads to 
  Flashback G. 
  **Flashback G: This should be given to one of 
  the characters who is a smoker (the Dwarf if 
  using the sample PCs).  They remember that 
  they went out late at night to have a quiet 
  smoke round the back of the stables, and to 
  admire the stars.  They�re sure they put their 
  smoke out at the end, but can�t speciﬁcally re-
  member...
  Mephisto
  Once the PCs have started to show signs of 
  boredom talking to the locals, the man in the big 
  hat reappears from the smouldering ruin of the 
  stables.  He is nursing a small animal (one of 
  the albino puppies) and sits down with a certain 
  defeated air near the PCs.  Utta comes out with 
  the adult war dogs and the other two puppies, 
  ties them to the wagon, and inspects the ani-
  mals for wounds and the wagon for damage.
  If they don�t approach him, after a while he gets 
  up and comes over to them and thanks them for 
  trying to put out the ﬁre and save his animals. 
  He shows them a ﬂyer (p41) and tells them he 
  lost some of his prize animals, and the most 
  troubling aspect is that he was travelling to see 
  a local minor noble, Lord Delcroix, who has a 
  particular interest in some of his creatures.  He 
  was hopeful that he�d ﬁnd a wealthy sponsor, 
  and be able to give all his animals much better 
  conditions.  But he doesn�t think things will work 
  out now, as the Noble had speciﬁcally asked to 
  see the bog octopus which the PCs last saw 
  breathing its smokey last outside the inn.
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  Mephisto is angling for the PCs to volunteer to 
  go and get him another octopus.  He can offer 
  them free tickets to his show, the use of his oc-
  topus wagon, two ponies, and assistance from 
  his travelling companion/bodyguard Utta.  He 
  can�t go himself as he needs to see if he can 
  recapture the Hippogriff, and also to look after 
  the puppies.  Mephisto will however insist that 
  Utta goes with them as he doesn�t entirely trust 
  the PCs, and doesn�t want to lose his wagon!
  If really pressed he can also offer 5 Crowns 
  each (up to 8 for good haggling), once they 
  have visited Lord Delcroix.  He has no money to 
  speak of on him now.
  The PCs� mission is to capture an undamaged 
  bog octopus and bring it back, alive, to meet 
  him at the gates of the nearest town by noon 
  tomorrow.
  No time for shopping!
  It�s long before ﬁrst cock crow, the PCs are in 
  the middle of nowhere and most of the things 
  that the landlord would have been prepared to 
  sell them have been burned.  Especially if they 
  didn�t do a very good job of putting out the ﬁre.  
  But the following things are available for free if 
  the PCs ask nicely (and hadn�t stolen any bot-
  tles from the bar):
  Two lanterns, a 10 yard rope, four full water 
  skins, 3 blankets, and a matching set of four 
  well made wooden tankards with the crest of the 
  Lycanthrope Arms.  Other minor items can be 
  available for purchase at your discretion, but try 
  to avoid bogging the game down in a shopping 
  session.
  If the PCs did a great job of putting out the ﬁre 
  and saved the Innnkeeper�s daughter�s dog 
  Wauzi then just before they mount up on the 
  wagon, he comes over, wiping his hands on his 
  very grubby apron, and gives them the following 
  with his thanks:
  A large side of (now very smoky) ham, two heal-
  ing draughts, a sack full of fresh vegetables 
  (parsnips mostly), and a bottle of Estalian Rum.
  By the time the last remnants of the ﬁre has 
  been put out, and the PCs have recovered all 
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  Page 11
  
  their un-burnt belongings (and possibly sobered 
  up a bit too - allow each PC to re-roll any failed 
  consume alcohol tests), a cock crows, and the 
  ﬁrst light of dawn lazily emerges from behind the 
  mountains.  Adventure beckons!
  Mephisto has given them reasonable directions, 
  and unless the PCs are unusually stupid should 
  be able to head in the right direction without too 
  much trouble.  If they are unreasonably stupid 
  then Utta is driving the cart, so knows the right 
  way.  It�s a bit slow going with the “Octopus” 
  wagon, but fairly pleasant - the journey is 
  through some rather ﬁne woods - the PCs have 
  had worse travelling experiences.  Utta�s not a 
  very talkative companion, but she certainly 
  know how to drive a cart.  Note that she has 
  healing skills so can attend to any PCs who 
  have been burnt.
  Scene 3: Taxing times (Optional)
  Key objective: Relieve the PCs of some gold.
  Suggested start time:�
  �
  �
  11:00
  Suggested max. scene duration: �
  15 mins
  This scene is more to give players who enjoy a 
  bit of combat a chance for  a few minutes hack 
  and slay.  If you�ve taken a long time on Act I, or 
  your players aren�t so keen on combat,  then 
  you can skip this scene, or have Utta move 
  things along.
  After travelling for an hour or two, an observant 
  PC  (routine (+10%) perception check) will 
  notice that there are some ﬁgures in the road 
  ahead.  Bandits!?  There are ﬁve humans (three 
  in the road, and two in the woods with cross-
  bows).  They are dressed in guards clothes but, 
  as far as the PCs are concerned, they might as 
  well be bandits. Their leader, Sylvian, explains 
  that they are not there to cause any trouble, just 
  to collect a modest “road tax” on behalf of the 
  local Lord.  It�s “just” one Crown (or equivalent) 
  per leg.  A PC making a hard (-20%) common 
  knowledge test will recognise the eagle insignia 
  on their tabards as belonging to Lord Steuer-
  fanger, notorious in these parts for his insatiable 
  appetite for collecting taxes.
  The PCs can either negotiate, attack, or simply 
  pay up.  If asked, Utta says her preference is 
  deﬁnitely to pay up and get going! She�s got 
  enough on without having to get on the wrong 
  side of the local tax collectors. 
  Lord Steuerfanger�s men will retreat if wounded 
  beyond half original wounds, and will not ﬁght to 
  the death.  Which means they can turn up later 
  with revenge on their mind when the PCs are on 
  the return journey...
  Lord Steuerfanger�s tax collectors: Use 
  the standard proﬁle for bandits given on WFRP 
  p233.
  Quote: “It’s only a Crown for each leg!  Or half 
  a Crown if we cut a leg off.”
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 12
  
  Scene 4: In to the swamp!
  Key objective: Leave Utta and the wagon 
  behind and set off in to the swamp.
  Suggested start time:�
  �
  �
  11:15
  Suggested max. scene duration: �
  15 mins
  Having dealt with the tax collectors/bandits, the 
  PCs travel on another few hours without distur-
  bance until they reach the edges of the swamp 
  at around mid afternoon.  Which they smell be-
  fore they see.  Rotten eggs is never a good 
  smell.  And then they hear it a little before the 
  woods give out.  Sounds of lots of tiny biting 
  insects, accompanied by a vaguely threatening 
  frog chorus.  Anyone with ﬁne clothing has a 
  premonition that by this time tomorrow their 
  clothing won�t be ﬁne ever again.
  The track peters out a little while after the edge 
  of the forest, and it is going to be hard going to 
  navigate the octopus wagon through the 
  swamp, so it�d probably make better sense to 
  leave it and come back for it.  Utta offers to 
  keep guard.  If the PCs insist on travelling on 
  with the wagon then minutes later one of the 
  wheels gets stuck, then breaks, and they have 
  to abandon the wagon whilst Utta ﬁxes it in 
  preparation for their return.  She tells them to 
  hurry on.
  Before they set off, Utta reminds them they 
  need to be back with her by around midnight, as 
  it will take at least 6-8 hours travelling with the 
  wagon to reach their meeting place with Mephi-
  sto.  She�ll also suggest, if your players don�t 
  think of it, that they might want to take some 
  things from the back of the wagon to help them 
  capture the octopus - they are to bring it back 
  unharmed if at all possible!
  Ow! Something bit me!
  Leaving Utta and the wagon behind, the PCs 
  head off along a rough path.  The swamp is very 
  dreary, with sickly looking trees making it hard 
  to see any distance, and mists rolling in and 
  disappearing just as quickly, to give the PCs the 
  feeling of being boxed in.  It is also ﬁlled with 
  hazards to keep the PCs on their toes. 
  There are also a lot of really irritating biting in-
  sects, which constantly buzz around, and their 
  distracting nature means PCs have -5% on WS, 
  BS, WP, and Int checks unless they do some-
  thing to ward off the vicious little critters.  Liberal 
  splashings of perfume/cologne keep them off for 
  about 3 hours (a typical cologne bottle has 
  about three applications), but also makes it 
  pretty impossible for the PCs to surprise any 
  creatures with good senses of smell if they ap-
  proach from up wind.  Note that if using the pre-
  generated characters, Siluvaine�s perfume 
  wards off the bugs, and she is untroubled by 
  any of the midges and ﬂies.
  According to Mephisto�s directions, the best 
  place to ﬁnd an octopus is in the big lake in the 
  middle of the swamp.  There are two main 
  tracks through (one to the right, one to the left), 
  or the PCs could possibly save some time by 
  cutting through the middle, but that might be 
  more dangerous...
  Climbing a tree and scouting out the land (or 
  doing something similar) will enable the PCs to 
  see the lake in the far distance, but nothing 
  much to see to the right but possibly a ﬂash of 
  metal, and to the left the top of a small stone 
  building.  Behind them, they can see Utta guard-
  ing the wagon (or ﬁxing the wheel).  The right 
  path leads to “A bad sign”, the left path to 
  “Cross my palm with silver, dearie!”, and 
  through the middle to “Argh! Quicksand!”.
  Timing note: The PCs may now go to any of 
  the next three scenes, so timings are all given 
  with the same start.  The key thing is to have 
  reached scene eight within about 45 minutes, so 
  if the PCs ﬁrst visit the battle scene, then try and 
  go through the quicksand, you�ll need to speed 
  things up a bit with the encounter with the witch.
  Random Events
  To help get the atmosphere of the swamp right 
  you can throw in a few random events.  Consult 
  the Random Event Table.  Events can repeat.
  Random Events Table
  01-20: Crows
  21-30: Snake
  31-40: Insects
  41-60: Bog
  61-70: Noises
  71-80: Smells
  81-90: Skull
  91-00: Tree
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  Page 13
  
  Crows: Three crows land on a nearby withered 
  tree and stare intently at one PC and follow the 
  party for a few minutes, always intently regard-
  ing the same PC.  That PC should start to feel a 
  little freaked out by this behaviour, and any su-
  perstitious character will remember that the at-
  tention of crows means that Morr is near.
  Snake: A very poisonous looking iridescent 
  green snake slowly slithers down the branches 
  of a tree.  It pauses brieﬂy, using its forked 
  tnogue to taste the air, looks directly at one of 
  the PCs with its hypnotic eyes, then slides into a 
  nearby hole.  Another sign from Morr?
  Insects: A cloud of biting insects heads straight 
  for the smelliest PC and swirl about them in a 
  most unpleasant manner, inﬂicting a further 
  -10% on ability checks unless some way, such 
  as heavy application of perfume, is found to get 
  rid of them.
  Bog: The middle PC steps onto a patch of very 
  boggy ground, and suddenly sinks to their 
  knees, and if they fail an agility check, fall ﬂat 
  on their face.  The bog water smells awful, their 
  clothes are ruined, and they are covered in little 
  bits of moss and swamp debris.  The other PCs 
  may ﬁnd this very funny of course.
  Noises: A little way off there are some crashing 
  sounds, suggesting maybe the PCs are being 
  stalked.  But going in the direction of the noises 
  leads the PCs onto unstable ground - you can 
  use the quicksand encounter from Scene 7.
  Smells: There�s a particularly bad smell of rot-
  ting in this area, and unless the PCs do some-
  thing to ward off the smell, such as covering 
  their nose with scent soaked material, they will 
  need to make a Toughness test or be at -10% 
  WS/BS/WP for the next encounter due to feel-
  ing queasy.
  Skull: The last PC notices a skull at the base of 
  a tree.  It looks humanoid... and a little lizard 
  pokes out of the eye socket as the PCs are 
  looking at it.
  Tree: The noise of the PCs passing causes a 
  particularly rotten tree to collapse on the third 
  PC to pass, who needs to make an agility check 
  or be caught in the twisted branches as it falls, 
  taking 1-2 wounds, and possibly breaking any-
  thing delicate in their possessions.
  Scene 5: A bad sign
  Key objective: Make the PCs nervous 
  Suggested start time:�
  �
  �
  11:30
  Suggested max. scene duration: �
  15 mins
  After a while of struggling along, getting sweat-
  ier and more uncomfortable, the ﬁrst dry clear-
  ing the PCs come to is noticeable for some 
  abandoned armour and weapons - but scattered 
  all over the swamp, and much of it horribly dirty 
  and some of it damaged.  Staked upright are 
  two human-sized plate breastplates, which have 
  obscene images scrawled in what looks like 
  blood. (Horse blood on closer inspection for 
  anyone with animal related skills, or, worryingly, 
  what could be demon blood to anyone else).
  The breast plates are no longer in good condi-
  tion, but can still be worn, (treat as poor armour, 
  and, when subjected to a weapon blow on a 1-2 
  on d10 become broken).  They also smell bad, 
  and are coated in snail trails too (and quite a 
  few snails inside).  To most this is rather horri-
  ble, but a Halﬂing might see this as an opportu-
  nity to use the breast plates as a make-shift pan 
  to make a rather good snail stir-fry.  With frog 
  legs if anyone can be bothered to catch some.  
  The party hasn�t eaten for a few hours after all.
  Whilst the PCs are poking around the most ob-
  servant one (best perception roll) sees a large 
  winged animal ﬂapping in a very ungainly 
  manner towards them.  Move to combat time, 
  and see what the PCs want to do.  The creature 
  will be upon them in about two rounds.  It�s 
  misty and the visibility is not great so it�s hard to 
  make out exactly what it is, but it is big, it has 
  wings, and it is heading towards them.  Might it 
  be a demon? Maybe the one that set ﬁre to the 
  Inn?  The PCs don�t know each other very well, 
  so suggest that perhaps it is after one of them.
  The animal is Mephisto�s Hippogriff who has 
  been mortally wounded by poison-tipped goblin 
  arrows.  He�s confused and dying.  He�s picked 
  up Mephisto�s scent on the PCs so is heading 
  for them with the last of his strength, in the hope 
  of aid and sanctuary.  If the PCs loose off an 
  arrow, this will pretty much ﬁnish off the Hip-
  pogriff and it�ll come crashing down twenty 
  yards away, dead.  Which may take some ex-
  plaining to Mephisto.
  If the PCs allow the beast to come nearer, it 
  lands awkwardly near them and they can see 
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 14
  
