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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  Piotr Put the Kettle 
  On, Khurgan Take it 
  Off Again 
  Scenario by Dave Boulton 
  
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  Long before the Empire, long even before 
  Sigmar a warrior chief named Khurgan ruled 
  over an area of what would become southern 
  Stirland. His lands were a comparative oasis of 
  calm in those chaotic and frightening times. In 
  time, as he does to all the Lord of Dreams came 
  to take Khurgan to dwell in the halls of his 
  forefathers. His body was laid in a cave 
  overlooking the most important of his halls so 
  he could watch over his people in death as he 
  had done in life. As his champions also joined 
  their father's they were too laid in the cave to 
  protect their lord for all eternity. 
   
  Centuries rolled past. People turned Khurgan 
  into legend and gradually even as a legend he 
  and his people were forgotten. Sigmar united 
  the tribes into what would become the empire, 
  trade replaced cattle rustleing, a network of inns 
  and hostelries was formed to facilitate faster 
  communications and peace took the place of 
  fear and chaos. One of these inns, a famous 
  place in some little way sprang up on the very 
  sight of Khurgan's old hall. It is famous for its 
  hot baths and it's sign: A huge copper kettle that 
  constantly steams, both baths and sign are fed 
  from hot springs in the surrounding hills, 
  brought through yards and yards of copper pipe. 
  The odd rumblings of the hills were taken as 
  nothing more than the old Gods stirring in their 
  sleep. 
   
  It is to the Steaming Kettle, as it is known, that 
  one day Piotr Novgorov a Kislevian merchant 
  adventurer finds his way. Amazed by the 
  constant supply of hot water he was gripped by 
  pangs of homesickness for the steam baths of 
  his own country, something he had been unable 
  to experience to his satisfaction in the Empire. 
  Shrewd business man that he was he 
  immediately saw the money making potential of 
  the place and then and there entered into 
  negotiations to buy the place, bar, baths and 
  kettle. He intended to use the inn appropriately 
  spruced up as a frontispiece for a resort of spa 
  and steam baths for the rich and famous of the 
  Empire. 
   
  From here it is to Nuln, the nearest major 
  settlement to the inn he travels to find an old 
  friend to help him. Finding a work crew is 
  something he has no knowledge of, but is sure 
  his old friend Baldin Goodlode; a dwarven 
  engineer and gaffer of considerable standing 
  can help him. Soon the pair have sketched out 
  some plans, drawn up a list of materials and 
  hired a street crier to get the word out to the 
  workers of Nuln about the new project. 
  Hopefully it is here the players will get involved. 
   
  The Set Up 
   
  This scenario was played as a follow up to the 
  adventure published in the original Warhammer 
  Fantasy Roleplay book “The Oldenhaller 
  Contract”. I had nothing to run one day and my 
  group was clamouring for a game so I ran it, 
  transferring old to new rules on the fly. At the 
  end of that adventure the party had made 
  enemies of both Albrecht Oldenhaller as well as 
  the remnants of the Valentina gang; owing in 
  the most part to their inability to return a 
  valuable and Nurglishly corrupted gem. (They 
  handed it over to the temple of Shallya in the 
  hope that the taint could be removed and thus 
  they could sell the thing themselves) 
   
  It is highly unlikely that the party you run this 
  with will have them as enemies and as such you 
  can freely substitute a nemesis of your own, or 
  indeed assume that Albrecht and his lackeys 
  the Valantinians are enemies of Piotr rather 
  than the party. My party came to meet Piotr in 
  this very role as a potential ally against Albrecht 
  who was making their lives hard in Nuln. Also 
  feel free to substitute any other local for the 
  adventure, there are many coaching inns in the 
  Empire and all that is really important is the 
  name of the place, and that it is near a major 
  population centre. 
   
    The Adventure Begins 
   
  Your first object is to get the players signed on 
  to the work gang. In Nuln this is easily done 
  using a flyer on the Deutz Elm or a walking crier 
  who can be overheard as the party sits in a 
  tavern relaxing or planning some other 
  nefarious caper, all that needs doing is that they 
  get to where they need to sign on. Signing on 
  can be as simple or drawn out as necessary, 
  there are many potential positions to be filled; 
  builders, carpenters, woodsmen, teamsters, 
  clerks, even a cook and of course the obligatory 
  guards. It is also possible that many more 
  skilled people will be able to find work on the 
  sight; a healer would certainly be welcome and 
  a spell user of some sort would very rarely be 
  turned away from any situation. Any potential 
  will have to present credentials of some sort or 
  prove to be capable of a position. 
   
  This can be done by roleplaying, simple skill 
  tests or whatever, the whole interview is carried 
  out in any convenient area; a tavern, a field out 
  of town, Baldin’s house or wherever suits your 
  party best by Piotr and Baldin and watched over 
  by Piotr’s bodyguard/hunter Khirgi. Wherever it 
  is there is a general scene of chaos as many 
  
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  people have come to apply for work. I assume 
  most players will sign on as guards but it is 
  possible and may prove useful to have a clerk 
  and a teamster, this may however, cause splitting 
  of the party in certain situations: the teamsters 
  will be constantly coming and going to and from 
  the sight and a clerk will have little to do but keep 
  the books. It is guarding that pays the best and 
  leaves the party freest with their time and 
  workload. 
   
  Once signed or marked on people are instructed 
  to be at the city gate at dawn tomorrow with 
  necessary tools or equipment, they are free to 
  bring their own provisions and tents if they wish 
  but food, ale and tented accommodation are 
  provided on top of basic wages (which are 
  average if not generous) anyway. Should they not 
  deign to sleep under canvas they are also free to 
  seek accommodation in the inn to which the work 
  sight is attached. 
   
  Pay is dependent on not only job but also skill; 
  ranging from 14p a day for a basic labourer’s 
  wage to up to 90p for a very skilled carpenter or 
  stonemason.  The Old World Armoury is of use 
  here. As guards though the flat rate is 8s a day; 
  high for a days wage admittedly but should the 
  need arise they will be expected to fight and are 
  also in charge of law and order on the sight, to 
  stop squabbles between the workers and to make 
  sure the workers are in fact working, the 
  occasional (daily?) sweep of the surrounding 
  forest to make sure no unwanted eyes are 
  watching and run off any threatening wildlife is 
  also a must. As guards, the players have a 
  somewhat overseerial role. It is indeed possible 
  they may well breed contempt amongst their 
  charges and will have to work hard to maintain 
  any friendships formed with workers. 
   
  Day 1 The Long Journey 
   
  Dawn at the city gates and all is chaos; teamsters 
  try to control fractious draft animals, clerks try to 
  confirm everyone who should be here is here, 
  opportunists who didn’t hear of the jobs try to get 
  themselves signed on, while those who were 
  turned away try again to get employment. Piotr 
  and Baldin are keen to get off to the sight and do 
  not want to dally with bookkeeping. If the majority 
  of the party have signed on as guards it is too 
  them that Piotr entrusts the convoy and expects 
  them to see to its organisation and progress, with 
  a polite but definite “Good luck!” Piotr and Baldin 
  with Khirgi as an escort get on their way as soon 
  as the players have arrived. 
   
  Gossip tests in the queue will turn up some 
  information should a player think to try: Success: 
  the job is a building project out of town, 2 
  Successes: it pays very well for a building job and 
  there are positions for other people not just 
  builders and labourers, 3 Successes: the 
  employer is some merchant from up north in 
  Kislev he is said to be friends with a dwarven 
  gaffer from the city and is always accompanied 
  by a sinister bodyguard. 
    
  Depending on your party’s preferences or time 
  constraints you may want to play out this whole 
  scene, if not a few simple intimidate, blather, 
  charm or command (hypnotise?) rolls will work 
  just as well. The players can commandeer seats 
  on the wagons should they wish or are free to 
  walk with the workers   The convoy itself is of six 
  wagons and some forty pedestrians, it is slow 
  moving and will attract quiet a bit of interest in 
  anyone that it meets along the road, as guards 
  the players are it’s spokespeople (especially 
  anyone who has their own horse). As it is so slow 
  moving the convoy will have to camp for a night in 
  the wilds as it will not be able to make it to the 
  Kettle before dark. 
   
  The convoy is too large a prospect to be attacked 
  by wild animals and all but the largest and best-
  organised bandit groups (who would be insane to 
  operate this close to a major city anyway!) so is 
  quiet safe, you need not tell the players this 
  though! Do not let any combat actually start, as it 
  will be very difficult to run forty odd NPCs plus a 
  party of gung-ho adventurers through an attack 
  on the camp sight. A good potential encounter for 
  the night though is a simple badger. 
      
  Badgers while not any kind of a threat to a human 
  (a halfling possibly) are to a small nocturnal 
  woodland mammal something very dangerous 
  indeed, when a badger is prowling around all 
  local wildlife will become very quiet very quickly, 
  so feel free to harass any night time picket 
  walkers with ominous rustlings and sinister 
  unexplained silences which they (unless 
  superlative poachers or other very rural 
  professions) are totally unable to discern the 
  nature of. 
          
  During the day many road based encounters are 
  possible and probable: A group of Roadwardens 
  who will want to know what such a large group of 
  city dwellers is doing on the road, a farmer 
  bringing livestock to market may well see an 
  opportunity of selling meat on the hoof to such a 
  larger group of people, a travelling judge 
  (Sigmar’s Heirs page 28) who is liable to 
  remember some archaic statute on maximum 
  numbers of townspeople allowed to travel the 
  road unescorted by the Emperor’s troops, 
  
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  messengers riding to or from the city on business 
  of import and secrecy, a tinker and his broken 
  down cart or even should your players be a 
  particularly violent lot a highwayman waylaying a 
  coach (although it is suggested he flees rather 
  than stays to fight). Of course you might simply 
  gloss over the whole thing with a simple “the 
  journey to the sight is uneventful”. 
   
  At The Sign Of The Kettle 
   
  The convoy should arrive at “The Steaming 
  Kettle” just about dusk on the second day of 
  travel. Piotr, Baldin and Khirgi are already in 
  residence here, Piotr has paid for places in the 
  common room and a simple supper of barley 
  porridge with blood sausage and onions and one 
  mug of ale for everyone. Should this prove too 
  common a fare for refined palets the inn offers 
  better food and drink that players are free to 
  purchase for themselves, there are also enough 
  private rooms left for each player to have one 
  should they want it and stabling for any horses is 
  easily accommodated. 
   
  An average day at the work sight will follow a 
  pretty standard routine: 
   
  0600 hrs: Breakfast. (Buttered porridge and toast 
  with watered ale) 
   
  0630 hrs: Work 
         
  0630 hrs: Empty supply wagons return to city 
  with new supply order (assuming           that one 
  arrived last night) 
         
  1100 hrs: Tea break  (including a bun!) 
         
  1115 hrs: Work 
         
  1330 hrs; Lunch (hearty vegetable soup, cold 
  meat sandwiches or bread and cheese with ale) 
         
  1430 hrs: Work 
         
  1600 hrs: Arrival of supplies from city by wagon 
  (alternating days) 
         
  1800 hrs: Paid for the day 
         
  1805 hrs: Evening meal (pie, stew, sausages or 
  soup with bread and ale) 
   
  After the evening meal everyone is free to do as 
  they please, for most with a days pay in their 
  pockets this means gambling (dice mainly but 
  rarely some of the richer craftsmen indulge in 
  cards) or drinking and singing or playing pub 
  games. Use of clichéd sudden silences and 
  furtive stares as the party enter are mandatory if 
  the party have begun to abuse their minor 
  positions of power. Baldin and especially Khirgi 
  will keep themselves to themselves but Piotr will 
  often be seen wandering around the worksite 
  handing out observations and jokes to keep up 
  morale on the sight as well as eating with the 
  workers as he thinks this will lift moral as well, to 
  some extent this is true as the workers come to 
  adopt him as a mascot. (he is also an easy mark 
  at cards) 
   
  While it is not practical to play out every minute of 
  every day key events should be played out and 
  the players should certainly be made aware of the 
  average daily schedule. Vignettes of the players’ 
  role could be played out to give a flavour of what 
  is going on at the site; breaking up petty 
  squabbles amongst the work force, punishment of 
  slacking labourers, (nothing too heavy handed, 
  just being in evidence at paytime so people will 
  not try to intimidate the clerks who dock pay) 
  confirming arrival of deliveries or making sure 
  nosey guests of the inn do not stray onto the 
  worksite and fall in holes or interrupt the work. 
  Most of their daily duties can be run with a few 
  relevant rolls or quick explanation. 
   
  Day 3 Arrival 
   
  If the players have not suggested it themselves 
  Khirgi will after breakfast tell them it is probably a 
  good idea to sweep through the local forest to 
  dissuade any watchers or dangerous wildlife from 
  getting any ideas. If the players are stealthy and 
  do not stay too close to the worksite they might 
  be able to bag some game (boar or deer) which 
  the cook will be pleased with. Although there are 
  plans afoot to disrupt the work, it is not by direct 
  conflict they will come and are about to swing into 
  action back at the camp. 
         
  On the first supply delivery an agent provocateur 
  is smuggled into the camp, he has paid the 
  teamster a hefty bribe to keep quiet and quickly 
  mingles with the workforce assigned to unloading 
  the wagon. He is of Tilean ancestry and has a 
  slight accent but as a labourer can easily hide in 
  the workforce. Over the next few days he will do 
  his best to sabotage the work: Shifting marking 
  lines, setting fires, spiking trees that are about to 
  be felled, breaking tools, loosening scaffolding, 
  even going as far as trying to stir up unrest in the 
  workforce (near impossible as pay and conditions 
  are very good, but a workforce harassed to 
  excess by overly aggressive overseers may begin 
  to listen to his lies) and any number of nefarious 
  acts. 
         
  He is sneaky, careful and good with people so his 
  acts should seem to be accidents and he should 
  get away with a lot. Unless the players are really 
  observant he will continue to wreak havoc till the 
  end of the adventure. Any player employed as a 
  
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  clerk may however notice (with a routine 
  academic knowledge mathematics or trade; clerk 
  roll) a discrepancy in the numbers of people 
  signed on and the number drawing pay and 
  victuals, this could lead to an investigation and 
  interrogation to find the culprit. Use him as a foil 
  to liven things up with a fire or accident when 
  things begin to slow down. He is not stupid 
  however and should an investigation start will lie 
  low or even try to leave the sight on a returning 
  supply wagon. 
         
  While it is possible to keep careful note of the 
  progress of the work it is probably better to have 
  it more as a background feeling than keeping 
  track of every minutiae of trees felled and bricks 
  laid. On the first day work will consist of little more 
  than erecting tents, establishing camp and a 
  stock take of all the materials brought in the 
  wagons, on subsequent days trees will be felled, 
  lumber turned into timber, foundations marked 
  out and dug, stones cut, scaffolding erected and 
  many other industrious activities started. 
  Remember to use the saboteur as often as he 
  thinks he can get away with it to try and increase 
  player paranoia and workforce unrest. 
   
  Day 5 Mysterious Figures And Short 
  Rations? 
         
  A normal day until late afternoon, the expected 
  supply wagon fails to arrive. (it has been 
  intercepted and turned back by the Valentina 
  gang who are camped half a days ride from the 
  city) This will worry Piotr quiet a bit as it means 
  there is only two days of food for the workers, and 
  little building supply left on sight. Food isn’t really 
  the problem as he can pay to feed the workers in 
  the inn at only slightly more money than in the 
  camp, (although the workers would grumble as 
  the fare they would get from the inn would be a 
  lot less robust than from the camp’s cookhouse) 
  the problem is the lack of new materials, very little 
  work beyond clearance of trees and scrub and 
  digging of foundations can happen till more stone 
  arrives. 
   
  That evening a worker who retires early (saving 
  his money to feed a family) instead of drinking in 
  the inn will come running into the bar shouting 
  that he has seen figures moving around by the 
  small pool that feeds the inn with hot water, he 
  says they appeared to be watching him as he 
  went to relieve himself in the forest. When he 
  shouted at them to get lost and leave him be they 
  did nothing just stayed watching, finally tired of 
  their observation he picked up a bit of wood as a 
  weapon and went to sort them out, at his 
  approach they retreated into the forest and he 
  came running back to tell everyone. 
    
  Piotr (who is in the bar playing dice with some 
  labourers) wants anyone employed as guards to 
  go and see what they want. At the pool they will 
  find nothing, no matter how they try and what 
  their skill, there are no footprints or spoor of any 
  kind, should they report this back to Piotr he 
  despatches Khirgi to go and look assuming that 
  the players are not as competent trackers as his 
  bodyguard. (almost certainly true) Khirgi returns 
  and confirms the players findings, at which point 
  blame shifts to the labourer who saw the figures 
  and he is accused of drunkenness, a fact he most 
  certainly is not: He is well known for being sober 
  and sensible. He returns to his tent followed by 
  the laughter of the workers who now think he’s 
  going mad. 
         
  The reason there is nothing to find is that there is 
  genuinely nothing to find, the figures the labourer 
  saw were in fact the spirits of Khurgan’s 
  champions whom he had despatched to observe 
  what was going on. The spirits are so intimately 
  attached to the waters that play over their 
  remains they can travel down it at Khurgan’s will. 
  Anyone with the sixth sense talent however will 
  certainly feel very uneasy here and indeed 
  anywhere they are close to the hot water of the 
  cave, but it is an impossible feeling to define. 
         
  The figures will continue to appear at the pool 
  each day, just after work has stopped and just 
  before the sun has set, they will linger for ten 
  minuets to observe the work of the day and, after 
  that disappear into the forest. They will also leave 
  if approached or interfered with in anyway, 
  (missiles or spells) it will be difficult to stake out 
  the pool as the spirits will not appear if anyone is 
  nearby. An elf, dwarf, halfling or human with Night 
  Vision if at its’ extreme range from the pool can 
  see the spirits materialise (and will need to pass a 
  Fear check to stop screaming and running back 
  to the inn) and watch what they do: The spirits do 
  not stray beyond five yards from the pool, they 
  could if instructed to travel along the path of the 
  underground pipes from the pool to the inn, they 
  will not do so yet however. 
         