  many arrows sticking out it.  A Dwarf will auto-
  matically recognise the arrows as Greenskin, 
  probably Goblin, origin, and others can work this 
  out on a common knowledge (the Empire) 
  test.  On closer inspection most of the arrows 
  have distinctive brown and green feathers - a 
  tribal marking.  There�s not much they can do 
  though, as the poison will ﬁnish off the poor 
  creature in two rounds.  PCs making a hard 
  (-20%) animal care test can attempt to sooth its 
  last few moments, or those passing a hard 
  (-20%) heal test can stabilise its bleeding so it 
  lasts a full half hour, but there�s not much else 
  that can be done.  Before too long the beautiful 
  beast is dead and Mephisto has lost another 
  one of his Menagerie�s star exhibits.  Clearly, 
  there are some dangerous Greenskins in the 
  swamp, and the PCs had better watch out!
  This scene is designed to put the PCs on edge, 
  so play it up a bit - perhaps they hear an odd 
  sound nearby, or feel they are being watched.  
  Close inspection of equipment and tracks sug-
  gests that there were at least three people (pos-
  sibly two-three big ones and a smaller, but 
  heavier, one) attacked by six to ten creatures.  
  The bodies have been dragged away into the 
  swamp.  The tracks become impossible to fol-
  low after a few minutes, but the PCs do ﬁnd a 
  severed Dwarven head, with his beard shaven 
  off - the sort of things Greenskins do.  (Which 
  should make any Dwarf PC rather furious).
  This is where four soldiers (three humans and 
  one dwarf) sent to investigate the sightings of 
  goblins, were ambushed by a goblin hunting 
  party, who the PCs may bump into later.  Really 
  perceptive PCs may notice that although there 
  is quite a bit of armour and weaponry scattered 
  about, there may not be quite enough for all the 
  footprints, so maybe one person got away?  
  Rooting around a bit the PCs can ﬁnd three 
  swords (two in poor condition), a broken cross-
  bow, ﬁve bolts which could be used again, three 
  dented metal helmets (count as poor quality), a 
  silver dagger, and a backpack with a day�s pro-
  visions and an empty wine skin.  The goblins 
  have taken all the good stuff. 
  Twenty minutes further on and the path disap-
  pears into the swamp.  The PCs can either con-
  tinue through the Swamp (go to “Agh! Quick-
  sand!”) or, perhaps more wisely, retrace their 
  steps and take the other path they saw earlier, 
  in which case go to “Cross my palm with sil-
  ver, dearie!”.
  Scene 6: Cross my palm 
  with silver, dearie!
  Key objective: Have the PCs get their for-
  tunes told, and possibly obtain a potion to 
  sedate the octopus.
  Suggested start time:�
  �
  �
  11:30
  Suggested max. scene duration: �
  45 mins
  In this part of the swamp there is a dilapidated 
  small shrine, long since fallen to ruin through 
  neglect.  It�s no longer even possible to tell 
  which God the shrine was built for, although 
  there is a badly eroded carving of a huge bul-
  bous frog over the entrance way, which could 
  rule out some of the Gods.  The shrine is a sim-
  ple alcove with oak doors (one missing) to shel-
  ter from the elements, which has been taken 
  over by an evil old cannibalistic woman called 
  Mechthild.  As the PCs approach they can 
  smell cooking, and see an old woman bent over 
  a cauldron in front of the shrine.  She�s pretty 
  perceptive, and before any PCs think of sneak-
  ing up on her she looks to exactly where there 
  are and says; “Hello dearies, have you come to 
  pay ol� Mechtild a visit?  Come in, have some 
  stew to fortify your bones!”
  If the PCs come over, and try to sneak a peak 
  into the alcove she�ll say “Now, now, don�t be 
  nosy!  The crows will have your eyes!” And 
  cackles.  If there�s a Halﬂing in the party she�ll 
  say “Come here, little one, your kind appreciate 
  food more than most, and my stew is just ready 
  for tasting!”
  She has an arrangement with the goblins of the 
  swamp that she provides them with potions and 
  poisons in return for their protection.
  The Hag is cooking a stew which smells pretty 
  good (but is partly made of human ﬂesh).  It 
  tastes ﬁne, but does have an undeﬁned after-
  taste... she�ll be vague about the recipe if asked, 
  only saying that the PCs are lucky to have ar-
  rived when they did as she doesn�t often have 
  all the ingredients for this, her favourite, recipe.  
  She calls it “Mechtild�s Bone Fortiﬁer”.  She 
  also said that she knew Greta (of Greta�s Boon 
  fame), and the evil witch stole her recipe!  If 
  asked by the PCs if she could make them some 
  Greta�s Boon, she says she doesn�t have all the 
  ingredients, and it would take a week anyway.
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  Page 15
  
  Note that if later the PCs start to suspect they 
  have unknowingly eaten human ﬂesh each PC 
  who fails a Will Power check gains 1 insanity  
  point, and unless they then make a Toughness 
  test promptly throw up, leaving them on -10% 
  on tests for the next hour as they get over their 
  queasiness.
  If asked questions about the swamp she can 
  reply with the following information:
  * There are foul greenskins everywhere 
  (True)
  * There are worse things than greenskins 
  too (True)
  * The lake is not far off but it is a danger-
  ous route there (True)
  * Don�t drink the water (True)
  * Three pretty soldiers (and one short ugly 
  one with a big beard) passed through 
  here yesterday. (True)
  * Beware the full moon (Often True)
  * If they have any frogs or snails with 
  them they�d add a certain something to 
  the stew (True)
  If they tell her they are on a mission to capture 
  an octopus she can tell them the following:
  * Octopi are vicious ﬁghters and can eas-
  ily kill a man (True)
  * Octopusses only come out during the 
  day (False)
  * They also have a special nerve spot just 
  behind the head that if you press hard 
  enough knocks them out (False)
  * She has a potion that should knock it 
  out for a while. (True)
  * Octopus suckers can be used as a key 
  ingredient in a potent aphrodisiac (False) 
  (If using the barman PC the Witch notices 
  his bracelet and says she�s a great kisser)
  Morrslieb is in Uranus
  She will also offer to read the PCs fortune for a 
  silver piece each.  The fortune telling is not 
  meant to be comforting for the PCs, but they 
  aren�t to know that in advance...
  If they are interested, the old crone shufﬂes into 
  the shrine, and returns a few minutes later with 
  an extremely well used pack of cards, and a 
  rather smelly and stained old blanket.  She lays 
  the blanket on the ground to make a make-shift 
  table top then sits down with the cards.  The PC 
  who wants their fortune told sits opposite and 
  draws one card.  The witch enjoys the theatrics 
  of fortune telling, so ham it up a bit!  Pretty 
  much all the answers she gives are, in the true 
  tradition of fortune telling, possibly true.  If a 
  black card (misfortune) is drawn, a second card 
  may be drawn at the PCs choice, to attempt to 
  provide further insight.  If the second card is 
  also black, then a third and ﬁnal card can be 
  drawn.  Three black cards is a bad sign and 
  unless the PC passes a hard (-20%) Will 
  Power test they feel as if they have been 
  cursed (See the Ill Fortune spell (WFRP 
  p147).  The fortune telling stops with the ﬁrst red 
  card, so the PCs will generally have more of a 
  bad fortune then a good one.
  Take the following cards out of the pack you 
  used earlier for scene one: All Aces, Kings, 
  Queens, Jacks, two Jokers, and discard the 
  rest, leaving eighteen cards.
  Joker: “You will suffer great misfortune, and be 
  wracked with pain beyond all endurance! This is 
  the very worst card, you should make your 
  peace with Shallya now, for you are not long for 
  the Empire.” If the second joker is drawn, then, 
  “I cannot speak of your fate, it is too horriﬁc to 
  put into words!” and she shudders very visibly.
  Black Ace: “You will be laid low by a single foe, 
  who�ll cleave you right in two!”.  If clubs then, “A 
  giant it is who spells your doom!”.
  Red Ace: “When the sun sinks crimson as the 
  blood of martyrs you will be invincible until 
  dawn!” (False!).  If diamond then “Your sword 
  will cut ﬂesh like a hot knife through giblets!” (F)
  Black King: “A Noble Lord seeks your death, 
  soon, very soon.” If Spades then, “He has al-
  ready dug your shallow grave, full of maggots!”
  Red King: “You will be greatly rewarded... but 
  not yet, not yet!”  If Hearts then, “When your 
  reward comes it will be love not money.”
  Red Queen: “Shallya smiles on you!” If Dia-
  monds then, “But she notices you have not do-
  nated to her temples lately. You must make a 
  donation tonight or fear her wrath!”
  Black Queen: (A gasp!) “Shallya has forsaken 
  you - you�ll never leave this accursed swamp 
  alive! You are doomed!” If Spades then, “The 
  second worst card! I dare not say what will hap-
  pen to you this terrible night!”
  Black Jack: “There is a traitor amongst you!” If 
  clubs then, “She�ll hit you over the head and 
  leave you for dead in the marsh!” 
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 16
  
  Red Jack: “One of you will sacriﬁce themselves 
  to save the others!” If hearts then, “Love dies to 
  save love!”.
  You are feeling sleepy...
  If the PCs ask about a sedative potion she 
  shufﬂes off again into the shrine, and returns 
  with a slightly dusty dark bottle, which has a 
  carefully attached label with an icon of two 
  closed eyes and a smiley face drawn in a spi-
  dery hand.  She assures the PCs that a few 
  drops on the tip of an arrow should be enough 
  to put a giant to sleep, let alone an octopus! 
  Note that the potion does work perfectly well on 
  humanoids (equivalent to four doses of the 
  Sleep spell (see WFRP p146)), but, as the PCs 
  may discover later, doesn�t work quite as ex-
  pected on octopi.  She�s willing to sell it for 5 
  Crowns (or equivalent), or 4 Crowns if a PC 
  passes an opposed Haggle test.  If the PCs 
  examine it closely, it has a faintly blue colour 
  and smells of Lavender.
  Mechtild has a very impressive knowledge of 
  herbs and spices, and has a great many in the 
  shrine, some growing in little pots, others care-
  fully dried in bundles.  Some have come all the 
  way from Araby and will look very unfamiliar. 
  She mutters under her breath what the proper-
  ties for the body, mind and soul are when mixing 
  up her remedies.  Note that the items may not 
  actually have the properties she says they 
  have...  See Table on Herbs and Spices for her 
  thoughts on the properties of these items.
  Greenskins to the rescue!
  All going well, she waves the PCs on their way 
  towards the Lake.  The PCs shouldn�t have any 
  good reason to attack a little old lady in the 
  woods, even if she does seem a little strange.  
  However, if attacked, she cries out a strange 
  word “Gnarzalid!” and quickly retreats into the 
  alcove.  She has set a trap inside the door for 
  just such moments as these.  Carefully bal-
  anced above the door is a bucket full of rocks, 
  and a sharp tug on a carefully concealed string 
  will call it to tumble down on any intruder.  The 
  ﬁrst PC in must make a hard (-20%) agility 
  check or take a damage 3 hit to the head.  In-
  side there are a lot of bones, including some 
  which look very human, which should make the 
  PCs think about what they may just have 
  eaten...
  Herbs and Spices Table
  Anise - Relieves coughs, stops hiccups, in-
  duces sleep when bewitched with bad dreams
  Caraway - Wards off witches, prevents lovers 
  being ﬁckle (she cackles)
  Cinnamon - Stimulates the appetite & the pel-
  vic organs (she leers when saying this)
  Coriander - Eases ﬂatulence, confers immor-
  tality (eventually), aids colic
  Cumin - Helps digestion, relieves pain in the 
  side, especially from battle wounds
  Fenugreek - Soothes liver and kidney com-
  plaints (the drinkers friend!)
  Ginger - Prevents head colds and mental pos-
  session by promoting sneezing
  Garlic - Keeps dysentery and vampires at bay
  Mint - Calms the nerves and gives clarity to 
  see the works of Chaos
  Pepper - Reduces lethargy, increases desire 
  (much leering and gestures again)
  Saffron - Refreshes the spirit, molliﬁes fear 
  and hysteria caused by demons
  Cloves - Promotes perspiration, quenches 
  thirst, increases ability to hear the approach of 
  beasts with cloven hooves
  Parsley - Prevent intoxication, repel mosqui-
  toes, mild laxative
  Bay - Protects against evil, aids digestion and 
  reduces dyspepsia
  Chervil - Alleviates jaundice and blood clots
  Sorrel - Helps prevent stomach ache and colic
  Thyme - Wards off diseases, aids asthma, and 
  alleviates impatience
  Celery - Increase virility, aids scalp disorders
  Sunﬂower - Relieves fever and ague, and pro-
  tects against Night goblins
  Her second line of defence if the PCs keep 
  coming is to cast the Hedge Magic Spell Shock 
  (WFRP p147), but she knows she can�t beat the 
  PCs in combat, so is looking more to delay the 
  PCs until reinforcements turn up and she can 
  make her escape.  Three rounds after calling for 
  greenskin help, four goblins turn up, and if the 
  PCs engage them Mechthild will try and slip 
  away (there is a small concealed hole at the 
  back of the shrine for precisely this purpose).  
  Goblins: For goblins use the standard proﬁle 
  on WFRP p229 or Bestiary p97.
  Quote: (In Goblin-tongue) “Humies!  Kill, kill, 
  eat, eat!”, “Put their heads in Mechthild�s pot!”
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 17
  