  Piotr will approach the guards of the party to 
  return to the city tomorrow to find out what 
  happened to the supply wagon that failed to 
  appear, he hands them an updated list of 
  supplies for the transport company to bring the 
  day after tomorrow (day 7) as well as a money 
  draft to pay the company for them. Should the 
  party lack horses he hires mounts for them from 
  the spare horses kept by the inn. 
   
  
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
    Day 6 Return to the city  
   
  The journey from the worksite is uneventful and 
  mounted characters can easily make it to the city 
  by mid afternoon, giving them time to get to the 
  ”Rolling Spokes” transport company. The owner 
  of the company (Gunter Schalt) will see them if 
  they produce the note from Piotr, he will tell them 
  that the order was despatched but the teamster 
  was threatened by a gang of bandits on the road, 
  they told him to return to the city and not to try 
  and deliver anything more to the worksite. If 
  anyone were to try then there would be violence. 
  Gunter is now in some trouble as none of his 
  teamsters will attempt to drive another supply run 
  while the bandits are still out there and he does 
  not want to loose reputation by failing on a 
  contract. 
         
  Should the players not offer to he will ask them to 
  accompany him, as he himself will drive the next 
  wagon. Gunter is an ex coachman but not a real 
  fighter and as such will go along with any plan the 
  players come up with. There will be room for up 
  to two characters to hide in the wagon with the 
  supplies but any others (and their horses!) will 
  either have to travel with or at a distance behind 
  the wagon as reinforcements. Should any special 
  equipment be needed they have two hours of 
  shopping time to acquire any necessaries. Gunter 
  will even allow them to sleep in the barns of his 
  yard so they will be ready for the off in the 
  morning. 
         
  Meanwhile back at the site the spirits will again 
  appear at dusk and the saboteur will have started 
  a fire in the meagre remaining rations spoiling 
  them, the arrival of a supply wagon tomorrow is 
  now even more important to Piotr’s remaining 
  funds. 
       
  Day 7 Wagon Roll! 
   
  After a hearty breakfast of eggs and bacon with 
  plenty of strong tea, the wagon will leave early. 
  Progress is good, but just as everyone is 
  beginning to think about lunch (fortunately Gunter 
  has brought enough game pies for all) the 
  Valentines will attack. Three masked men with 
  Tilean accents jump out into the road some 
  distance ahead of the wagon, they are 
  brandishing crossbows and demand the wagon 
  stop. Gunter will immediately reign in the horses 
  and throw his hands up. Though he has his old 
  blunderbuss hidden under his seat (and enough 
  shot and powder for three more shots) he will not 
  initiate any combat, waiting for the players to try 
  something. 
   
  As well as the three in the road there are enough 
  Valnetines concealed at the side of the road to 
  make the encounter hard for the players. This 
  should not become a bloodbath however! Any 
  characters concealed in the wagon (hopefully 
  with missile weapons) can leap up hopefully 
  getting surprise on the bandits. The Valentines 
  are an urban gang and not really comfortable 
  doing this sort of operation; while very capable at 
  following and mugging some poor sap in the back 
  alleys of the city out here amongst all this fresh 
  air and trees they are very nervous indeed and 
  will fight ineffectually. For this reason should they 
  come up against any serious resistance and 
  especially if there is a fusillade of missiles from 
  the wagon they will scamper off into the forest to 
  hide, regrouping later. 
   
  As city dwellers they will not be too hard to track 
  and as they have split up and can easily be 
  captured individually (if outnumbered and alone 
  they will surrender quiet happily) should the 
  players try. If more than half of the bandits are 
  heavily wounded and or captured they will stop 
  the interception of the wagons entirely, just the 
  fact that this wagon was guarded will certainly 
  dissuade them from trying again for some weeks. 
         
  Should the encounter really go badly for the 
  players then have a troop of Roadwardens ride to 
  the rescue, also should you have particularly 
  sadistic players have a troop arrive just in time to 
  stop any executions or torture in exchange for 
  small rewards for wanted criminals, (two gold per 
  prisoner) that the Roadwardens conveniently 
  recognise the Valentines as. If the players are 
  civilised with any interrogation they make they 
  may get the name Oldenhaller. Challenging 
  Common knowledge rolls (easy for any resident 
  of Nuln/the appropriate city) will remember the 
  Oldenhaller family is an old noble family native to 
  the city. Should the players tell the name to Piotr 
  he will look somewhat surprised, but this will 
  quickly disappear behind his usual jovial 
  demeanour and no amount of questioning will get 
  him to open up on the subject. Should the players 
  continue to push he will storm off angrily shouting 
  threats of dismissal. (He will not carry them out as 
  he needs the players but the incident may sour 
  employee employer relations briefly) 
          
  The rest of the journey will be uneventful and the 
  wagon will roll into the Kettles’ yard just in time for 
  the nightly visit of the pool spirits. Because of 
  them paranoia amongst the workforce is getting 
  to be a problem; the camp has been moved as far 
  from the pool as is possible and drunkenness 
  amongst the workers is increasing. Piotr will be 
  overjoyed the supplies have got through and that 
  his guards have returned, immediately ordering 
  
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  slap up suppers for everyone! Observant 
  characters might even see Baldin smiling from 
  the window of his room. 
         
  If anyone thinks to ask if there has been an 
  accident or inconvenience that day which 
  interrupted the work, use whatever you feel the 
  saboteur could get away with, probably 
  something quiet impressive with the guards out of 
  the way. (possibly in some way injuring a worker) 
  As a reward for good service Piotr offers 
  everyone baths at his expense. 
   
  Isn’t This A Private Bathroom? 
   
  While the players are relaxing in a tub or the 
  steam room have the spirits materialise amongst 
  them from the steam or water, Fear checks are a 
  must here! This should give the players a good 
  clue as to the fact the spirits are linked to the 
  water. Anyone who by now isn’t running through 
  the inn, screaming, with a hastily wrapped towel 
  to hide their shame can finally get a good look at 
  the spirits, should anyone have History as a skill 
  allow them to make an easy roll to recognise the 
  spirits ghostly clothes and equipment come from 
  long before the founding of the empire, a very 
  hard Common Knowledge Empire roll will tell 
  people the same thing. The spirits are not 
  interested in fighting and should anyone actually 
  be able to harm them in spirit form they will 
  instantly disappear anyway. 
         
  If not threatened in any way they will begin to 
  explore the inn, they do not speak and ignore 
  attacks that cannot hurt them. Careful 
  observation of the spirits (or the odd challenging 
  intelligence roll) reveals they seem to be moving 
  in the confines of a building that does not exist; 
  they will sit on invisible benches warming their 
  hands around fires that are not there, walk 
  through walls even though doors are mere feet 
  from them or walk the confines of a room that 
  bares no resemblance to the plan of the inn. They 
  are interacting with the hall that stood here many 
  centuries ago. The spirits will remain for ten 
  minutes or so and in that time will get around to 
  scaring most of the people in the inn, then 
  disappear; fading out of existence. 
         
  The workforce will leave the inn as a result of the 
  spirits and be loathe to return. After work from 
  here on the workers will stay in camp with drinks 
  brought from the inn. An air of gloom will begin to 
  settle over everyone, (assuming you haven’t 
  managed to get one already) Piotr will worry that 
  the workforce is going to leave and the saboteur 
  (if he is still here) will now increase his reign of 
  terror hoping to make the workforce resign. 
   
     Day 8 Morale Improvements  
   
  The morning dawns grey and depressing with the 
  promise of rain, breakfast is a solemn affair and 
  there are mutterings amongst the workers the 
  whole project is cursed. The rain holds off until 
  mid morning but work progress is slow even 
  whilst it remains dry. Khirigi will leave soon after 
  breakfast to look for game as Piotr hopes a spit 
  roasted deer or boar will lift spirits, he will return 
  late in the afternoon empty handed and as 
  depressed as everyone else. 
   
  Just before knocking off time something not 
  heard in these parts for thousands of years will 
  echo around the yard of the inn. In the last light of 
  dusk, striding up the road comes a very 
  improbable sight: In a cloud of scented red 
  smoke, a one eyed (Thullaghent in an impressive 
  papier-mâché’ half Cyclops mask) fire breathing 
  giant on his back, two half man sized imps (Rollo 
  and Falno in costumes) capering at his feet, 
  ribbons and streamers flowing from his 
  impressive tusks and woven in to his long outer 
  hair a mature bull mammoth in all his splendour 
  marches into the centre of the yard, rears up on 
  his hind legs and trumpets; loudly enough to 
  shake a loose tile from the roof of the stable. The 
  circus has arrived! 
   
  Everyone who has, heard, let alone seen his 
  entrance will come running over to gawp at the 
  spectacle. When a sufficient crowd has gathered 
  the giant will leap down and chase the imps 
  around the mammoth, eventually catching them 
  and proceeding to juggle the insanely laughing 
  creatures high into the air. Soon after the circus’ 
  train of wagons pulls into yard. A classic Victorian 
  black moustachioed strongman in circus 
  ringmaster clothes (The Great Fosten) leaps 
  down from the head wagon and starts shaking 
  hands and fielding questions from the wowed 
  crowd. Piotr and the Great Fosten soon retire to 
  the inns’ snug and talk long into the night, even 
  the workforce return to the inn for an evening’s 
  entertainment. Everyone will indeed go to bed a 
  lot happier than any night for the past week. 
   
  Day 9 Roll Up! Roll ARRAGH, Run 
  Away! Run Away! 
   
  The next day dawns sunny and bright, the air of 
  gloom that has been hanging over the worksite 
  these past few days seems to dissolve with the 
  morning mist, the workforce are happy and 
  singing again, any player who is still friendly with 
  any of the workforce will pick up the rumour that 
  
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  Piotr to improve morale has engaged the circus 
  for a special performance for everyone to night! 
  (A rumour that will later turn out to be true!) The 
  circus people will spend the day constructing a 
  ring of seating on the only open ground large 
  enough; the lawn behind the inn and in front of 
  the pool. Usually around this a linen screen would 
  be erected to stop non paying customers getting 
  a free show, today as the only people coming will 
  be the workforce and anyone in the inn they do 
  not bother, also they are performing for a flat fee 
  negotiated Piotr. Many members of the workforce 
  will find excuses during the day to wander over to 
  the arena to see what is going on. 
         
  The day’s work goes efficiently and well, even the 
  saboteur (assuming he is still at large) will not try 
  anything today. The weather will stay dry and the 
  afternoon (though drags terribly for excitable 
  workers) is glorious, any daily sweep made by the 
  players will be more a pleasant stroll in the woods 
  rather than a nerve jangling potential ambush 
  behind every tree kind of affair. Back at the 
  worksite have Bob the mammoth be wandering 
  around camp. (especially if there are one or more 
  dwarfs in the party so he can play his joke!) To 
  really have the players think everything is going 
  well have nothing happen at the pool at dusk, the 
  spirits it seems have given up. 
         
  The performance is scheduled for after the 
  evening meal. The arena is designed for a larger 
  audience so there will be no problem getting 
  good seats, even though the workers will still 
  push and shove excitably whilst in the queue to 
  get in. Many torches on tall poles light the arena 
  giving the ring a pleasant homely ambience. The 
  inn at Piotr’s request has provided mulled, spiced 
  cider to fight the chill of the evening and with a 
  bellow from Bob the entertainment begins. 
          
  Fosten in his ringmaster guise introduces all the 
  acts giving time for various equipments to be 
  brought on or taken off. The performance is a 
  resounding success until the final act. 
   
  Khurgan Makes His Move 
   
  Khurgan, until now content to merely observe the 
  comings and goings at the sight has finally had 
  enough. The arrival of the circus has angered him 
  and he finally decides to try and get rid of the inn, 
  the workers and the circus folk for good! He will 
  lead his spirits personally in an attack on the inn. 
  Khurgan and his spirits materialise at the pool, 
  this time however they are not being subtle and 
  not hiding, they appear fully panoplied for war, 
  shrouded in the blue fire of Khurgan’s anger. 
  They will pause for a moment beating their 
  shields in a quick rhythm till with a final shout of  
  “Urrah!” to send them on their way, they charge 
  through the circus arena just as Thullaghent and 
  Bob arrive for their act. 
   
  Pandemonium ensues! Bob, panicked beyond 
  restraint and trumpeting in terror charges straight 
  out of the arena directly through the audience. 
  Thulla more worried for his friend than scared 
  tries to calm Bob but is swept out of the way with 
  a swat from the mighty beast, he will land in an 
  unconscious heap near the edge of the ring. The 
  frightened bellowing of Bob starts Ingwald’s 
  collies howling, which panics Bruno the bear who 
  will break free of his restraints and lumber of into 
  the forest. Most of the audience will also by now 
  be running in terror. 
         
  While all this is happening Khurgan and his 
  champions still bellowing ancient war cries are 
  hurtling along the line of the pipes to the inn 
  intent on mayhem. They will still be unable to 
  escape the confines of the water and the original 
  hall that they lived in but they will do their level 
  best to scare anyone still in the inn away 
  permanently. This however, (assuming they 
  made the required fear rolls) is not the main 
  concern of the players. Bob in blind terror is 
  charging madly about the workers camp and the 
  worksite knocking things over, collapsing ditches, 
  flattening tents, bringing down scaffolding and 
  causing untold damage to the project. If no one 
  has yet thought to do something about this Piotr 
  (who is ministering to a wound on Baldin’s 
  forehead) shouts at them to go and stop the 
  monster before he is ruined! Stopping several 
  tonnes of enraged bull mammoth is no easy feat. 
         
  The best option is probably to awaken the 
  unconscious Thulla (easily done by slapping him 
  about the face a few times or a bucket of cold 
  water) as he and Bob have a special bond. Thulla 
  will find a large tarpaulin and throw it over his 
  friends head in the manner of a bull fighter, this 
  will eventually calm Bob down. The next option 
  will be a charm animal roll (but as Bob is so 
  panicked this will be Very Hard) Khirigi will be of 
  use here. The waving of lighted torches will 
  certainly make Bob at least change direction and 
  with this method it will be possible to keep him 
  away from causing any more damage until he 
  calms down. 
         
  Eventually things will quiet down, most of the 
  workers return somewhat shame facedly from 
  where ever they ran too, Steffan and Lucie return 
  from the forest with a calm Bruno, the dogs stop 
  howling any injuries will be seen to as best as 
  they can and the staff lead by a now furious 
  looking Baldin tentatively return to see what the 
  
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  terrible daemons have done to the inn. The camp 
  is in tatters but even so most of the workers 
  refuse, out of fear, the offered free nights 
  accommodation in the inns’ common room, 
  instead choosing to bed down in the hayloft. 
   
  Day 10 The Day After The Night Before 
   
  Baldin is up very early wandering around the 
  camp shaking his head in despair and 
  contemplatively puffing on his pipe. Piotr buys 
  everyone breakfast in the inn as the camps’ 
  cookhouse is gone, he despatched Khirgi on a 
  fast horse last night with a letter instructing 
  Gunter to augment the days supply run with 
  additional supplies and food. The work force 
  meander aimlessly about the camp dejectedly 
  trying to salvage anything useful and the circus 
  packs up as best it can and mournfully leaves 
  down the road hoping for better in Nuln. 
         
  The players will be left largely to themselves. If a 
  final clue is needed have them be wandering over 
  the ring of the circus to note that much of it has 
  been flooded, (due to the pipes bursting when 
  trampled on by an enraged mammoth) should no 
  one think to ask then have one of the inn’s staff 
  will come to see what is going on as the baths 
  wont fill. If your players still don’t get it Baldin will 
  eventually wend his way over and make the 
  connection between the spirits and the water for 
  them, he will go up to the pool and start poking 
  about to the north side of it with a piece of wood. 
  After a few moments he will hurry back to his 
  room in the inn, shouting after him at the players 
  to be ready to move off when he gets back. 
         
  Baldin will reappear some five minutes later, to 
  everyone’s surprise he is arrayed in a fine 
  dwarven sleeved scale coat, a stout shield on his 
  arm, an impressive axe in his hand and a winged, 
  face masked helm on his head. As everyone is 
  standing open mouthed in disbelief (especially 
  Piotr) he stumps determinedly off to the north 
  looking back long enough to ask: “Are you so 
  called guards coming or not?” 
        
  He will take the lead up a gully near the pool, 
  stopping occasionally to make sure he is 
  following the underground stream with dowsing 
  rods. Should the players have got the idea to 
  follow the watercourse by themselves, then an 
  easy Outdoor Survival roll will tell them that any 
  water is most probably to be running in a valley or 
  gully whether they can see it or not, should they 
  need more help have occasional wisps of steam 
  leak up through the ground and mention how the 
  vegetation looks particularly lush and verdant in 
  the gully. 
  The Big Show Down 
   
  After some fifteen minutes of hard walking 
  anyone with the talent Sixth Sense will begin to 
  feel a presence of something, in fact the water its’ 
  self has a distinct disconcerting air about it which 
  gets stronger the further up the stream they go. 
  Soon after the sound of running water can be 
  heard, further still and steam will begin to be seen 
  hanging in the air. The steam pervades from a 
  pool in the mouth of a dank and dripping moss 
  screened cave. The pool is formed from the 
  boiling water coming from inside the cave. 
         
  Deeper than fifteen feet from the entrance there 
  is not enough light to see by so unless someone 
  is carrying some form of illumination, someone 
  will have to run back to the inn to fetch one, as all 
  the dead wood around is too sodden to make an 
  impromptu torch. The passage itself is natural, 
  irregular about seven feet wide and an average of 
  five feet tall, so taller people will have to stoop. 
  The passage is as full of steam as the steam 
  room back at the inn which will make exertion 
  hard and people in heavy metal armour very 
  uncomfortable (-5% effective on all physical rolls 
  including combat). Another problem is that 
  running along the passage is a stream of literally 
  boiling water. Halflings especially will have to 
  watch where they step! After some fifty yards or 
  so the passage will open into a large naturally 
  formed chamber deep under the hill. 
         