  If the PCs do attack Mechthild, but she  man-
  ages to escape, then, once she�s safely away, 
  she�ll fashion a few dolls and curse the lot of 
  them with the Ill Fortune spell (WFRP p147).  
  The effects of this will be felt as the PCs reach 
  the shore of the lake.  They feel a bit funny, as if 
  someone has put a spell on them...
  If the PCs feel outnumbered, and try to escape 
  back the way they came, it sounds like several 
  more goblins are coming up the path, so they�ll 
  either  need to cut through the swamp (go to 
  “Argh! Quicksand!”) or simply rush off down 
  the unexplored path (go to “Slither!”).  The 
  Goblins won�t follow if the PCs run - all they do 
  is chase the intruders away from Mechthild�s 
  home, and then they�ll stop for some stew.
  Hovel, sweet hovel
  Inside the shrine, it�s all rather a mess - lots of 
  relatively common potion making items, a load 
  of potion bottles scattered about, various vege-
  tables and odd looking cuts of meat, a slightly 
  smelly bedroll, and a few pieces of wooden cut-
  lery.  There�s also a spade, which looks a bit 
  bloody (used to bury bodies), some child sized 
  manacles, a box of candles, and a tinder-box.
  In one corner there is a sturdy locked chest 
  (Mechthild keeps the key buried outside under a 
  rock).  A successful pick lock test will open it, 
  but a failure will set off the trap.  There�s a tiny 
  spring-loaded dart with a dose of black lotus 
  poison (see WFRP p122) that shoots out of the 
  front of the chest into whoever was trying to 
  open it.  Inside the chest there are some of 
  Mechthild�s more treasured possessions, which 
  include: four child sized skulls (one of which is 
  Hansel�s), a necklace made of snail shells, an-
  other sleeping potion (also blue, smells of lav-
  ender), a healing potion (smiley face on label, 
  clear, smells of forest fruits), 1 Gold Crown, 7 
  silver pieces, a dose of black lotus poison 
  (skull and cross bones on label, black syrupy 
  mix, smells of liquorice), three mad-cap mush-
  rooms, an anti-toxin kit, some wooden teeth, 
  and a bottle of rough spirits.  There�s also a vel-
  vet pouch with what feels like a glass jar inside.  
  Anyone opening the pouch will see a jar-full of 
  salted eyes staring back at them.  The PC who 
  opened the pouch should take a willpower 
  check or gain an insanity point.  These are 
  another of Mechthild�s little trophies from the 
  children she�s eaten.
  Scene 7: Argh! Quicksand!
  Key objective: Make the PCs learn that going 
  off the path is a bad idea.
  Suggested start time:�
  �
  �
  11:30
  Suggested max. scene duration: �
  30 mins
  Going away from the path is a bad idea - this is 
  a swamp after all, and has claimed the lives of 
  many a careless traveller.  The swamp is an evil 
  place and apart from the blighted trees, hordes 
  of snails, the faintly sinister croak of frogs, the 
  horrible biting insects, and the dampness, there 
  are real risks to make our heroes lives even 
  more miserable:
  Quicksand  
  After travelling away from one of the main paths 
  for about half an hour, the ﬁrst character must 
  make an agility check, or start sinking into the 
  quicksand.  The character will sink in 6-worn 
  armour rounds (e.g 1 round if wearing full plate, 
  but 5 rounds if wearing just leather armour), and 
  will drown in a matter of minutes according to 
  the suffocation rules (WFRP p136).  
  Characters can be pulled out by the other char-
  acters making strength checks - make a com-
  bined check for the whole group using the high-
  est characters strength +10% for one character 
  helping, +25% for two characters, and +50% for 
  three characters, modiﬁed by -10% for each 
  level of armour the character in the marsh is 
  wearing.  Characters can try and slip out of ar-
  mour, making an agility check (one per round) 
  for each piece (but permanently lose the item if 
  successful).  If the ﬁrst round is unsuccessful all 
  characters assisting must also make agility 
  checks (modiﬁed by any precautions taken such 
  as tying themselves to trees), or fall into the 
  quicksand too!  If it looks like the death of the 
  adventures, then a fate point will make one of 
  the characters feel solid ground under their feet 
  and can move themselves carefully towards the 
  edge, and any other character can grimly hang 
  on.  If the PCs decide this route is not for them, 
  they ﬁnd their way back to the ﬁrst clearing 
  without trouble and can choose one of paths.
  Marsh gas
  If not put off by quicksand, then after another 
  hour or so the party enter an area of marsh gas 
  bubbles.  PCs can make a perception check to 
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 18
  
  notice that the swamp has suddenly become 
  even smellier.  If they continue, the last charac-
  ter steps on a bubble of gas, which explodes, 
  and the character plummets into the hole cre-
  ated, also drowning in a scant few minutes ac-
  cording to the suffocation rules.  Making a hard 
  (-20%) agility check means a successful leap 
  clear.  Apply the same rules as for quicksand for 
  other characters to dig the unlucky one out. 
  Again, if it looks like the whole party might 
  drown then a Fate Point well spent will save 
  them all.  There�s an ominous rumbling, then a 
  very large bubble of gas bursts and the PCs are 
  ﬂung through the air landing in a nearby tree.  
  Which breaks under their combined weight, and 
  they need to make an agility check or take 1-2 
  wounds, but are otherwise unharmed.
  If the PCs decide to retrace their steps to avoid 
  further disaster they actually end getting a little 
  lost and unknowingly ﬁnding a shortcut to the 
  shrine - go to “Cross my palm with silver, dea-
  rie!”. (This is to save a little game time, and 
  keep things moving).
  But if they are made of sterner stuff, and not put 
  off by a little sand and gas, and push on, then 
  they�ll ﬁnd that natural features aren�t the only 
  hazards in the swamp if you leave the path...  
  One... two... troll!
  The third misfortune to befall the PCs if they 
  don�t stick to the path is  more dangerous and 
  challenging.  They hear a scream, in a language 
  they probably don�t recognise (Goblin tongue), 
  suddenly cut off.  A little further on, a common 
  troll is taking a snack on an unfortunate goblin.  
  The troll is pretty engrossed with plucking the 
  goblins limbs off and eating them, so the PCs 
  should be able to sneak back the way they 
  came, and end up at “Cross my palm with sil-
  ver dearie!”.   However, if they�ve doused 
  themselves in perfume to ward off the midges, 
  or make a lot of noise, then the troll suddenly 
  becomes aware of them, and, sensing an even 
  better dinner opportunity, moves to attack!
  A troll is a dangerous adversary. Combat is 
  likely to be pretty tough, and, to make life even 
  more miserable, you may also want to apply 
  -5%/-10% modiﬁers for the treacherous ground 
  underfoot, and to make PCs take agility checks 
  every now and then to keep their footing, or fall 
  and count as prone for combat.
  The PCs might try and distract the troll (using 
  interesting smells, the dead goblin�s body, 
  magic spells, or whatever comes to mind), to 
  enable an escape, in which case reward their 
  ingenuity accordingly.
  Alternatively, they may just go for it hammer and 
  tongs, and try and bag themselves a troll!  
  Weaker PCs might decide ranged combat from 
  the safety of a swamp tree might be the best 
  option.  However, the swamp trees are not very 
  strong and for any PCs climbing one roll 1d10.  
  On 1-5 (1-6 for heavy characters (e.g. 
  Dwarves), 1-4 for light ones (e.g. Halﬂings)) the 
  tree falls under the PCs weight and unless they 
  make a agility roll to jump clear, they take 1-2 
  wounds, as they are caught up in the tree 
  branches and are stunned for a round, before 
  being able to get upright.
  Inevitably the Troll�s ﬁrst attack will be to vomit, 
  which has the added delight of the PCs being 
  sprayed with partially digested goblin.  If the 
  PCs actually manage to kill the troll, they�ll be 
  rather disappointed if they were hoping for piles 
  of treasure.  Apart from the troll�s great axe, and 
  the goblin�s spear, shield, and a (Dwarf) ﬁnger-
  bone necklace, there�s nothing of interest.
  Troll: For common troll proﬁle see the Bestiary 
  p111.  Quote: “Raaargh! Sweet Humies! Good 
  Eat!”
  Having survived the middle route through the 
  swamp, the PCs ﬁnally emerge, weary, muddy, 
  bitten, sweaty and tired to encounter “Slither!”.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 19
  
  Scene 8: Slither! (Optional)
  Key objective: Avoid getting eaten by the 
  snake!
  Suggested start time:�
  �
  �
  12:15
  Suggested max. scene duration: �
  15 mins
  Timing note: If you are running late, just run 
  this scene in ﬁve minutes, playing up the spooky 
  atmosphere, but don�t have the snake attack, 
  and go straight on to the next scene.  If on the 
  return journey you ﬁnd you have time to spare 
  the snake can attack the party then.
  As the PCs move on through the swamp, there 
  is less and less tree cover and more and more 
  smelly black marsh, until the PCs ﬁnd them-
  selves on a rather hard to follow trail going 
  through tufts of scratchy swamp grass, sur-
  rounded by marsh.  It�s not pleasant.  But it�s a 
  lot quieter - the irritating frog chorus that has 
  been accompanying them for some time has 
  faded out, and apart from the odd wading-bird 
  there�s nothing much in the way of wildlife at all, 
  although the midges are still plentiful.  It really is 
  rather bleak.  The lake should be a little further 
  on after the marsh - probably no more than an-
  other hour�s travel.
  It�s been pretty hard going up to now, and if the 
  PCs haven�t eaten they may want to before they 
  head on.  Anyone who chooses not to eat, (or 
  didn�t eat earlier), will be at -5% on all WS/ BS/ 
  S and T rolls until they do.
  If the PCs are short on food a few outdoor sur-
  vival rolls will rustle up a handful of juicy snails, 
  but no frogs, as they avoid this area of the 
  swamp, for good reason.
  About an hour after setting off across the marsh, 
  a mist rolls in and visibility becomes very poor, 
  and the swamp takes on an even more evil and 
  claustrophobic aspect.  Sounds become muf-
  ﬂed, and it�s hard to tell which direction they 
  come from.  The PCs need to stick close or lose 
  sight of one another.  Even sticking close, it is 
  hard for the last PC to see the ﬁrst one clearly. 
  It�s very quiet, and any PC with sixth sense 
  could be told a shiver runs up their spine, and 
  they sense a malevolent presence.  They notice 
  that there�s not a sound from any other creature 
  in the marsh, and even the insects seemed to 
  have thinned out.
  A minute or two later, the lead PC can make a 
  perception check to spot a huge snake rearing 
  out of the marsh to attack them!  Failure means 
  the whole party is surprised.  The snake is hor-
  ribly muscled, and has the colour of the marsh, 
  but it is its huge eyes and venom-dripping teeth 
  that most captures the PCs attention.
  The snake is quite a ﬁerce opponent, and 
  knows well  to use the mist to its advantage.  
  After two rounds of attack, it breaks off combat 
  and disappears again.  Keep in combat time, 
  and ask each PCs which way they are facing 
  (front, back, left, right), and what they are doing.  
  Two rounds pass with nothing happening.  On 
  the third round, the snake rears out of the mist 
  from a random direction (front, back, left, right), 
  and any PC facing that direction can make a 
  perception check to avoid being surprised.  
  PCs not facing the correct direction can make a 
  hard (-20%) perception check to avoid being 
  surprised.  
  The snake does the same routine - two attacks 
  then a slithery retreat.  If it still has more than 5 
  wounds it will make a ﬁnal third attack before 
  giving up on the party as being too tough.  Make 
  the PCs scared, and not sure from what direc-
  tion an attack might come.  Also, the ground is 
  treacherous, especially in the mist, so any PC in 
  melee combat with the snake must make an 
  agility check or fall over in the marsh, and must 
  ﬁght from a prone position (-20% WS) until they 
  get up.   
  Less brave PCs might decide to rush off and 
  leave the main party to ﬁght the monster, how-
  ever, that is exactly what the snake wants - and 
  it will break off combat with the group to follow 
  and attack the individual.  Because of the mist it 
  will be hard for the PCs to work out where their 
  cowardly comrade is if they want to run and give 
  help, and will need to make hard (-20%) per-
  ception checks to work out which direction to 
  head in.  The GM should make these secretly 
  for each PC and then if there are some failures 
  give conﬂicting advice, so the PCs are torn 
  about which way to head, all the time hearing 
  the sounds of battle very close.
  Once the PCs have killed the snake, or it has 
  escaped back into the marsh, then they are free 
  to move on towards their goal of the lake in the 
  swamp.  Which they reach about an hour later - 
  go to “The ghost and the bog octopus”. 
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 20
  