  The chamber is of a roughly teardrop shape 
  some sixty feet long and forty feet wide at its 
  widest point; the passage enters from the thin 
  end. The steam here is very thick indeed and the 
  bubble and splash of the stream join the dripping 
  of condensation from the roof to make an eerily 
  beautiful natural music, the chamber is a wonder 
  of geological beauty coloured by many different 
  mineral salts with a fine tracery of stalagmites 
  and stalactites growing from floor and roof. All of 
  this of course goes a long way to hide the 
  skeletons of Khurgan’s champions who slowly 
  animate the minuet anyone steps in to the 
  chamber. They will take two rounds to reach the 
  entrance of the chamber and surprise anyone 
  without Sixth Sense. (who are allowed a 
  Willpower roll to act, imminent combat negates 
  the general but unexplainable feeling of dread 
  quiet nicely) 
         
  The combat takes place on a slight slope in 
  crampt conditions on a very wet and slippery 
  floor, to simulate this have anyone in combat roll 
  against agility at the beginning of their turn, if they 
  fail this roll they will loose half an action just to 
  remain on their feet, should they fail the roll by 
  
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  more than 30 they will fall over as well as 
  looseing the half action (if you are feeling 
  particularly sadistic anyone who falls over has a 
  good chance of landing in the boiling water on the 
  floor, a further agility roll will avoid this but should 
  they fail they take a strength 0 damage roll from 
  scalding) There are a number of skeletons equal 
  to the number of players plus two, Khurgan will 
  remain in the steam and observe what is going 
  on, when the players and possibly Baldin have 
  been engaged with the skeletons for two rounds 
  Khurgan will join the attack, (no need for fear rolls 
  this time) should Baldin be here Khurgan will 
  target him unless there is a obviously much more 
  capable looking warrior who he will then target 
  instead. Both the skeletons and Khurgan are 
  immune from the slipping rule. 
         
  The combat should be hard but not impossible, it 
  is a slogging match with little or no room for 
  cunning and manoeuvre, strength and steel are 
  what will win this and as such should your players 
  be rather more intellectually and socially as 
  opposed to militantly inclined lower the number of 
  skeletons or remove them completely, especially 
  if Baldin is not here. 
         
  After the battle is over the players are free to 
  explore the chamber, though there is very little in 
  the way of treasure here. In fact the only things 
  worth taking are Khurgan’s sword, which is of 
  best craftsmanship and has the Defensive quality 
  and his torc. Baldin, if here (if not a dwarf may 
  make a routine mining roll to get the same 
  information) will note that the stream has not 
  always run through this chamber and must have 
  erupted through the wall due to some geological 
  disturbance a long time in the past. Once 
  Khurgan is defeated his soul will finally be 
  allowed to rest and his spirit will no longer inhabit 
  the chamber or the water or his old hall, without 
  their lord the spirits of his champions will also go 
  to their long deserved rest. Those with Sixth 
  Sense feel the unexplainable presence they have 
  been getting from the water slowly drift away, if 
  here, even Baldin will begin to whistle a dwarven 
  marching tune! 
   
  Back At The Site  
   
  There is little more to do here and the players are 
  free to return to the inn. It will be a relief to get out 
  of the sauna like conditions of the cave are 
  breathe cool air again. Back at the work sight 
  everyone will gather round curious to know where 
  the party has been and why they are so damp. 
  Baldin if here will remain tight-lipped returning 
  quickly to his room to change into some 
  comfortable clothes and leaving the players to 
  take all the glory, he will not worry if his part in the 
  fight is downplayed. Later in the day he will come 
  to the players and thank them quietly with a bottle 
  of best quality Bretonnian brandy and Estalian 
  Cheddar to share with them. They will have found 
  a solid and dependable ally in him. 
         
  Piotr will come to them soon after and tell them of 
  (should he still be at large) a saboteur who was 
  caught trying collapse one of the remaining 
  upright walls on the sight, he was tarred and 
  feathered and run out of the sight. Piotr is now 
  convinced with the defeat of the bandits, 
  unmasking of the saboteur and the laying to rest 
  of Khurgan that no more trouble will come to the 
  project and he will allow the players to leave his 
  employ should they want to do so. He will pay 
  everyone five more gold on top of their daily wage 
  and thank them most heartily. Should they ask he 
  would even pay for tickets for them on the daily 
  stagecoach to Nuln in the morning. 
   
  Further Adventures 
   
  While intended as a continuation to a published 
  adventure, this could work as an introduction to a 
  campaign should you have access to the original 
  Warhammer Role Play book, indeed this 
  adventure could lead into “the Oldenhaller 
  Contract” as opposed to being played after it. It is 
  possible the players will have turned up the name 
  Oldenhaller in the course of the adventure and 
  may stumble into it that way. A good follow up to 
  “the Oldenhaller Contract” would be “Sing for your 
  Supper” (from Plundered Vaults) as both concern 
  Nurglish conspiracies in the city of Nuln. 
         
  The building project will take many more months 
  to complete and many things could plague this, 
  Khurgan might even rise again if his remains 
  were treated particularly badly or a necromancer 
  might stumble upon them while hiding out in the 
  cave. Another crime lord from Nuln may try and 
  muscle in on the operation once the project nears 
  completion. Many things are possible and even if 
  you do not specifically use the inn in any further 
  adventures both Piotr and Baldin could make 
  useful contacts or patrons for the party. 
   
  Experience Awards 
   
  While this may prove to be a long adventure not a 
  lot of really experience worthy things actually 
  happen, for this reason it may be better to use the 
  abstract method of award,  (rulebook page 211) 
  but for those who want to use the dramatic 
  method I suggest these awards: 
   
   
  
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  10 Points each for dealing with any road 
  encounters when in charge of the convoy 
    
  30 Points each for unmasking the saboteur 
         
  10 Points specifically for anyone who gets to 
  observe the spirits materialise 
         
  20 Points each for getting the wagon through, 
   
  Or: 
   
  30 Points each for getting the wagon through 
  and capturing and interrogating the Valentines 
  rather than killing them 
         
  5 Points specifically for anyone who works out 
  what the spirits are up to in the inn after they 
  materialise in the bathroom 
  Points each for calming down enraged Bob 
  before he does too much damage 
         
  20 Points each for making the connection 
  between the spirits and the water without Baldin’s 
  help 
    
  25 Points each for defeating Khurgan and his 
  champions (35 without Baldin’s help) 
         
  5 Points each for treating the remains of Khurgan 
  and his champions with respect and laying them 
  again to rest peacefully 
        
  5-40 Points each for role-playing, I suggest 
  somewhat more than usual, as there is a lot of 
  talking rather than action to this adventure 
   
  Appendix 1 NPCs  
   
  Piotr Novgorov: Kislevian Merchant Adventurer 
  (Tradesman-Merchant) 
     
  “Dah Dah! Ov course I know how it operates, vhat 
  did you cyall it aygain? Ahhh A reapeatink 
  crossbow? Most ingenious, may I be trying it 
  please? (SPROING! AAAARGH!) Perhaps you 
  shoulduv been tellink me about da safety catch 
  no?” 
   
  A Kislevian merchant adventurer. He is on a tour 
  of the empire and something of a quandary; 
  being a tourist as well as a businessman he 
  wants to see everything and at the same time is 
  still open to moneymaking opportunities. He 
  affects the dress of a Tilean opera singer rather 
  than the furs of his native land.  He is gregarious 
  and jolly but with a keen business mind behind it. 
  During his travels he has found a particular 
  interest in new technology and is keen to learn to 
  shoot the new repeater weapons he has seen in 
  Nuln. He will be drawn to anyone with any form of 
  technological know how and for this reason is 
  fond of dwarves even taking this to the extreme of 
  having a distrust for elves. 
   
   Skills: Animal Care, Charm (+10 underworld), 
  Common Knowledge: Kislev (+10), Empire (+10), 
  Gossip (+20, +30 underworld), Drive (+10), 
  Haggle (+20), Evaluate (+20), Perception (+20 
  estimation), Read/Write (+10), Ride, Secret 
  Language: Merchant Guild, Speak: Kislevian, 
  Reikspeil, Trade: Furrier, Merchant (+10) 
  Talents: Dealmaker, Hardy (added to the profile 
  above), Luck, Savvy (added to the profile above), 
  Streetwise, Super Numerate 
  Armour: None, although if he expects combat he 
  will change into a long Kislevian bear fur coat and 
  hat, which provide the same protection as 
  leathers. 
  Armour points: Head 0/1, Arms 0/1, Body 0/1, 
  Legs 0/1 
  Weapons: He carries a best craftsmanship knife 
  at all times but when expecting combat he will 
  use a best craftsmanship sabre (hand weapon) 
  and shield 
  Trappings: Best craftsmanship clothes, (Tilean 
  not Kislev) LOTS of money, he has access with 
  his money to most anything he cares for or 
  needs. 
  Appearance: 5’3”, 42 years old, dark brown hair 
  and impeccably trimmed and maintained beard 
  and moustache, intelligent green eyes, he is 
  running somewhat to fat in his middle years 
  though exercises seriously to try and assuage 
  this, very rarely seen without a hat to hide his 
  receding hair, always dressed in outlandish 
  Tilean style (which does not look right on him) of 
  not quiet up to date fashion. 
   
  Baldin Goodlode: Dwarven Overseer (Gaffer 
  (from the Black Industries website)-Artisan 
  Builder) 
   
  “Aye laddie, I agree, it is a very fine view  (drags 
  on a cigar and exhales) and the trees do indeed 
  frame it perfectly, all I am saying is, if you want 
  this new hunting lodge of yours to be standing 
  instead of sunk three feet into the ground in a 
  years time, (drag on cigar and exhale in general 
  direction of the fop he is talking too) then you had 
  probably better shift it thirty yards to the east.” 
   
  A dwarf master builder. He is a very Empire dwarf 
  as opposed to his mountainous kin. Gruff but 
  impeccably honest and honourable he is not 
  gregarious but once you get to know him he will 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  41 
  30 
  37 
  40 
  41 
  68 
  51 
  59 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  1 
  15 
  3 
  4 
  4 
  0 
  0 
  0 
  
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  be a friend for life. He dresses in practical work 
  clothes with the only evidence of his heritage his 
  dwarven work boots. He wears a reinforced hat 
  that looks like a modern bowler and smokes a 
  pipe (Arabian cigars only around people he wants 
  to get rid of). He will keep himself to himself 
  throughout most of the adventure but everyone 
  feels his careful and efficient presence on sight. 
  Once he knows he has a mission he will appear 
  in full dwarven scale armour, axe and shield to 
  the surprise of everyone especially Piotr. 
  Skills: Charm (+10 nobles), Command, Common 
  Knowledge: Empire, Dwarfs, Drive, Evaluate 
  (+10), Gossip (+10 nobles), Haggle (+10), 
  Perception, Read /Write, Secret Language: Guild 
  of Stonemasons, Speak: Khazalid (+10), 
  Reikspiel (+10) Trade: Builder (+10), Carpenter, 
  Stoneworker (+20) 
  Talents: Dealmaker, Dwrafcraft, Etiquette, 
  Grudge Born Fury, Night Vision, Resistance to 
  Magic, Savvy (added to the profile above), Stout 
  Hearted, Sturdy, Suave (added to the profile 
  above) 
  Armour: Hard hat, Leather jerkin, he also owns 
  an impressive scale mail coat and face masked, 
  winged helm but will only get these out when he 
  expects combat 
  Armour points: Head 1/4, Arms 0/3, Body 1/4, 
  Legs 0/3 
  Weapons: a good craftsmanship knife at all times 
  but has a best quality fighting axe (hand weapon) 
  and shield in a trunk with his armour he will get 
  out when he dons his armour. 
  Trappings: draftsman’s tools, Dwarven work 
  boots, dungarees, bowler style work hat, pipe and 
  tobacco and a leather pocket case of particularly 
  foul smelling Arabian cigars. 14GC 8ss and 7bp 
  Appearance: 4’7” 94 years old, Black hair going 
  to grey at the temples, salt and pepper beard and 
  moustache (somewhat nicotine stained) with very 
  impressive eyebrows over startling purple eyes. 
  He dresses in working clothes and his favourite 
  hat all the time, not even Piotr (a long time friend) 
  has ever seen him in anything else, he always 
  looks like he is thinking on something important, 
  with people he does not know, this will extend to 
  a some what malevolent air to get rid of them. 
   
   
  Khirgi: Kislevian Bodyguard (Hunter-Scout) 
   
  (Stooping to look at the ground) “Dah, three ov 
  them, movink fast. Maybe five-six hours ago. Two 
  are heavily laden carryink somethink heavy 
  betwixt them, the third moves as if lightly loaded, 
  (pause) a voman I think, she has a limp and is 
  carryink a baby or small child. (Stands slowly) If 
  you vant to catch them ve be going, dah?”  
   
  Khirigi was once employed as a hunter on Piotr’s 
  estate, he kept himself to himself and diligently 
  did his job providing game for the master’s table. 
  One day he was summoned to the dacha and the 
  next he knew was accompanying his master as 
  his bodyguard on some crazy trip south. He is a 
  taciturn man and awkward in the company of 
  people, in the company of animals he is much 
  happier and has an almost magical skill with 
  horses. He will seldom be seen more than a few 
  yards from his master; his eyes constantly on the 
  move looking out for danger. Though seldom 
  does he make connections with people he will be 
  open to approach from elves, especially elves 
  with outdoor skills as he has heard much about 
  them and greatly respects their reputation as 
  woodsmen and archers. 
  Skills: Animal Care (+20), Animal Training, 
  Charm Animal, Common Knowledge; Kislev 
  (+10), Empire, Concealment (+10 +20 rural), 
  Dodge Blow, Follow Trail (+10), Gossip, 
  Navigation (+10), Outdoor Survival (+10), 
  Perception (+10), Ride, Search, Secret 
  Language: Ranger, Secret Sign: Ranger, Scout, 
  Set Trap, Silent move (+10 +20 Rural) Speak 
  Kislevian (+10), Reikspeil (+10), Swim, Trade: 
  Cook 
  Talents: Hardy (added to the profile above), 
  Lightning reflexes (added to the profile above), 
  Marksman (added to the profile above), Mighty 
  shot, Orientation, Resistance to Poison, Rapid 
  Reload, Rover, Specialist Weapon Group: 
  Longbow, Sure Shot, Very Resistant (added to 
  the profile above), Very Strong (added to the 
  profile above) 
  Armour: Full Moot Leathers (Old World Armoury 
  p18) 
  Armour points: Head 1, Arms 1, Body 1, Legs 1 
  Weapons: knife, skinning knife, best 
  craftsmanship sabre (hand weapon) Composite 
  Horse bow (A vicious implement of death crafted 
  with much skill and effort from layers of horn and 
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  sinew, although it is the size of a short bow and 
  thus useable from horse back, it has statistics as 
  a longbow) 
  Trappings: belt with numerous pouches, spare 
  bow strings, good craftsmanship boots, a quiver 
  of 12 arrows and 8 heads to make more, rain 
  cloak, best quality horse and tack including 
  saddlebags, bedroll, several snares, 1 week of 
  best quality rations, 2 1 gallon canteens of water, 
  cooking pot, spices, salt, 6 pound sack of flour, 
  small kettle, pound of tea, small tent, 10 best 
  craftsmanship matches in a small water proof tin, 
  flint and steel in a water proof packet of tinder, 
  small bundle of high resin content kindling, 
  currying brushes and combs for horse, 30 feet of 
  best craftsmanship silken rope, 1GC 12ss 4bp 
  Appearance: 5’11” 32 Years old, light brown hair 
  (although he keeps his head mostly shaved, what 
  hair he does have, is in a long queue (ponytail) at 
  the base of his skull) and an impressively long, 
  droopy moustache of an almost copper colour, 
  his eyes are pale grey, on his left cheek there are 
  four small cuts in the position of a bear’s claw 
  marks, they were treated with pine ash when 
  made and now show up a dark blue against his 
  tanned skinned. He dresses in carefully dyed 
  leathers specially made while on a trip to the 
  Moot, when standing still (as he often does) with 
  these he will often seem to disappear into the 
  background scenery if in the wilds. 
   
   
  Clem (Vientori Madrianni): Agent Provocateur  
  (Student-Agitator)  
   
  (Thumping table hard making pots jump) “Yes, 
  yes, yes it is true he pays well and even provides 
  food and lodging of a sort, but if we do not 
  organise some sort of complaint or dispute, how 
  long my friends, how long, do you think there will 
  be soup and ale and tents for?  (Another thump) 
  Not long I tell you now, not long at all. Oh yes, 
  there will be sweetly worded apologeeoses and 
  hexcuses but they will go, they will go, you mark-
  ah ma words!” 
   
  Vientori Madrianni or Clem as he is going by 
  these days has been a thorn in the side of the 
  authorities of Nuln for some time now. A Tilean 
  national who found it expedient to leave his 
  country for a while after some problems with 
  more than a few of the fathers of a number of city 
  states, he drifted north to the Empire. Here he 
  was recruited by and now works for the 
  Valentines in the false belief they are a trade 
  union for the labourers of the city, he has noticed 
  that his employers tend to want a lot of 
  disturbances in very specific places at very 
  specific times but sees this as more respect for 
  his skills of organisation than anything untoward. 
  He has also noted that the watch are very quick 
  to stamp on his little protest meetings and for this 
  reason has found it clement to be out of the city 
  for a few days. How convenient then, that his 
  employers know of an out of city works project 
  under a particularly tyrannical Kislevian exploiter? 
  Skills: Academic knowledge: History, Law, 
  Charm, Charm, Common Knowledge: Empire 
  (+10), Tilea (+10), Concealment, Gossip (+10), 
  Perception, Read/Write, Speak: Reiskspeil (+10), 
  Tilean (+10) 
  Talents: Coolheaded (added to the profile 
  above), Flee! (added to the profile above), Luck, 
  Mimic, Public Speaking, Streetfighter, Warrior 
  Born (added to the profile above) 
  Armour: Leather Jacket 
  Armour points: Head 0, Arms 1, Body 1, Legs 0 
  Weapons: Knife 
  Trappings: work clothes, bedroll with 42 badly 
  printed pamphlets of a scurrilous and libellous 
  nature concealed within, 37ss 4bp 
  Appearance: 5’ 8” 27 years old, brown hair, 
  brown eyes, very nondescript, he has a feint 
  ghost of a Tilean accent (that tends to become a 
  lot more pronounced the angrier he gets) though 
  he generally conceals this very well. He works 
  hard not to stand out in any crowds. With no real 
  useful skill he makes his way on the sight as a 
  labourer. 
   