  Scene 9: The ghost and 
  the bog octopus
  Key objective: Help a ghost, capture an oc-
  topus.
  Suggested start time:�
  �
  �
  12:30
  Suggested max. scene duration: �
  45 mins
  Eventually the PCs reach the shore of a large 
  freshwater lake in the middle of the swamp.  By 
  the time the PCs get this far, it is about an hour 
  before dusk, and they have the feeling there�s a 
  long hard night ahead of them.  It�s still misty, 
  but visibility has improved, and the frogs are 
  back.  But to the task in hand - capture (un-
  harmed) a large octopus.  
  The PCs may have a number of plans for how 
  to go about this, and, to help them with some 
  ideas, they notice a small rowing boat (M3 TB 
  3 W8) anchored near by.  It has got some ﬁsh-
  ing lines, two small nets, a lantern, a full water 
  skin, and two oars.  It�s a bit dilapidated but is 
  sea-worthy (although you might want to make 
  your PCs doubt this) and can easily seat four.  It 
  gets rather wobbly if more than one person 
  stands up though.  It�s even more wobbly if 
  there�s no one with rowing skill at the oars.
  Desperately seeking suckers
  Let the PCs come up with various ideas for ﬁnd-
  ing the octopus (see also next section), but the 
  important thing to bear in mind is that Octopi are 
  nocturnal animals, so if the PCs do much before 
  darkness falls they won�t have any success.
  But that�s no reason not to have them head out 
  nervously into the water and mess about a bit.  
  Build some tension, as they are up against the 
  clock.  Make them feel anxious.
  Before long, there�s an all too brief sunset 
  where the sun is crimson as the blood of mar-
  tyrs, and then night has fallen.  (If one of the 
  PCs drew a red ace when having their fortune 
  told this sunset will have special meaning for 
  them.) Shortly after the moon comes up and 
  leers down on them. 
  The PCs remember that they don�t have that 
  much time - Utta won�t wait for ever and they 
  are supposed to meet Mephisto next morning, 
  so they�d better hurry up and catch an octopus.
  The swamp at night
  At night, the frogs sound even more menacing. 
  Star light lends a little beauty to the swamp, and 
  reﬂects hypnotically on the inky-black water.  
  PCs who don�t have night-vision will need some 
  sort of illumination (see WFRP p117) or will 
  have difﬁcult seeing much.  There are also 
  many ﬂittering things, accursed moths that ﬂy to 
  the torches and ﬂare brightly before being en-
  gulfed by ﬂames.
  An hour after night fall, when the PCs are get-
  ting frustrated about not capturing an octopus, 
  they hear a child�s voice calling out “Help me!”.  
  Anyone who passes a routine (+10%) percep-
  tion check spots a peasant child emerging out 
  of the swamp and coming towards them.  On 
  closer inspection, the child is ﬂoating, not walk-
  ing.  The child doesn�t look frightening, just di-
  sheveled and sad.  If the PCs make no threat-
  ening moves, the ghost introduces herself as 
  Gretel, and asks for the PCs help in recovering 
  her body from the swamp and burying it on dry 
  land.  She explains that she drowned in the 
  swamp whilst running away with her brother 
  from an evil woman.  She sadly adds that “I only 
  drowned but she ate Hansel.” (The PCs might 
  suddenly have doubts about the old woman 
  they met previously if they don�t already).
  Gretel, the melancholy Ghost: For Ghost 
  proﬁle see Bestiary p109.
  Quote: “It�s very lonely in the swamp, espe-
  cially knowing Hansel has been eaten. I guess 
  the Witch ate his ghost too, otherwise he�d 
  keep me company now wouldn�t he?”
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  Gretel  can ﬂoat out into the swamp and hover 
  mournfully over where her body is - about 20 
  yards out in the swamp where it is about 5ft 
  deep.  The body is fairly easy to ﬁnd as Gretel 
  will give directions and say “You’re touching 
  me!” as soon as a PC�s foot touches her body.  
  Bending down to pick up the body is not difﬁcult, 
  but the PC needs to duck under the surface and 
  is out of sight (and blind) for a round or two.
  However, Gretel�s body is not all that�s in the 
  swamp, as the PCs well know!  A successful 
  perception check (hard (-20%) from the bank, 
  easy (+10%) from the rowboat if nearby) will 
  see ripples and some bubbles near the PC in 
  the water retrieving the body - the bog octopus 
  they�ve been hunting for is moving in for the kill!  
  Whilst this is what the PCs are here for, the Oc-
  topus has other plans...
  Move to combat time, and make a note of the 
  PCs positions relative to the one who is retriev-
  ing Gretel�s body.
  The ﬁrst attack is a tentacle attack on the PC 
  retrieving Gretel, and an attempt to drag the 
  unfortunate PC under water to eat.  Note that if 
  the rest of the PCs are still on the shore it will 
  take about two rounds to close to melee com-
  bat, if the PCs run, or swim, as fast as they can 
  through the lake (three rounds for a Dwarf, one 
  round for an Elf, two for Halﬂings or Humans). 
  Note that because of the depth of the water, 
  Dwarves and Halﬂings will have to ﬁght whilst 
  swimming, which gives a -20% modiﬁer.  If the 
  PC doesn�t have swim skill they could be in 
  great danger.  They should have been in the 
  boat!  
  **Flashback H:  One PC has a sudden ﬂash-
  back to Mephisto saying to them quite emphati-
  cally “I want an unharmed octopus for my me-
  nagerie!”
  This should be a grim and perilous combat, 
  made all the more difﬁcult as whilst the octopus 
  is doing its best to crush, eat or drown all the 
  PCs they need to capture her alive! 
  Play up the thrashing about in the water, em-
  phasizing the muscular snake-like tentacles cut-
  ting through the water and air with lighting 
  speed, the suckers leaving burning marks 
  across the adventurer�s skin, and the glimpses 
  of the evil black beak with its razor sharp edges.  
  The lake water is also dirty, smelly and tastes 
  foul, and anyone in the water ﬁghting keeps get-
  ting pulled under and taking great gulps of the 
  horrible brew.  There are also other things (ﬁsh 
  hopefully) brushing against their legs. The PCs 
  in the water will be ﬁghting for their lives, and 
  should be feeling very sacred.
  Moorslieb shines down but visibility is poor on 
  the inky black water, and makes the PCs and 
  the octopus look ghostly.
  Gretel gets frantic as all this goes on and hov-
  ers, screaming, above where the octopus is.  
  You can have her encourage the PCs by saying 
  things like “[PC’s name] is turning blue!” , “His 
  eyes are popping out!”, “It’s got its tentacles 
  round his neck!”.
  If help is slow in coming for the struggling PC 
  then a fate point results in the octopus taking a 
  strong dislike to the PC�s ﬂavour, and hurling the 
  PC away, to land with a splash by the shore.
  If on the other hand it all seems a bit too easy 
  then perhaps this would be an ideal time for a 
  few of the goblins in the swamp to turn up on 
  the shore and start attacking anyone there, or 
  making off with any equipment left of the bank, 
  so the PCs have to ﬁght on two fronts.
  Remember also that unless one of the PCs in 
  the boat has row skill it will be pretty easy for 
  the boat to capsize amongst all the chaos.  You 
  may want to make your PCs take a few row skill 
  checks.  Ideally at some point everyone will end 
  up in the water, whether they planned to or not!
  A slippery customer
  The PCs have a number of options for capturing 
  the octopus (mostly) unharmed.  Possible cap-
  ture methods, and Gretel�s comments, include:
  * With nets:  The bottom of the row boat has 
  two small ﬁshing nets which the PCs  could try 
  and use to truss up the Octopus.  These are 
  entangling weapons, and using them in com-
  bat from a boat could result in PCs falling over-
  board.  Anyone throwing a net from the boat 
  makes if wobble alarmingly, and all the other 
  PCs must make agility checks or fall in the wa-
  ter.  It�s not possible to throw a net from the wa-
  ter with any accuracy (-30%BS).  The nets are 
  actually too delicate to hold an enraged octopus 
  for more than 1d10 rounds.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 22
  
  Gretel is enthusiastic about this one, saying “My 
  dad was a ﬁsherman, he used to take me and 
  Hansel out, and said when we grown up Hansel 
  would be a ﬁsherman too, and I’d marry the 
  most handsomest ﬁsherman in the World.  I 
  would have liked that.”  Then she goes all for-
  lorn and quiet.
  * With a baited trap: Utta had a bucket of snails 
  and crabs in the wagon, which could be used as 
  bait in a carefully rigged trap, if the PCs remem-
  bered to bring it.  Octopuses are also attracted 
  to light (a PC might remember if passing a hard 
  (+20%) common knowledge test), and the 
  PCs could be on the boat with some lanterns/
  torches to lure it in.  Trap setting skills would be 
  useful here.  Also, mimic skills could possibly 
  be used, if a PC says they�d like to make the 
  sound of an octopus mating call... This could 
  end up being too easy, so make the octopus 
  escape after being caught, requiring the PCs to 
  have a second attempt.
  Gretel admires the PCs trap making skills, and 
  says, “Hansel and me once made a trap for the 
  big rat that lived under out ﬂoor.  We got some 
  really stinky cheese from Mr Limburg’s shop, 
  but in the morning all we had was a rat’s tail and 
  no cheese.”
  * With strike-to-stun:  This can also work, per-
  haps using the boat-oars as improvised 
  stunning-weapons, but the PCs will need to be 
  fast to tie up the octopus as stunning only last 
  1d10 rounds, and once stunned the octopus 
  sinks in to the water and may take a few rounds 
  to ﬁnd.  Ideally you�ll have all the PCs in the wa-
  ter looking for the stunned octopus when it re-
  gains consciousness and is very angry!
  Gretel�s not so keen on this and says, “My mum 
  once hit my dad over the head with the skillet 
  when he’d been drinking - his eyes went com-
  pletely crossed! I wonder if they miss us?”
  * With grappling skills:  PCs in the water in 
  combat with the octopus can try and grapple it 
  and hold it still while others try to truss it up.  
  This could be quite a ﬁght, with the octopus con-
  tinually slipping out of the grip.  Despite what 
  the PCs may have learned from Mechthild, 
  there�s no magic spot on the back of an octo-
  puses's head that�ll knock it out quick - but the 
  PCs may have a tough time learning that the 
  hard way.
  Gretel laughs at this idea and says, “Hansel and 
  I once saw two fat men wrestling at the travel-
  ling circus!  They were so noisy!”
  * With drugs:  The PCs may have picked up a 
  sedative from Mechthild, to use with a ranged 
  weapon.  Unfortunately the witch hasn�t got it 
  quite right, and whilst the concoction will work 
  perfectly well as a sedative on humanoids, it 
  acts more like a combat enhancer on octopi.  A 
  successful attack causes no wound, but rather 
  than sedating the octopus, it gives it the equiva-
  lent of a dose of mad-cap mushrooms... and 
  also puts the octopus into frenzy.
  Gretel looks on with professional interest, 
  “When mum was pushing Hansel out of her 
  tummy, she screamed the house down until Mrs 
  Oetker gave her a special vial.  She said it had 
  contained the dreams of a Shallyan priest, and 
  would be very restful. It smelt funny though.”
  * With magic.  A very brave magic user could try 
  and use a sleep spell, but there are going to 
  have to get up close and personal with the oc-
  topus in the water to do this as sleep is a touch 
  spell.  Note that, as with stunning, the octopus 
  sinks if successfully put to sleep (for 1d10 
  rounds).
  Gretel shrieks at the mention of magic and has 
  to half cover her eyes with her hands, and look 
  out from between her ﬁngers.  She�s scared as 
  everyone knows only bad people use magic.
  Your PCs may think up other ideas, and if they 
  come up with something beautifully ingenious 
  then reward them by having them capture the 
  octopus relatively easily, and without too much 
  risk to life and limb.
  Oops! I think it�s dead!
  It�s possible that the PCs are too rough in their 
  approach to capturing the octopus, and actually 
  end up killing it.  If this happens then get them 
  to argue with each other for a bit over whose 
  stupid fault it is, then have one of them realise 
  that there might well be more than one octopus 
  in the lake.  (And, to make life easy, there is!).  
  Or, if your game session is running out of time, 
  just make the octopus give a twitch - it�s still 
  alive, but down to zero wounds.  Animal care 
  and healing skills can then be used to stabilise 
  Otto�s replacement�s condition.
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  Page 23
  
  Once the PCs have captured, and tied-up the 
  bog octopus, and recovered Gretel�s poor little 
  drowned body (which has nothing of value), and 
  buried it, her ghost smiles sadly at the PCs, 
  makes a little wave, and says “I hope I�ll see 
  Hansel now”, and gradually fades from view.
  All PCs who were in the water should make a 
  routine (+10%) outdoor survival check.  
  Those who fail are horriﬁed to ﬁnd they�ve 
  picked up some big fat leeches, who are suck-
  ing greedily at their exposed ﬂesh!  Leeches 
  cause 1 wound, or 2 if the check was failed 
  badly.  You might want to cause nervousness by 
  casually mentioning that swamp fevers can be 
  carried by leeches...  Some salt (from the PCs 
  provisions) is needed to carefully remove the 
  leeches, or else the affected PCs suffer an extra 
  wound.
  The PC who recovered Gretel�s body can be 
  given a fortune point in recognition of a kind 
  act done in a dark place, in bad conditions.
  One heavy sucker
  Hopefully the PCs have remembered to bring 
  some ropes and tarpaulins with them, to safely 
  transport the octopus back to the wagon.  It�s 
  pretty straightforward to truss the poor critter up, 
  but he�s pretty heavy, with an encumbrance of 
  800.  If the PCs fashion some sort of stretcher, 
  remember that two PCs will have both hands 
  full, and will need to drop the stretcher if they 
  want to take part in combat.  A strong Dwarf 
  could probably just about manage to carry a 
  carefully bound octopus over his shoulders - 
  and what a sight that would make!  (See WFRP 
  p103 for encumbrance rules and how much PCs 
  can carry.)
  When the Octopus regains consciousness, it 
  tries to thrash about for a bit, but then settles 
  down, with a look on its face (if an Octopus can 
  be said to have a face) that suggests it is con-
  templating its escape and revenge.  Better 
  check those bindings!
  Bog Octopi dry out pretty quickly once out of 
  their wet environment.  The PCs need to wash 
  down the octopus every hour or so with swamp 
  water or it must make a toughness test of lose 
  1 Wound.  If PCs ask how the octopus is look-
  ing, say it looks a little dry, and maybe they�ll get 
  the hint.  Or have them make an animal care 
  test.
  Scene 10: The return journey
  Key objective: Hurry the party back through 
  the swamp to the octopus wagon.
  Suggested start time:�
  �
  �
  13:15
  Suggested max. scene duration: �
  15 mins
  The PCs still need to return to their wagon, 
  whilst transporting Otto through the night.  
  They�ll need to go back the way they came in: 
  across the snake-mire, and then either through 
  the swamp or via the shrine.  
  Through the snake-mire.  This passes un-
  eventfully - the snake is either dead or off hunt-
  ing elsewhere, and the mist has lifted, so whilst 
  spooky, there is no immediate danger.  But keep  
  them on edge! (Timing note: If you skipped this 
  earlier and now have time, have the snake at-
  tack, otherwise hurry through in two minutes.)
  Through the swamp:  If the PCs have been 
  through the swamp once already, (and defeated 
  the troll) allow the PCs +20% bonuses on 
  checks to spot quicksand and marsh gas, due to 
  familiarity.  Otherwise play the scene as written. 
  (Timing note: If running short of time, just make 
  brief passing reference to the bad smells, how 
  narrowly the PCs came to falling into quicksand 
  and other hazards, and move swiftly on.) 
  Via the Witch: If the PCs went this way then 
  amend depending on how they left the place. If 
  Mechthild wasn�t harmed earlier, or escaped, 
  then she�s not present on the return journey, 
  having gone out to get some potion ingredients 
  by the light of the full moon.  The PCs have a 
  bad feeling about the shrine so encourage them 
  to hurry past. (Timing note: This is the easiest 
  part of the route back so shouldn�t take more 
  than two minutes.  If the PCs want to investigate 
  the shrine, say that they�re already very late for 
  their meet up with Utta).
  Greenskins!
  But it would be too easy to simply get back to 
  Utta without complications, so just when the 
  PCs think they are almost there...  Goblins!  
  (Timing note: If running short of time, have the 
  goblins gone, and just the remains of the camp 
  ﬁre smouldering away.)  The PCs come up to 
  the clearing where they ﬁrst started and see that 
  a small group of six goblins has set up camp.  
  One of them is cooking something in an oddly 
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 24
  