  Gunter Schalt: Owner of a Transport company  
  (Coachman-Tradesman) 
   
  “Yes love, I know I said them pies from that 
  Rumster’s place would be with you by noon, but 
  all my lads is out on jobs for the city, look I’ll tell 
  you what I’ll do; the boys’ out the back ‘ere 
  rubbing down old Boxer after the mornings gong 
  run, I’ll have ‘im take a barf and get the little hand 
  cart out, run over the halflings’ place and bring 
  them pies to you quick sharp! ‘Ows about that? 
  No extra charge I swear. Now I can’t say fairer 
  than that can I?” 
   
  A friend to everyone, that’s how many see 
  Gunter, although doing his best to run a business 
  (he acquired the coaching firm he formally 
  worked for when it failed, sold off the coaches 
  brought wagons instead and opened up as a 
  transport firm) he seldom wants to charge people 
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  the right prices, having grown up around them, he 
  knows how hard the lower classes of the city 
  have to live. For this reason he tends to charge 
  rich people or nobles slightly above the odds, this 
  is not too much of a problem as though as due to 
  good wages and a generally loyal workforce he 
  can expect good work from his people. Since 
  acquiring the business he has missed being out 
  on the road and will be come very chatty and 
  companionable when he is. 
  Skills: Animal Care (+10), Common Knowledge: 
  Empire (+20), Drive (+10), Evaluate (+10), 
  Gossip (+10), Haggle (+20), Heal, Navigate, 
  Perception (+10 +30 noise), Read/Write, Ride, 
  Secret Language: Teamsters Guild, Secret Signs: 
  Rangers, Speak: Reikspeil (+10), Tilean (+10), 
  Trade: Accountancy, Logistics 
  Talents: Acute Hearing, Dealmaker, Night Vision, 
  Quick Draw, Savvy (added to profile above), 
  Seasoned Traveller, Specialist Weapon Group: 
  Gunpowder 
  Armour: mail shirt and leather jacket 
  Armour points: Head 0, Arms 1, Body 3, Legs 0 
  Weapons: sword, knife, blunderbuss and enough 
  powder and shot for three more shots 
  Trappings: Schalt’s Friendly Transport 
  Company, wagon of supplies and team, wide 
  brimmed hat, sack of game pies, flask of ale, 
  12GC 7ss 3bp 
  Appearance: 5’6” 37 years old, thinning light 
  brown hair and several days growth of stubble, 
  tanned with the scent of horses on him, he gets 
  puffed quiet easily if he has to walk any distance 
  as he is so used to cart travel. He is jolly and 
  seldom is he seen without a smile on his lips, he 
  makes friends very easily with the lower social 
  orders but distrusts rich people and nobles. 
   
  Ruffians: Valentines out of their element (Thugs) 
   
  “Reigna ina dat cart, and a-puta dem hands 
  where I can seea dem!” 
   
  The Valentines are pretty much average city 
  thugs, with Tilean ancestry giving them a little 
  more style than most, they all wear outlandish 
  hats of a similar fashion and tend to dress in 
  russet and red. When the party encounter them 
  they will be unable to discern faces, as they are 
  all wearing masks. (although a challenging 
  Common Knowledge: Nuln or very hard Common 
  Knowledge: Empire roll will turn up the name of 
  the gang from the gang colours they still wear) As 
  city criminals they are nervous and out of their 
  depth in the wilds and as such act far from 
  efficiently and will be willing to flee or surrender at 
  the slightest provocation.  There are many more 
  of them back in the city than those at this small 
  ambush. Should they learn the names of the 
  people who made them look stupid they may very 
  well seek revenge on those who have wronged 
  them, because of their latin blood machismo is a 
  big thing with them. 
  Skills: Common Knowledge: Empire, Consume 
  Alcohol, Dodge Blow, Gamble, Intimidate, Secret 
  Language: Reikspeil, Theives’ Tongue, Speak 
  Language: Reikspeil 
  Talents: Disarm, Lightning Reflexes (*), Quick 
  draw, Resistance to Poison, Strike to Stun, Very 
  Strong (added to profile above), Wrestling 
  Armour: leather jacket 
  Armour points: Head 0 Arms 1, Body 1, Legs 0 
  Weapons: hand weapons (mostly swords though 
  a few carry axes and one a cudgel) three carry 
  crossbows and six bolts for them 
  Trappings: outlandish hats, packed lunches 
  Appearance: Men in masks, large hats and 
  urban clothes, all of them have some item of 
  russet and or red in their clothing. They seem 
  uncomfortable and out of place here as if they do 
  not like to be in the wilds. 
   
  Khurgan: Long dead Hero (Wight) 
   
  “Urrrah!” 
   
  Khurgan was once a good king. Several 
  thousand years of being stuck in a cave will affect 
  anyone though. When a hot spring broke through 
  into his cave after a minor earth tremor several 
  centuries ago he and his champions came to be 
  able to travel in a limited way as the essence of 
  Khurgan’s spirit infused with the stream that 
  played over his bones. Years rolled past and an 
  inn sprang up on the sight of his old hall, the inn 
  began using the hot water and Khurgan was 
  again able to see live people, he enjoyed this and 
  would observe the comings and going of their 
  daily lives, his spirit doing little harm beyond 
  souring the odd pat of butter and scaring the inns 
  cat, sometimes he has been known to scare the 
  occasional drunk by metamorphosing the steam 
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  from the inn’s sign into the shape of a man or 
  animal but apart from this was content to leave 
  things be. That was until the building project; he 
  has taken this as a personal affront (and fears 
  that with more and more demands on water use 
  his spirit will be diminished) and intends to scare 
  the workers off. 
  Skills: Perception, Speak language: Ancient pre 
  Empire 
  Talents: Frightening, Undead 
  Special Rules: Wight Blade: Wights wield 
  ancient and deadly weapons infused with                  
  the power of undeath. In the hands of a Wight, 
  such a blade counts as a magical weapon and 
  inflicts SB+2 Damage. Furthermore when a Wight 
  causes a Critical Hit, it makes two rolls on Table 
  6-2: Critical Hits and inflicts the deadlier result. In 
  the hands of anyone else, a Wight Blade counts 
  as a hand weapon (though in this case one of 
  best craftsmanship) 
  Armour: Full Chain; although it, unlike his sword 
  has not survived well under a few hundred years 
  of boiling water, for this reason roll a D3 for each 
  location that is how much armour protection has 
  survived there. 
  Armour Points: Head D3, Arms D3, Body D3, 
  Legs D3 
  Weapons: Wight Blade and a poor quality shield 
  Trappings: everything has dissolved away over 
  the years except his torc being made of noble 
  metals (silver and gold) it is valued at 100GC (a 
  collector of ancient artefacts may pay 
  considerably more for it however…) 
  Appearance: In his spirit form Khurgan appears 
  as he did in life; tall, erect and mighty yet with a 
  still kind face (though he is translucent), this is 
  somewhat marred however as when angry he will 
  be sheathed in ethereal blue fire which drips from 
  him and burns briefly in his wake. In Wight form 
  he looks like a mineral deposit encrusted, 
  animated skeleton with the decaying remains of 
  his armour draped over his stained bones. 
   
  Khurgan’s Champions: Guardians of their lord 
  (Skeletons) 
   
  “Urrrrrh”  (accompanied by the low clicking of 
  bones) 
   
  Khurgan’s champions in life were similar to their 
  lord; strong, proud and tall. In death however they 
  are not nearly as impressive. While Khurgan’s 
  spirit kept his body in quiet a good condition 
  those of his champions were not nearly as 
  powerful. In fact it was Khurgan’s spirit that kept a 
  dull spark of unlife in their skulls. They are now 
  little more than automatons at the lord’s call. 
  Skills: None 
  Talents: Frightening, Undead 
  Special Rules: Mindless: Skeletons are animated 
  bones with no mind or spirit of their own. They 
  have no Intelligence, Will Power, or Fellowship, 
  and can never take or fail Tests based on these 
  Characteristics. Shambling: Skeletons are 
  relentless but slow. They cannot take the run 
  action 
  Armour: None (all washed and rotted away) 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: swords (Hand Weapon) and shields 
  both of poor quality  
  Trappings: They wear torcs like their lord, all 
  except one had bronze which have dissolved 
  away leaving green mineral stains and little more 
  but one wore a torc of silver worth 45GC (again 
  worth more to a collector of antiquities)  
  Appearance: Animated human skeletons, all are 
  stained with mineral deposits and dripping in 
  green slime. As spirits they appear as their lord, 
  though their faces are somewhat mindless.  
   