  shaped pan over a ﬁre.  The pan, on closed in-
  spection, looks to be made from a Dwarf-sized 
  breastplate!  The PCs could try to sneak past, 
  and the goblins are more interested in the food 
  cooking over the ﬁre, than paying attention to 
  their surroundings.  This may be the moment 
  when their trussed octopus gets a tentacle out 
  and smacks one of them to make a loud noise... 
  Or, if they do have to go into combat (putting the 
  Octopus down gently ﬁrst), and it starts to go 
  against them, they receive help from an unex-
  pected quarter - a bedraggled and injured sol-
  dier charges out of the swamp and joins the 
  attack.  She�s the sole survivor of the goblin 
  ambush described in “a bad sign”.
  Goblins: For goblins use the standard proﬁle 
  on WFRP p229 or Bestiary p97.
  Quote: (In Goblin-tongue) “Humies!  Kill, kill, 
  eat, eat!”, “Cut off the fat one�s beard!”
  If that�s not enough to tip the combat in the PCs� 
  favour, then after another round or two Utta 
  sends a crossbow bolt into the nearest Goblin 
  from the edge of the forest - she heard the 
  combat and raced to give support.
  Note that Goblins night vision can be interrupted 
  for 1 round if the PCs are in darkness then light 
  a lamp (although then the PCs will lose any 
  chance of seeing in the dark that round).  If the 
  Goblins are defeated, there�s not much worth 
  taking.  They have the usual poor quality and 
  smelly Goblin leather armour that no one would 
  really want to wear, and their swords and 
  shields. One of them has a purse with what 
  could only be a Dwarf�s beard.
  We said we�d be back!
  Eventually, in the wee small hours of the morn-
  ing, the PCs return to where they left Utta.  She 
  is calmly sitting at the front of the wagon with 
  her crossbow loaded.  PCs might want to call 
  out ﬁrst to avoid getting shot at by mistake.  
  Once Utta has seen the PCs, she wastes no 
  time opening the top of the wagon, and helping 
  them put the rather unhappy Octopus in to the 
  tank.  If you want to give the PCs a hard time 
  you can make them roll for an agility check to 
  avoid falling into the tank with the octopus, 
  who�s only too pleased to have something to 
  play with...
  Utta gives the octopus a critical examination, 
  and is suitably complimentary if the PCs have 
  managed to capture it unharmed.  If the PCs 
  haven�t yet suggested a name she suggests 
  “Octavius”.  Once everything is secured, and the 
  top of the tank locked, Utta gets the ponies to 
  gee up and the party heads off the way it came.  
  Note that she has the heal skill, so the party can 
  have her tend to them before they leave.
  As dawn comes up, the PCs ﬁnd themselves 
  well on the way to Mephisto, with a wagon reas-
  suringly full of valuable octopus, and the prom-
  ise of a good handful of coins before the day is 
  out.  Go to “Look Who�s Come To Dinner!!” 
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 25
  
  Scene 11: Look who�s 
  come to dinner!
  Key objective: Save Mephisto!
  Suggested start time:�
  �
  �
  13:30
  Suggested max. scene duration: �
  30 mins
  The PCs turn up with the octopus at the gates of 
  the city a little before noon, as speciﬁed by 
  Mephisto.  He�s waiting nervously and pacing 
  about, feeding bits of meat to a hawk, but is 
  overjoyed to see them.  He tells them he hasn�t 
  been able to recapture the Hippogriff (and the 
  PCs may know he�s dead), but is sure the Lord 
  will be delighted with the octopus they�ve found.  
  Gerrard the goat is nearby and makes another 
  little dance if any of the PCs come near him.  
  Utta makes her excuses and leaves - she�s go-
  ing to look after the animals - and says she�ll 
  meet them later.   She takes Gerrard and the 
  Hawk with her.  (Note, this is to make the GM�s 
  life easier by only having one NPC on the PCs� 
  side in the forthcoming encounter.) 
  The ﬁnal scene is fairly short, and in order to 
  keep things running smoothly it�s worth spend-
  ing a minute or so noting down the starting 
  wounds of all the non-player participants in the 
  ﬁnal combat, including Mephisto, and the octo-
  pus.  When you�re ready, the PCs head off with 
  Mephisto into the city.  After a short argument 
  with the gate guards over a leg tax (successfully 
  argued by Mephisto that the octopus only has 
  arms, not legs), the PCs enter the city and 
  Mephisto guides them through the bustling 
  streets, picking up a small crowd of gawkers 
  (and pickpockets if you are feeling mean) on the 
  way to the house of Lord Delcroix. 
  A bit of gossiping on the way can reveal the fol-
  lowing:
  * A group of adventurers have captured a 
  chaos beast which will bring doom to the 
  city. (False)
  * The city is plagued by pickpockets. (T)
  *A demon burnt down an inn! (F)
  * Witch hunters are looking for the rogues 
  who ﬂed after burning a nearby inn, and 
  killing everyone. (False)
  * Lord Delcroix is a noted gourmet. (True)
  * The PCs smell of swamp... did they see 
  the wicked witch who is said to live in the 
  swamp and eat children?! (Possibly True)
  * There�s talk of a beard tax to reduce the 
  number of Dwarves in these parts. (False)
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 26
  
  At the house they are shown in, the octopus is 
  parked in the courtyard with its tank shut, and 
  the PCs are shown up with Mephisto by a 
  nameless servant.  Mephisto is obviously anx-
  ious - the future of his menagerie depends on 
  this meeting going well.
  As the PCs are going up the stairs they notice a 
  Halﬂing enter the courtyard pulling a small cart 
  laden with various vegetables - garlic, shallots, 
  onions, and some more unusual shaped ones, 
  probably from Araby.
  Lord Fatso
  Shown in to the main room of the house, which 
  has two guards lounging about, they are intro-
  duced to Lord Delcroix, who is a hugely obese 
  pig of a man, half way through demolishing a 
  massive feast.  He doesn�t get up, but gestures 
  to the group to come forward with a sweaty 
  hand, and take seat with him. 
  He does not indicate to the PCs that they should 
  join him eating the food, and if anyone is pre-
  sumptuous enough to try something, he slaps 
  their hand away and roars at them “Touch my 
  food again peasant and I�ll have your hand 
  ripped off and fed to my pigs!” and the guards 
  who have been lounging around, pay closer 
  attention to the PCs, slipping knives from 
  sheaths, checking straps on armour and so on.
  Observant PCs will note that there�s quite a lot 
  on the table that they don�t recognise.  Good 
  perception checks (halﬁngs get +10% bonus) 
  will spot things such as Altdorf River Duck, Kis-
  levian Roasted Swan, and other more unusual 
  and exotic items.
  Mephisto starts outlining to the Lord how sup-
  port to the tune of just 150 Crowns a month 
  would ensure the continued well being of all the 
  animals under his care in his Marvellous Me-
  nagerie, plus the possibility of acquiring a few 
  new ones - he looks encouragingly at the ad-
  ventures here - perhaps there might be more 
  work for them!
  Feed me!
  The Lord doesn�t take too much interest, and 
  after a few minutes, stops Mephisto and says 
  “Enough, enough, have you brought the crea-
  tures you spoke about!?”, Mephisto nods, and 
  the Lord roars “Eva!  Feed Me!” and Mephisto 
  looks puzzled.  A few seconds later the Halﬂing 
  the PCs saw earlier, who is presumably Eva, 
  appears carrying a huge silver platter covered 
  with a dome shaped lip.  She puts it squarely in 
  front of his Lordship, whips off the top like a true 
  professional, and there�s a fabulous smell of 
  fried meat, fused with the piquant aroma of on-
  ions, shallots, garlic, and some spicy unfamiliar 
  smells too.  In the middle of the platter is what is 
  unmistakably part of a large tentacle!  (Flanked 
  by two stuffed albino dogs).  He reaches for-
  ward with his fork...
  The PCs have a number of options here.  Any-
  one with sixth sense has a very strong inkling 
  that things are about to get dangerously crazy 
  any second now. 
  **Flashback I: One of the PCs remembers one 
  of the patrons of the Lycanthrope Arms saying 
  that Mephisto used to be a Norse Berserker and 
  isn�t always very good at keeping his temper. 
  They should also realise they are in the middle 
  of the house of a wealthy Nobel, with armed 
  guards, who is about to tuck into their animal-
  loving patron�s prize Menagerie Exhibit, the one 
  they�ve just risked their necks to capture!
  As Lord Delcroix is about to plunge his fork into 
  the tentacle, he pauses, and says “Oh, where 
  are my manners!  Mephisto, here is your pay-
  ment for my exquisite dinner! “ He chucks a 
  small pouch of coins (5 Shillings) at Mephisto�s 
  feet - who looks like he is going to explode with 
  rage  - then roars “Now GET OUT!  I�m Eating!” 
  His guards have stood up, and are ready for 
  action.   Move to combat time.  Ask the PCs 
  what they want to do (run for the door would be 
  one good option, preferably dragging Mephisto).  
  When each has replied, and you know what 
  they plan to do, Mephisto explodes and makes 
  to leap across the table, going for the throat of 
  Lord Delcroix, but is neatly intercepted by the 
  nearest guard who wrestles him to the ﬂoor.  
  Lord Delcroix takes his ﬁrst bite of Octopus and 
  makes a pleased “Mmmm!” face.
  In the ensuing combat, Mephisto is in a frenzy, 
  and the two guards will do everything they can 
  to protect their Lord, but will not give up their 
  lives for him.  Eva rushes in at the ﬁrst sound of 
  combat with a huge kitchen cleaver.  Lord Del-
  croix continues eating, unless things are getting 
  really out of hand, in which case he pulls his 
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 27
  
  pistol from under the table, ﬁres it into the ceil-
  ing and says calmly “I won�t tell you again, get 
  out, or I�ll be eating your livers for my breakfast”.
  In the combat, PCs can either make a run for it, 
  in which case they escape pretty easily, or they 
  can help Mephisto, (but killing a Noble is not a 
  good move generally), or, if an amoral bunch, 
  they could side with Lord Delcroix and help re-
  strain Mephisto (perhaps with the intention of 
  getting him out of the room alive.)
  If the PCs run, the guards give Mephisto a bad 
  beating, but have no interest in pursuing the 
  PCs - they need to protect their employer for the 
  rest of his dinner.
  If the PCs restrain Mephisto, and get him out of 
  the room alive, then they will have his gratitude, 
  and, if Lord Delcroix is unwounded, he will be 
  too busy with his gluttony to pursue a grudge.
  If the PCs kill Lord Delcroix and all his staff 
  (both the guards and Eva) then they�d better 
  ﬁnd a way out of town very quickly - Mephisto 
  will help if alive.
  If the PCs kill Mephisto (!), Lord Delcroix stops 
  eating brieﬂy and looks at them with coldly cal-
  culating eyes, and says “I could use people like 
  you, come back and see me tomorrow.” The 
  PCs have gained a patron!
  Seven legs are better than none
  Three rounds in to the combat, the Octopus 
  bursts in to the room - he lives!  Eva has only 
  severed one of his tentacles (Reduce wounds 
  by ﬁve).  He�s very angry, and either attacks the 
  PCs if they�ve mistreated him, or goes straight 
  for Eva, then the guards, then Delcroix.  If 
  Mephisto is still alive he will insist that they help 
  get the octopus back in his tank and away - he�ll 
  not leave without him!
  Once back in the courtyard (possibly at speed, 
  dragging a foaming Mephisto and a furious Oc-
  topus), the PCs notice that the octopus tank is 
  still there, although the water is bloody, and now 
  would be a good time to make a fast get away. If 
  they have recaptured the octopus they can put it 
  back in the tank.  The lock is gone so someone 
  needs to sit on the lid to keep it closed.
  Note that there are two guards on the gate, who 
  if the PCs are making a lot of fuss and bother 
  will come over and see what�s going on.  They 
  may even call the Watch if things are looking 
  very suspicious.
  Once the PCs are out of the gate, ideally at 
  speed, hanging on to the wagon for grim death, 
  with an angry octopus thrashing about, and the 
  watch in hot pursuit, the adventure is over.
  And ﬁnally...
  Experience points & ﬁnancial awards:
  General Roleplaying: �
  �
  �
  0-40xp 
  All PCs surviving:� �
  �
  �
  10xp
  Escaping Inn in under 5 rounds:��
  5xp
  Helping to put out the ﬁre: �
  �
  5-15xp
  Saving the barmaids:�
  �
  �
  10xp
  Saving the dog:�
  �
  �
  �
  5xp
  Giving innkeeper his items back:�
  5xp
  Avoiding combat with tax men:� �
  5xp
  Finding the Dwarf�s head:�
  �
  5xp
  Getting fortunes told:�
  �
  �
  5xp
  Getting “sedative” potion:��
  �
  5xp
  Avoiding combat with troll:�
  �
  10xp
  Killing the swamp-snake:��
  �
  10xp
  Capturing octopus unwounded: ��
  25xp
  Or... Capturing octopus wounded:�
  10xp
  Or... Almost killing the octopus:� �
  5xp
  Burying Gretel�s body:�
  �
  �
  5xp
  Defeating all the goblins:��
  �
  10xp
  Saving Mephisto:� �
  �
  �
  20xp
  Secret Mission:�
  �
  �
  �
  5xp �
  �
  Mephisto also pays up the money he promised, 
  as well as tickets for the show.  He gives them 
  each an extra 5 shillings if he thinks they did a 
  ﬁne job.  And possibly a few more if they really 
  whine on about how tough a time they had.
  Further adventures
  The PCs might be employed by Mephisto to 
  capture other animals for his Menagerie, or, de-
  pending on how things turned out, Lord Delcroix 
  may have a number of little errands for them, 
  mostly involving inﬂicting pain on people.  If the 
  wicked witch escaped them in the swamp she 
  may want some revenge, so you can have 
  Mechthild pop up when least expected.  Also, if 
  Lord Delcroix was killed, but Eva the Halﬂing 
  Cook escaped, she may also be after the PCs 
  for revenge!
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 28
  
  Key NPC & monster proﬁles
  Mephisto - Human, Mercenary, Ex-Norse 
  Berseker. (Male)
  Quote: “Roll up, roll up, see the beasts of 
  Mephisto’s Marvellous Menagerie, only 2 pen-
  nies!”, “An unharmed octopus”, “Must... not... 
  go... berserk.”
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  50
  48
  44
  40
  32
  37
  44
  36
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  2
  13
  4
  4
  4
  0
  3
  1
  Having originally come from Norsca, he has 
  seen a lot of battles, especially around horses 
  when ﬁghting in Kislev. Mephisto became quite 
  adept at looking after animals, and, when one 
  day he had to nurse his Lord�s injured Hippogriff 
  back to health, he decided that there was a bet-
  ter future for him preserving wild creatures than 
  killing Orcs.  Given the Hippogriff as a parting 
  gift from his Lord, Mephisto�s Marvellous Me-
  nagerie began.  Mephisto (original name Knut 
  Stefansson) has been touring the lands making 
  an acceptable living showing various exotic 
  beasts, for a few shillings a show.  Keeping 
  such beasts healthy and fed is not easy, and 
  due to some ill health amongst his beasts he 
  needs to ﬁnd 150 Crowns quickly.   The full Me-
  nagerie has over twenty beasts, and is currently 
  housed in a local town, where it has been for 
  the past ﬁve weeks.  He has but a few of the 
  prize critters with him, as he is on the way to 
  meet Lord Delcroix who has indicated that he 
  may be able to support Mephisto with his work if 
  he could see some of the animals ﬁrst.  
  Skills: Common Knowledge (Empire, Norsca, 
  Kislev), Consume Alcohol, Intimidate, Performer 
  (Storyteller), Speak Language (Reikspeil, 
  Norse), Swim, Animal Care, Gamble, Dodge 
  Blow, Ride, Gossip, Perception, Secret Lan-
  guage (Battle Tongue), Drive, Haggle, Search.
  Talents: Frenzy, Menacing, Quick Draw, Spe-
  cialist Weapon Group (two-handed), Disarm, 
  Strike Mighty Blow, Strike to Stun, Resistance to 
  Disease, Sturdy.
  Armour:�
  Leather jerkin
  A. Points:� Body 1, rest 0
  Weapons:� Great Weapon (axe), dagger
  Trappings: Show man�s clothes, big hat, mag-
  niﬁcent boots, Bottle of Good Norse spirits,  
  backpack with animal care equipment, healing 
  draught, wagon and contents, two ponies, the 
  animals of the Menagerie, ﬂyers for the Menag-
  erie, and purse with 7 Crowns and 37 pennies.
  Utta Gunillasdottir - Human, Bodyguard. 
  (Female)
  Quote: “I don’t think Mephisto would like you to 
  do that.”, “Nej, the dogs are staying with me.”, 
  “Are you sure you’re up to this task?”
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  45
  37
  38
  37
  37
  36
  29
  28
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  2
  13
  3
  3
  4
  0
  1
  0
  Also from Norsca, Utta has been a travelling 
  companion of Mephisto for some years, and 
  each has saved the other�s skin on a number of 
  occasions.  Like Mephisto, Utta has an afﬁnity 
  for animals.  Unlike Mephisto, she doesn�t talk 
  much, and isn�t very “showy”. If asked about 
  how she and Mephisto managed to capture the 
  original octopus, she smiles sadly and refuses 
  to be drawn on details, only to say, “It was very 
  hard, and cost poor Seigmund his life.  But Otto 
  was a ﬁne specimen and the children loved him.  
  I miss them both.” 
  Skills:�
  Common Knowledge (the Empire), 
  Gossip, Speak Language (Reikspiel & Norsca) 
  Dodge Blow, Heal, Intimidate, Perception, Drive, 
  Animal care
  Talents:�
  Disarm, Specialist Weapon Group 
  (parrying), SWG (throwing), Street Fighting, 
  Strike to Stun, Very Strong, Acute Hearing, 
  Hardy
  Weapons:� Throwing axes (two), crossbow and 
  15 bolts, sword.
  Armour: �
  Leather jerkin
  A. points:� Body 1, rest 0
  Trappings: Contents of Menagerie wagon, 
  good clothes, purse with 3 Crowns.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 29
  
  Mephisto�s Marvellous Menagerie 
  Wagon
  Mephisto and Utta have been travelling with a 
  specially modiﬁed wagon built at some expense 
  with the assistance of Altdorf glass merchants.  
  About two thirds of the inside of the wagon has 
  been converted into a large, water-ﬁlled, glass 
  tank, that Otto can be exhibited in.  There�s a 
  large wooden ﬂap on both of the long sides of 
  the wagon that can be unlocked and lowered to 
  allow viewing of the tank.  There�s a wooden 
  hatch over the top which has a simple lock (Utta 
  and Mephisto both have keys), which can be 
  lifted to feed Otto.  The walls of the tank are 
  very thick (20 wounds).  The rest of the wagon 
  contains enough space for two hammocks to 
  hang, and there is also some equipment:  a lan-
  tern, 2 buckets (for topping up the tank), a long 
  hose (for draining it), bedding rolls, ﬂyers for the 
  Menagerie, Octopus food (a big smelly bucket 
  of snails and small crabs in salt water), Donkey 
  & goat food (some greens, carrots and sugar 
  lumps), Hippogriff food (a cage with three big 
  live rats), dog food (a bag of pigs ears), 2 tar-
  paulins, 2 ropes, and a small barrel of good 
  beer with two pewter tankards.  Pinned on one 
  wall is a small map of the Empire with pins in 
  showing where they have exhibited.  The wagon 
  is pulled by two rather docile ponies - Gertrude 
  and Alphonse.  Use standard proﬁles (See 
  WFRP p232).
  The tank is heavy, especially when full of water 
  and octopus, so movement is reduced by 1 to 3 
  from normal movement of 4. (TB5, W30).
  For the war dogs Knut and Bjork use the stan-
  dard proﬁles (See WFRP p233) and for Gerrard 
  the goat use the pony proﬁle (See WFRP p232). 
  Theodor Herzog - Human Tradesman 
  (male)
  Quote: “They’re not drugged, they’re overcome 
  with smoke!”, “Oh, you look absolutely marvel-
  lous in that!”
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  33
  29
  32
  35
  33
  27
  31
  41
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  1
  12
  3
  4
  4
  0
  0
  0
  A weasly man with piercing eyes, he travels the 
  roads hawking his ﬁne women�s clothing, but 
  also preying on women.
  Skills:�
  Common Knowledge (the Empire), 
  Gossip, Drive, Haggle, Evaluate, Perception, 
  Read/Write, Secret Language (Guild Tongue), 
  Trade (Tailor and merchant), Speak Language 
  (Reikspiel)
  Talents:�
  Fleet footed, Suave, Dealmaker & 
  Savvy
  Weapons:� Evil looking sacriﬁcial dagger 
  Armour: �
  None
  A. points:� None
  Trappings: Fine clothing, vial of sleeping pow-
  der, three chests of women�s clothing, purse 
  with 17 GC.
  Mechthild - Human, Hedge Wizard. 
  (Female)
  Quote: “This’ll put hairs on your chest!”, “Cross 
  my palm with silver, dearie, and I’ll see what the 
  Gods have in store for you!”, “Taste’s good 
  doesn’t it?  That’ll be me secret ingredients.”
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  27
  29
  31
  31
  37
  41
  45
  34
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  1
  11
  3
  3
  3
  1
  4
  1
  A slightly deranged woman, with cannibalistic 
  tastes, who lives in the swamp, making potions 
  for goblins to keep them on her side, and eating 
  the occasional unfortunate child who strays into 
  her path.  Reads fortunes too, and cooks an 
  interesting stew.
  Skills:�
  Animal Care, Haggle, Charm, 
  Channelling, Trade (Apothecary), Heal, Hypno-
  tism, Magical Sense, Perception, Search, Pre-
  pare Poison, Common Knowledge (the Empire), 
  Gossip, Speak Language (Reikspeil, Goblin 
  Tongue)
  Talents:�
  Hedge Magic, Petty Magic 
  (Hedge), Resistance to Poison, Excellent Vision
  Weapons:� Dagger (poisoned with Black Lotus 
  Poison (see WFRP p122))
  Armour: �
  None
  A. Points:� None
  Trappings: Ragged clothes, contents of shrine, 
  and purse with three shiny buttons and 6 Silver 
  pieces.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 30
  
  Swamp snake
  Quote: “Ssssss!  SSSSSssss!”
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  45
  0
  51
  43
  50
  15
  30
  10
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  1
  30
  5
  4
  6
  0
  0
  0
  Swamp snakes are ﬁerce inhabitants of deso-
  late mires, who grow big on frogs and snails, but 
  even bigger on careless greenskins and adven-
  turers.  They are very agile, and cunning, and 
  take advantage of the mists that roll across their 
  habitat to surprise their prey.
  Skills:�
  Concealment +10%, Dodge Blow, 
  Perception +10%, Silent Move +10%
  Talents:�
  Frightening, Keen Senses, Natural 
  Weapons (teeth), Night Vision, Strike Mighty 
  Blow, Strike to Stun.
  Special Rules: 
  * Scales: 2AP all locations.
  * Poisonous Bite: An attack that deals at least 1 
  Wound deals 4 additional Wounds unless the 
  target succeeds on a Toughness test. 
  Armour: �
  Head (2), Body (2).
  Weapons:� Fangs and poisonous bite
  Bog Octopus
  Quote: “Bloop!”
   
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  38
  0
  46
  43
  55
  15
  35
  15
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  3
  22
  4
  4
  6
  0
  0
  0
  Bog Octopi (say experts or octopusses accord-
  ing to the peasants) are unpleasant swamp 
  creatures that, in a bad light, look like hugely 
  bloated spiders, and in a good light are not 
  much prettier.  They are fast and sneaky lone 
  predators, consuming prey by grappling it in its 
  many tentacles then passing it to its vicious 
  beak.  They rely more on ambush, and, if they 
  ﬁnd they are facing a strong foe, can quickly 
  disengage and scuttle off to ﬁnd easier morsels.  
  Typically an attack will use two tentacles to 
  grapple the victim and pull them towards the 
  beak.  Although they can smell a bit fresh out of 
  the bog, when washed and prepared well they 
  are quite tasty.
  Skills:�
  Concealment +10%, Perception 
  +10%, Silent Move +10%, Swim +10%
  Talents:�
  Frightening, Keen Senses, Natural 
  Weapons (beak and tentacles), Night Vision, 
  Strike Mighty Blow, Strike to Stun.
  Special Rules: 
  * Tentacles: +20% on all grappling attacks.
  * Leathery skin: 1AP all locations.
  * Powerful Bite: An Octopus�s beak is very 
  deadly and counts as having the Impact Quality.  
  Beak does SB-1 damage.
  Armour: �
  1AP all locations.
  Weapons:� Tentacles (SB-2) and beak (SB+1)
  Kersten Kartoffelkopf - Human Sergeant 
  (Ex-soldier). (Female)
  Quote: “This is for Magnor!” (slash of blade!)
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  49
  49
  36
  41
  39
  36
  46
  41
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  2
  14*
  3
  4
  4
  0
  2
  0
  *Current wounds: 9
  The only survivor of a patrol sent into the 
  swamp to investigate reports of goblins and 
  worse.  Still slightly in shock, especially with 
  what happened to her Dwarf comrade, Magnor.  
  A good soldier, but carefully considering a dif-
  ferent career right now.
  Skills: Heal, Common Knowledge (the Empire, 
  Kislev), Perception, Dodge Blow, Ride, Gossip, 
  Gamble, Intimidate, Academic Knowledge 
  (Strategy/Tactics), Command, Swim, Secret 
  Language (Battle Tongue), Speak Language 
  (Tilean, Reikspiel)
  Talents:�
  Disarm, Strike Mighty Blow, Spe-
  cialist Weapon Group (Gunpowder), Rapid Re-
  load, Mighty Shot, Seasoned Traveller, Street 
  Fighting, Strike Mighty Blow, Strike to Stun, 
  Ambidextrous, Resistance to Chaos
  Weapon:�
  Firearm with 3 shots (ooo), sword
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 31
  
  Armour:�
  Full mail armour, plate breastplate
  A. points:� Head 3, Body 5, Legs 3, Arms 3
  Trappings: Uniform (which has seen better 
  days), empty water skin, purse with 5GCs. 
  backpack.
  Lord Hubertus Alphonse Renoir Delcroix
  Human, Noble. (Male)
  Quote: “Feed me!”, “Feed them to my pigs!”, 
  “Hang him.  Hang all of them.  Their dogs too.”
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  41
  34
  31
  32
  29
  39
  39
  29
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  1
  12
  3
  3
  3
  0
  0
  0
  A fat pig of a man, prone to gluttony, who�s just 
  simply not good company.  The sort of Lord who 
  arbitrarily has peasants hanged for looking at 
  him in a funny way.  He has got Mephisto to 
  capture an octopus by lying he was interested in 
  supporting the Menagerie where in reality all he 
  is interested in is stufﬁng his ever-expanding 
  belly with exotic morsels.
  The Delcroix family coat of arms includes a 
  large swan, and he has had specially made 
  helmets with swans on for his guards.
  Skills:�
  Command, Common Knowledge 
  (the Empire), Consume Alcohol, Charm (seldom 
  used!), Gamble, Gossip, Read/Write, Ride, & 
  Speak Language (Reikspiel).
  Talents:�
  Etiquette, Public Speaking, Spe-
  cialist Weapon (Fencing), Schemer, Specialist 
  Weapon (Gunpowder), Resistance to Poison, & 
  Resistance to Disease.
  Weapons: � Pistol with 5 shots (ooooo), rapier, 
  dagger
  Armour: �
  None
  A. points:� None
  Trappings:� Fine clothing, a large number of 
  pills to aid digestion and reduce ﬂatulence, and 
  Mansion and all contents.
  Eva, Halﬂing Servant Cook (Female)
  Quote: “You’ll like this your Lordship, I made it 
  using an Araby recipe.  It’s quite spicy!”, “No! 
  Don’t hurt Hubertus!”
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  22
  45
  36
  19
  41
  36
  33
  50
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  1
  9
  3
  1
  4
  0
  0
  0
  A loyal retainer to her Lord, as she�s never met 
  anyone who�s enjoyed food quite as much as he 
  does, and it�s a great job being his cook!
   
  Skills:�
  Trade (cook), Blather, Dodge Blow, 
  Haggle, Gossip, Perception, Sleight of Hand, 
  Academic Knowledge (Genealogy/Heraldry), 
  Common Knowledge (Halﬂings), Speak Lan-
  guage (Halﬂing, Reikspiel).
  Talents:�
  Flee!, Etiquette, Lightning Re-
  ﬂexes, Night Vision, Resistance to Chaos, Spe-
  cialist weapon Group (Sling), Resistance to Poi-
  son
  Armour: �
  None
  A. points:� None
  Weapons:� Large cleaver (treat as axe)
  Equipment: Cook�s clothes, packet of exotic 
  spices.
  Lord Delcroix�s guards - Human merce-
  naries
  Quote: “What are you looking at, peasant?”
  The two guards in Lord Delcroix�s chambers, 
  Mauritz and Kurtz, have been on the receiving 
  end of his Lordship�s ﬁerce temper on a number 
  of occasions, making them not as loyal as they 
  might be.  They are however not going to let a 
  few peasants upstage them in front of their Mas-
  ter.  The two gate guards, Heinrich and Matilda, 
  are relatively new, and more amenable to taking 
  a bribe, and turning a blind eye.
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  35
  30
  33
  35
  30
  25
  35
  28
  A
  W
  SB
  TB
  M
  Mg
  IP
  FP
  1
  11
  3
  3
  4
  0
  0
  0
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 32
  
  Skills:�
  Common Knowledge (the Empire), 
  Dodge Blow, Drive, Gamble, Gossip +10%, 
  Perception, Secret Langauge (Battle Tongue), 
  Speak Language (Reikspiel)
  Talents: Coolheaded, disarm, marksman, rapid 
  reload, sharpshooter.
  Armour: Full leather armour, mail shirt, mail 
  coif, special swan helmet
  A. Points: Head 3, Arms 1, Body 3, Legs 1
  Equipment: Crossbow and twenty bolts, Hand 
  Weapon (Sword and Halberd).  
  Trappings:� Uniform, and each also has 1d10 
  Crowns.
  The Player Characters
  The following pages list PCs which have been 
  designed with this scenario in mind, and with 
  particular backgrounds and secret missions to 
  introduce some tension within the group to aid 
  role playing.  All proﬁles already include any 
  +5% bonuses due to talents such as savvy.
  The scenario was written for four players, how-
  ever it can be run with up to six players.  One of 
  the tricky things to running scenarios to time is 
  what to do when some of your players turn up 
  late for the start, as often happens.  To resolve 
  this, the game can be started as soon as you 
  have four players around the table, and the last 
  two optional PCs come into the game shortly 
  after it starts (and when your friends arrive).  
  The barman character comes into play as soon 
  as scene 2 starts, and the last PC can arrive 
  any time up to the end of scene 2.    Note that in 
  scene 1, the card routine won�t work with more 
  than four PCs, as there are only four suits.
  Character traits are given for each PC to help 
  with role playing, and a brief description of what 
  each PC thinks of the others.  For the ﬁrst four 
  PCs they haven�t really noticed the ﬁfth PC (the 
  barman) so they have no thoughts about him, 
  and the sixth PC (the grave robber) arrives late 
  so isn�t known to any of the others.
  A Secret Mission has also been included for 
  each character, each of which consists of three 
  parts, although some of the missions will have 
  more than that if playing with ﬁve or six charac-
  ters.  This should also aid role playing within the 
  group, and make the players a little suspicious 
  of what each other is doing, which given that 
  they have only just met, should be reasonable!
  What?! My character is dead already?!
  The scenario is not meant to be lethal, but it is 
  possible that with a bit of bad luck a player may 
  lose a character half way through the session.  
  It�s boring to watch your friends play, so the so-
  lution to this is to have the NPC Kersten Kartof-
  felkopf appear at an opportune scene, and be 
  taken over by the player who has lost a charac-
  ter.  In the unlikely event that two PCs are lost to 
  Morr�s embrace, then use Mephisto�s compan-
  ion Utta as a second replacement PC.  After that 
  the PCs will have to go with what they�ve got, 
  although you could have someone play the oc-
  topus in the ﬁnal combat...
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 33
  
  Siluvaine Purelight
  Elven Apprentice Wizard (Female)
  Quotes: “My clothes, ruined, and from the ﬁnest 
  tailor in Middenheim! The stench, it is unbear-
  able!”; “By Ulric, when did you last wash!?”; 
  “You must smell this, it’s fantastic!”
  Main Proﬁle
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  30
  38
  30
  30
  49
  42
  36
  33
  -
  -
  -
  -
  +5
  +10
  +15
  +5
  30
  38
  30
  30
  49
  42
  36
  33
  Secondary Proﬁle
  A
  W
  SB
  TB
  M�
  Mg
  IP
  FP
  1
  11
  3
  3
  5
  0
  0
  1
  -
  +2
  -
  -
  -
  +1�
  -
  -
  1
  11
  3
  3
  5
  1
  0
  1
  Skills:�
  Common Knowledge (Elves), 
  Speak Langauges (Eltharin, Reikspiel), Aca-
  demic Knowledge (Magic), Channeling, Magical 
  Sense, Perception, Read/Write, Search, Speak 
  Arcane Languages (Magick, Classical).
  Talents:�
  Aethyric Attunement, Fast Hands, 
  Coolheaded, Excellent Vision, Night Vision, 
  Petty Magic (Arcane), Savvy.
  Armour: �
  None (so be careful!)
  A. points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Quarterstaff, dagger
  Trappings: �Good boots & clothes (ﬂowing 
  robes), ﬁne dark purple cloak, backpack, blan-
  ket, wooden tankard and cutlery set, printed 
  book (Festendiggers Guide to Magical Runes), 
  small pouch containing unusual spell ingredi-
  ents (currently: a tiny bell, three small darts, and 
  a piece of down), another pouch containing 13 
  Crowns, 1 Silver Piece, and a small blue gem 
  worth 5 Crowns, wineskin (full), and two days 
  good quality rations.
  Treasured Item:  Bottle of perfume embossed 
  with a scene from Laurelorn Forest, half full of 
  ﬁnest perfume from fabled Bretonnian Perfum-
  erie Guy et Guy.
  Background: You�ve grown up around interest-
  ing smells - your parents ran a perfume shop - 
  and you have a very sensitive nose (+10% to 
  perception checks involving smell), the down-
  side of which is you ﬁnd it hard to be around 
  smelly people or being unclean.  Your height-
  ened sense may account for your early interest 
  in magic (sometimes you think you can even 
  smell magic), and you are keen to experience 
  more of the scents the World can offer, and to 
  work out which path of magic you wish to follow.  
  You know people don�t always take too kindly to 
  Elves, and especially to those with magical abili-
  ties, so most of the time you pretend you are a 
  minor noble, and like to have others around you 
  to give the impression of a retinue. 
  Character traits: Overly dramatic, fussy
  Secret mission: To persuade all other party 
  members to have a really good wash and wear 
  some of your perfume.  By Ulric, it would be a 
  big improvement!
  What you think of the others:
  Dwarf: You�ve always been a bit unsure around 
  Dwarves, and this one is particularly smelly, so 
  you�re ﬁnding it a bit difﬁcult, but you do recog-
  nise it�s useful to have a good ﬁghter around, so 
  you�re trying to be nice.  You�d really feel 
  pleased with yourself if you could persuade him 
  above all others to wash and put on some per-
  fume.
  Halﬂing: The Halﬂing says she�s a good cook, 
  and as someone who appreciates ﬁne smells, 
  you hope it is not all bravado.  Other than that 
  you don�t notice her much - she�s usually below 
  your line of sight.  Doesn�t smell bad though.  
  Terrible ﬁdget.
  Human:  What a strange accent! Probably need 
  to keep an eye on him though, as sometimes 
  people like that freak out and become a danger 
  not only to themselves, but everyone around 
  them too.  Generous last night buying the 
  drinks.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 34
  
  “Bear” Bjorn Tymbark
  Human Kislevite Kossar (Male)
  Quote: “And they we chopped all their heads 
  off, jah, chop, chop, choppity-chop!”, “Let’s 
  make a wager on that, jah?”, “You think this bad, 
  you should try living in the wind like in Kislev 
  where I  from!”
  Main Proﬁle
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  33
  36
  34
  36
  40
  28
  32
  37
  +10
  +10
  +10�
  +10
  33
  36
  34
  41
  40
  28
  32
  37
  Secondary Proﬁle
  A
  W
  SB
  TB
  M�
  Ma
  g
  IP
  FP
  1
  13
  3
  3
  4
  0
  0
  1
  +2
  1
  13
  3
  4
  4
  0
  0
  1
  Skills:�
  Common Knowledge (The Empire, 
  Kislev), Consume Alcohol, Dodge Blow, Gam-
  ble, Gossip, Outdoor Survival, Perception, 
  Search, Speak Language (Reikspiel, Kislevian)
  Talents:  Specialist Weapon Group (Two-
  handed), Strike to Injure, Suave, Lightning Re-
  ﬂexes
  Armour:�
  Mail Coat, Leather Jack, Leather 
  Leggings, big furry leather hat
  A. Points:� Head 1, Arms 1, Body 3, Legs 3
  Weapons: � Bow with 9 arrows (ooo ooo ooo), 
  Great Weapon (Two-handed sword), dagger
  Trappings:� Excellent boots, good clothes, big 
  fur cloak, backpack, blanket, wooden tankard 
  and cutlery, bone dice, deck of cards, pouch 
  with 23 Gold Crowns, water skin (full), 1 days 
  rations.
  Treasured item: Gold ear-rings (worth 5 
  Crowns each) given to you by your mother be-
  fore you left Kislev.
  Background: You left Kislev a few months ago 
  and have been keen to see what the Empire 
  has to offer.  You�re interested to see that a lot 
  of the folk of the Empire are smaller than you, 
  and are curious about Dwarves and Halﬂings, 
  as you haven�t seen many of these before.  
  You�re also trying to improve your Reikspiel, as 
  your accent seems to be hard for some people 
  to understand.  You�ve a good sense of humour 
  and tend to see the amusing and positive side 
  of things, which is quite unusual in the Empire 
  you�ve come to notice. You�ve just met up with 
  three interesting non-humans in an Inn whose 
  name you don�t understand.  To celebrate you 
  have been buying drinks generously for them 
  until late last night.  You�ve also done well win-
  ning money off the other patrons.  A good night!  
  Character traits: Boisterous, always smiling
  Secret mission: You are a keen gambler, loving 
  both dice and cards, and you intend to gamble 
  with each of the others and win at least 5 GCs 
  (or equivalent).
  What you think of the others:
  Dwarf: Little guy, big axe, crazy blue tattoos, 
  great hair, big drinker! 
  Halﬂing: Ha!  She�s half my size!  I could lift her 
  with one hand!  And probably juggle her!
  Elf: Cute pointy ears!  Good smell!  Curvy!
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 35
  
  Ragnar Hakagruntson
  Dwarven Troll-Slayer (Male)
  Quotes: “I love it when a plan comes together!”; 
  “No, you can’t have a cigar!”; “What did you say 
  about my hair?! You looking to taste my axe?!”
  Main Proﬁle
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  45
  29
  36
  45
  21
  31
  29
  18
  +10
  -
  +5
  +5
  +5
  -
  +10
  -
  45
  29
  36
  45
  21
  31
  29
  18
  Secondary Proﬁle
  A
  W
  SB
  TB
  M�
  Mg
  IP
  FP
  1
  14
  3
  4
  3
  0
  0
  1
  +1�
  +3
  -
  -
  -
  -
  -
  -
  2
  14
  3
  4
  3
  0
  0
  1
  Skills: Common Knowledge (Dwarfs), Speak 
  Languages (Khazalid, Reikspeil), Trade (Miner), 
  Consume Alcohol, Dodge Blow, Intimidate.�
  Talents: Dwarfcraft, Grudge-Born Fury, Night 
  Vision, Resistance to Magic, Stout-Hearted, 
  Sturdy, Quick Draw, Hardy, Lightning Reﬂexes, 
  Specialist Weapon Group (Two-handed), Street 
  Fighter, Strike Mighty Blow.
  Armour: Leather Jerkin 
  A. Points:  Body 1, Legs 0, Head 0, Arms 0
  Weapons: Two-handed axe, dagger
  Trappings: Well-worn boots, common clothes 
  (shirt and breeches), very dirty cloak, sling bag, 
  blanket, wooden tankard and cutlery set, three 
  small jars (one containing orange hair dye, one 
  with blue dye to supplement your tattoos before 
  combat, and the other some smelly gunk for 
  making your hair spiky), a  steel mirror (to check 
  correct application of contents of jars), half full 
  bottle of poor craftsmanship spirits, a money 
  pouch (sadly currently empty), and half an old 
  pie.
  Treasured Item: Six best craftsmanship 
  matches and four ﬁnest Tilean cigars (all per-
  fectly dry) in a small silver case.  
  Background:  Having had a humiliating experi-
  ence when goblins ambushed your caravan, 
  knocking you out before you�d felled a single 
  greenskin, you have been travelling on a mis-
  sion to kill at least three of the abominations, 
  before heading north to seek out ice trolls to 
  really test your axe blade on.  You have found 
  that smoking the odd cigar has helped take your 
  mind off things.  It�s boring travelling on your 
  own, as you have too much time to think, so it 
  was good to spend the night drinking with some 
  interesting travellers, especially with the big 
  longshanks paying.
  Character traits: Gloomy, superstitious
  Secret mission: You have in mind to make a 
  necklace of goblin ears - you reckon six would 
  be about right, so you need the heads of (at 
  least!) three goblins.
  What you think of the others:
  Elf: Gah, a poncey Elf with airs and graces, and 
  suspiciously clean to boot.  She just reeks of 
  perfume!  On the other hand, it�s worth having 
  people with money around as they�re always 
  good for a drink or two.  Or they�d better be.  
  She�s not as rude as most Nobles, so perhaps 
  that is something.  Pointy ears take some get-
  ting used to though.
  Halﬂing: It�s odd to have someone shorter than 
  you around, as you�re not really used to that.  
  But she�s a ﬁdget, always darting around, and 
  watching her hands ﬂy about can make your 
  eyes water!  And you�ve never seen such hairy 
  feet!  She says she can cook which would be 
  welcome as you�ve not had a decent meal in 
  days.
  Human: You recognise a fellow ﬁghter, and 
  have a grudging respect for those who have 
  mastered the arts of combat!  But he talks 
  funny, and a true warrior�s weapon is an axe not 
  a sword! However, his coin is good, and that 
  smile lifts even your gloomy mood.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 36
  
  Elmﬂower Dibbly-Firkin
  Halﬂing Thief (Female)
  Quotes: “That’s a pretty item, I’m sure you must 
  treasure it?”; “No, my hand wasn’t in your 
  pocket, I was just brushing off a stain.”; “Hmm, 
  this lacks spice.  I have just the thing!”
  Main Proﬁle
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  21
  41
  22
  20
  47
  29
  27
  41
  +5
  +5
  -�
  -
  +15
  �
  +5
  -
  +10
  21
  41
  22
  20
  52
  29
  27
  41
  Secondary Proﬁle
  A
  W
  SB
  TB
  M�
  Mg
  IP
  FP
  1
  10
  2
  2
  4
  0
  0
  2
  +2
  1
  10
  2
  2
  4
  0
  0
  2
  Skills:�
  Academic Knowledge (Genealogy/
  Heraldry), Common Knowledge (Halﬂings), 
  Gossip, Speak Language (Halﬂing, Reikspiel), 
  Trade (Cook), Scale Sheer Surface, Conceal-
  ment, Evaluate, Pick Lock, Perception, Sleight 
  of Hand, Search, Secret Signs (Thief), & Silent 
  Move.
  Talents:�
  Night vision, Resistance to Chaos, 
  Specialist Weapon Group (Sling), Luck*, Resis-
  tance to Poison, Streetwise, & Trapﬁnder. 
  (*Gives you an extra fortune point each day!)
  Armour:�
  Leather Jerkin, leather skullcap 
  A. points:� Body 1, head 1, legs 0, arms 0
  Weapons:� Short sword, dagger & sling
  Trappings: �Good boots & clothes, black cloak 
  (with many concealed pockets), sling bag, blan-
  ket, wooden tankard and cutlery set, lock picks, 
  10 yards of rope, two sacks, small bag mixed 
  spices, small cooking pot (carefully mufﬂed in 
  blanket so as not to clank), tinder-box, purse 
  with 2 crowns, 1 silver piece, and two small blue 
  gems worth 3 Crowns each.
  Treasured item: Anyone else�s treasured item!  
  Last night you pocketed a lucky charm in the 
  shape of a black pig from one of the bar staff, 
  and that was easy!  Note: The charm can be 
  used once to re-roll one Test or ignore a suc-
  cessful hit.
  Background: Having hastily left the Moot a few 
  months ago after a disagreement over owner-
  ship of a purse full of gems, you�ve been drifting 
  around the local towns for a while making a 
  modest living using your thievery skills, but can�t 
  help thinking there must be more to life than 
  this.  Whilst you masquerade as a cook, and 
  say you�re traveling the Empire to seek out new 
  taste sensations, you are in fact just a simple 
  thief, and ﬁnd it hard not to steal anything that 
  anyone else particularly treasurers.  Which often 
  leads to trouble, as you found to your cost in the 
  Moot!  You�ve been a little surprised at the 
  harshness of life in the Empire, and have been 
  experiencing the odd bout of home-sickness 
  recently.  Still, there�s a lot of ﬂavours to enjoy 
  yet before you head back to the Moot, and 
  pockets to be picked too! 
  Character traits: Fidget, always hungry
  Secret mission: Each of the other characters 
  has a treasured item.  You want them!  Badly!
  What you think of the others:
  Elf: Seems alright, a bit aloof.  Says she�s a 
  Noble, so if you hang around she�s bound to 
  lead you to some promising pickings amongst 
  rich people. Can go on a bit.
  Dwarf: Typically surly, and doesn�t that orange 
  spiky hair look ridiculous!  Good person to have 
  at your back in a ﬁght though.  
  Human: A bit scary -  he�s very big and power-
  ful!  You�re worried he might step on you!  Those 
  gold ear-rings look valuable...
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 37
  
  Dieter Affenkuss 
  Human Servant (Barman) (Male)
  Quotes: “You’re barred!”, “No, that is the  cor-
  rect change.”, “That’ll teach you, you vermin.”
  Main Proﬁle
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  31
  31
  34
  29
  44
  27
  33
  25
  +5
  +5
  +10
  �
  +5
  +10
  +5
  31
  31
  34
  29
  49
  27
  33
  25
  Secondary Proﬁle
  A
  W
  SB
  TB
  M�
  Mg
  IP
  FP
  1
  11
  3
  2
  4
  0
  0
  1
  +2
  1
  11
  3
  2
  4
  0
  0
  1
  Skills:�
  Common Knowledge (The Empire), 
  Gossip, Speak Language (Reikspiel), Animal 
  Care, Blather, Dodge Blow, Search, Haggle, 
  Perception, Sleight of Hand
  Talents:�
  Mimic, Resistance to Poison, Flee!, 
  Etiquette, Lightning Reﬂexes�
  Armour:�
  Leather jerkin
  A. points:� Body 1, head 0, legs 0, arms 0
  Weapons:� Dagger
  Trappings: �Pewter tankard inscribed “Lycan-
  thrope Arms”, tinderbox, storm lantern, lamp oil, 
  good clothes (boots, shirt, breeches and cloak), 
  bottle of ﬁne Bretonnian brandy “borrowed” from 
  the inn, sling bag, blanket, metal cutlery set, 
  purse with 2 Crowns and 7 shillings, large bottle 
  of foul-tasting herbal cough mixture.  You did 
  also have a lucky charm in the shape of a black 
  pig, but you seem to have lost it.
  Treasured item: A bracelet made of many col-
  oured strings that, the merchant said, the Ladies 
  will ﬁnd simply irresistible.
  Background: You�ve been working in the Ly-
  canthrope arms for a few months, and, as you 
  don�t get on well with Leopold the innkeeper, 
  and all your ﬂirting with the barmaids has come 
  to nothing, you haven�t been particularly enjoy-
  ing it.  You�ve been thinking of leaving for a 
  while, as you�ve heard enough interesting tales 
  from the patrons who pass through to tempt you 
  to try your hand as an adventurer.  But you 
  haven�t yet picked up the courage to set out on 
  your own.  You know you haven�t been a very 
  good barman, and you tend to do things, like 
  short changing customers, and palming the odd 
  item, that can lead to antagonism.  You�re a bit 
  worried about a cough you�ve picked up and 
  don�t now seem to be able to shake...
  You were having a bit of a sleepless night, 
  dreaming of drowning in a lake by moonlight, 
  when the smell of smoke awoke you - you got 
  out the inn as quickly as you could and started 
  throwing water on the ﬂames, but it doesn�t look 
  good, and you haven�t seen several of the pa-
  trons, nor the rest of the inn staff - there must 
  still be people inside!
  Character traits: Irritating, worrisome cough
  Secret mission: You�re quite excited by the 
  bracelet you bought last night, and have set 
  yourself an objective of three kisses from three 
  different people by the end of the day, or you�ll 
  be ﬁnding that charlatan merchant and asking 
  for your money back!
  What you think of the others:
  In your line of work you see lots of different 
  people every day, and you�ve long since 
  stopped paying particular attention to others. If 
  pressed, you�d say the elf was attractive, the 
  human too loud, and as for the dwarf and hal-
  ﬂing you don�t have much time for shorties any-
  way.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 38
  
  Adalbert Altﬂeisch
  Human Grave Robber (Male)
  Quotes: ”What goes in the ground doesn’t al-
  ways stay there.” “Where there’s skin there’s 
  shillings.”, “No, there’s nothing suspicious in my 
  bag.”
  Main Proﬁle
  WS
  BS
  S
  T
  Ag�
  Int
  WP
  Fel
  36
  30
  33
  34
  27
  29
  39
  32
  +5
  +5
  +5
  +10
  +10
  �
  36
  30
  33
  34
  27
  29
  44
  32
  Secondary Proﬁle
  A
  W
  SB
  TB
  M�
  Mg
  IP
  FP
  1
  12
  3
  3
  4
  0
  0
  1
  +2
  1
  12*
  3
  3
  4
  0
  0
  1
  *current wounds 7
  Skills:�
  Common Knowledge (The Empire), 
  Gossip, Speak Language (Reikspiel), Drive, 
  Haggle, Perception, Scale Sheer Surface, 
  Search, Secret Signs (thief), Silent Move
  Talents:�
  Acute Hearing, Excellent Vision, 
  Flee! (a skill that has saved your neck once al-
  ready tonight), Resistance to Disease, Street-
  wise
  Armour:�
  Leather jack, leather skullcap �
  A. points:� Body 1, head 1, legs 0, arms 0
  Weapons:� Sword, Dagger
  Trappings: �A sack with ﬁve freshly severed 
  hands and two eyes (you have a contact in the 
  local Physicians Guild for such things), and 
  grubby clothes (boots, shirt, breeches and 
  cloak).  Everything else you dropped.
  Treasured item: A ruby ring you found on the 
  body of a beautiful Elven woman, which you 
  wear proudly on your right hand.
  Background: By Sigmar! What a night! You 
  were doing a quiet spot of grave robbing, look-
  ing for some choice items when you were dis-
  turbed by the Watch, and had to make a run for 
  it, dropping your belongings and purse.  They 
  gave chase and you took an arrow to the shoul-
  der, which really hurts, and made you drop your 
  lamp.  You didn�t dare drop what was in your 
  sack.  One of the Watch recognised you so 
  there�s no going back to town for a while.  Mid-
  dle of the night found you a long way from 
  home, bleeding, and in a rather bad mood, with 
  no light source.  You saw the lights from a road-
  side inn - unusually bright - so headed for that in 
  search of some shelter and medical attention.  
  It�s not wise to tell people you are a grave rob-
  ber, so you�ve made up a story that you�re a 
  coachman who was attacked by bandits.
  Character traits: Vulgar, irritable
  Secret mission: You like to see people�s reac-
  tions when you�re vulgar, and you play a little 
  game with yourself to see if you can upset peo-
  ple without actually being rude, as that would be 
  too easy!
  What you think of the others:
  Being a late-comer to the party you haven�t had 
  time to take stock of the others, other than to 
  notice that the Halﬂing can�t stop ﬁdgeting and 
  the big guy seems to have a stupid grin on his 
  face all the time.  Nothing to laugh about that 
  you can see, and in fact you�d struggle to re-
  member the last time you even half smiled.  
  You�d think a lot of anyone right now who could 
  take the arrow out and patch up your shoulder.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 39
  
  Player Handouts - Flashbacks
  **Flashback A: 
  You have a ﬂashback from the previous night, 
  and for some reason remember everyone roar-
  ing with laughter at the amusing antics of a 
  rather cute dancing goat called... Gerrard? 
  **Flashback B: 
  You have a momentary ﬂashback of sitting at 
  the bar and admiring all the beautiful (and ex-
  pensive) bottles behind the bar.  Valuable stuff!
  **Flashback C: 
  You remember with a shiver that the Innkeeper 
  was talking last night of chaos beasts stalking 
  the woods!
  **Flashback D: 
  You remember both these characters arriving in 
  the strange-looking wagon last night, and think-
  ing they were from the circus or something, and 
  was looking forward to seeing some clowns.
  **Flashback E: 
  You remember chatting up two rather
  attractive bar maids the night before, but they 
  seemed more interested in the clothes being 
  displayed by another patron, a weasly man with 
  bright eyes.
  **Flashback F: 
  You remember a wealthy looking man with 
  bright eyes in the bar.  Rescuing wealthy peo-
  ple often means rewards...
  **Flashback G:
  You remember that you went out late at night to 
  have a quiet smoke round the back of the sta-
  bles, and to admire the stars.  You�re sure you 
  put your smoke out at the end, but can�t spe-
  ciﬁcally remember...
  **Flashback H: 
  You remember Mephisto saying quite 
  emphatically “I want an unharmed octopus for 
  my menagerie!”
  **Flashback I: 
  You remember one of the patrons of the
  Lycanthrope Arms saying that Mephisto used to 
  be a Norse Berserker and isn�t always very 
  good at keeping his temper.
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 40
  
  Player Handouts - Menagerie Flyer
  Fan Material for Warhammer Fantasy Roleplay: Mr Mephisto�s Marvellous Menagerie
  Page 41
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/Mr Mephistos Marvellous Menagerie.pdf