  Appendix 2 the Circus 
   
  The circus originally was intended just to get a 
  mammoth into the adventure (what can I say, I 
  like mammoths), but gradually became an entity 
  unto itself, please feel free to use it in any way 
  you see fit, I have become quiet attached to it as 
  a whole and plan to use it as recurring encounter, 
  it would I feel make a good basis for a campaign 
  and certainly answers the problems of why such 
  a diverse group of people (as the average party 
  of adventurers) are travelling together in a group 
  with no real reason. A lot of skills characters 
  seem to acquire have potential for some sort of 
  circus act with a little imagination. 
   
  Fosten over the last few years has built up what 
  has become known as an impressive little circus 
  from friends he made while on the road. They are 
  known throughout the Empire and constantly on 
  the move, rarely spending more than two 
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  performances in any one place before moving off 
  again. There is no specifically planned route but 
  they do try to be in the south during the winter if 
  only for relief from the cold. Fosten has 
  considered travelling beyond the Empire but 
  thinks it will be prohibitively expensive to go by 
  ship and the overland routes are far from safe he 
  does not want to make the decision by himself, 
  but has yet to tell his friends of the idea. 
   
  The circus itself comprises seven wagons pulled 
  by mules. Four are of gypsy caravan style for 
  accommodation: Solla and Fosten, Lucie and 
  Steffan, the Fullburrow brothers and Ingwald who 
  formally had his own but now shares with 
  Elthrilen while he is with the troupe. Thullaghent 
  is too big to have a caravan so generally sleeps 
  in a barn with his friend Bob or in good weather 
  under a canvas shelter improvised from the 
  screen for the ring.  Of the other two wagons one 
  is full of the seating and the screen, the other; the 
  various props and costumes required for the 
  show as well as Bruno the bears cage, (although 
  Bruno is tame and gentle enough to generally 
  follow along behind the Rein’s wagon when in 
  towns he is assigned to his cage) the pair of 
  valuable, white, trained performing horses are 
  generally tethered behind the Guth’s wagon they 
  are never used for draft purposes, Ingwald’s dogs 
  travel in his wagon. Bob and Thulla are very 
  useful for pulling wagons out of holes or other 
  problems. 
   
  The circus performs in a ring of benches. There 
  are three rows the last two each higher than the 
  one(s) in front. The highest row of benches at the 
  back are in a circle with a diameter of 
  approximately twenty yards, in front of the lowest 
  benches is a small barrier fence surrounding the 
  ring itself which has an approximate diameter of 
  fifteen yards. A high linen screen supported on 
  poles surrounds the ring; this is here to stop 
  people who haven’t paid the gate fee getting a 
  free show. There is a brake in the both screen 
  and benches to allow access for performers, this 
  opens onto a corral of the circus’ wagons and 
  animals. Fosten will sometimes employ a militia 
  or watchman to walk the perimeter of the ring to 
  make sure no one sneaks under the screen. In 
  bad weather the circus has been known to 
  perform in a farmers barn or under a guild house 
  or a covered market. 
   
  The gate price varies from place to place 
  depending on the affluence and size of the 
  venue; for small towns or large villages 3p right 
  upto as high as 7p for a major city, there is no 
  concession for minors. Fosten is prepared to do 
  private performances but only for the circus as a 
  whole, not specific acts. Everyone in the 
  company agrees with this. The price for a private 
  performance again depends on what Fosten 
  thinks he can get away with charging but he will 
  not go lower than 12GC. The ring of seating can 
  accommodate 400 in comfort but as many as 800 
  can be squeezed in. Fosten will allow vendors 
  into the arena (entertainers will not be allowed in 
  unless it is as an additional act and then only with 
  the approval of the company) during a show for 
  15% of their take 
   
  The Circus’ bill is generally as follows: (this is 
  occasionally added to if other entertainers join the 
  circus for purposes of travel safety. Should they, 
  they will be expected to add to the bill but will 
  also get a fair share of the gate receipt) 
   
  Act 1 Solla’s trick riding act (a variety of acrobatic 
  feats, tricks and leaps from the backs of two 
  specially trained horses) 
           
  Act 2 Solla, Thullaghent and Fosten in a 
  combined strongman act (lifts, pulls and throws 
  with the finale of the piece the two of them 
  juggling cannonballs between them while Solla 
  provides eye candy) 
           
  Act 3 Rollo and Falno the halfling clowns  
  (pratfalls, slapstick and paste throwing they will 
  be chased out of the ring by the next act) 
           
  Act 4 Steffan and Lucie and their bear act (Bruno 
  the bear dances and capers with Steffan while he 
  juggles and Lucie plays accompanying music) 
           
  Act 5 Solla and Lucie’s wire act (a now scantily 
  clad Solla and Lucie perform walks, somersaults 
  and rolls suspended on a tight rope slung across 
  the arena) 
           
  Act 6 Elthrilen the troubadour (elven songs and 
  stories in the bardic tradition of his people 
  accompanied by his lyre, traditionally these would 
  be in Eltharin but Elthrilen has translated some of 
  his peoples more rustic works to Reikspiel) 
           
  Act 7 Ingwald and his dog act (four trained collie 
  dogs dance, cavort and run through an assault 
  course at the command of their master) 
           
  Act 8 Solla and Fosten’s knife act (standard knife 
  act) 
           
  Act 9 The halfling clowns return for more motley 
  and chaos (with buckets of sawdust thrown into 
  the audience for good measure, they are chased 
  into the crowd by the final act, here they may 
  well, along with attacks upon the audience with 
  inflated bladders and more ribald comedie del 
  arte style lampooning try and pick a few richer 
  looking pockets. Rollo will distract the target with 
  japes and pratfalls while Falno does the deed) 
           
  Act 10 The Finale: Thulla and Bob in their star 
  turn (Thulla and Bob in a combined comedic and 
  
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  control routine with a finale of fire breathing from 
  Thulla aided by Bob in the guise of a fire 
  extinguisher) 
   
  The Amazing Fosten! (Guth) Ringmaster and 
  Strongman (Jailer-Vagabond-Entertainer) 
   
  “H’Laaaay-dees and gennelmen, H’Roll up! H’roll 
  Up! For the most ha’mazing spectacle h’you will 
  h’ever ‘ave seen! For today h’only and for the 
  bargain price h’of a mere five pennies, yes that’s 
  h’right madam H’I did say five pennies you and 
  the family will be witness to some of the most 
  h’impressive physical feats you will h’ever ‘ave 
  seen! No; h’ever ‘ave ‘eard of! Hurry! Hurry! 
  Hurry! Seats are sure to sell h’out fast, bring the 
  family. Hurry! Hurry! Hurry!” 
   
  Twelve years ago Fosten was depressed almost 
  to the point of suicide, his impressive physic got 
  him rail-roaded into a job he despised. The life of 
  a Jailer was totally abhorrent to him and 
  eventually one day he just up and left. He made a 
  living doing odd jobs here and there wandering 
  where his feet would take him. He was often 
  approached by more seedy elements and offered 
  work as a leg breaker, something his peaceful 
  nature not to mention impressive right hook kept 
  him away from. His life made sense for the first 
  time, when while helping some itinerate 
  entertainers repair their cart; which had had a 
  wheel fall off he saw his niche in life! That day he 
  joined the entertainers as a strongman. Twelve 
  years later he is married into circus folk, has 
  picked up another skill to use for an act, owns 
  and runs his own show and couldn’t be happier.  
  Skills: Animal Care, Charm, Common 
  Knowledge: Empire (+20), Command, Consume 
  Alcohol, Dodge Blow, Drive, Evaluate, Gossip 
  (+20), Haggle, Heal (+10), Intimidate (+10), 
  Navigation (+10), Outdoors Survival, Perception 
  (+20), Performer: Strongman (+10) Search, 
  Secret Language: Ranger Tongue, Secret Sign: 
  Rangers, Sleight of Hand (+10), Speak 
  Language: Reikspeil (+10), Silent Move (+10), 
  Swim  
  Talents: Fleet Footed (added to profile above), 
  Hardy (added to profile above), Marksmanship 
  (added to profile above), Orientation, Public 
  Speaking, Resistance to Disease, Resistance to 
  Poison, Rover, Seasoned Traveller, 
  Sharpshooter, Specialist Weapon Group: 
  Thrown, Streetfighter, Very Strong (+), Wrestling  
  Armour: none 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: generally carries none, he uses 6 best 
  craftsmanship throwing knives in his act but they 
  have never been thrown into human flesh, he 
  also carries a bullwhip in his ringmaster guise but 
  can not really use it beyond flicking a horse’s 
  backside 
  Trappings: the Amazing Fosten’s Circus, big 
  copper megaphone 21GC 14ss 6bp 
  Appearance: 6’6” 38 years old, bald as an egg, 
  black eyes, barrel chested and massively 
  muscled, he sports an elaborate waxed and 
  curled jet black moustache and the merest hint of 
  a equally black goatee beard, when working he 
  wears one of two different costumes; the first is 
  his ringmasters guise; shiny black high boots, 
  tight jodhpur style trousers and an impressive 
  shimmering scarlet satin tail coat, finished off with 
  a foot high top hat. For his strongman act he 
  sports a bear fur leotard, wide black weight lifting 
  belt and thick black studded cuffs, over oiled and 
  very tanned bare skin. When not in any kind of 
  showmanship role he wears simple dungarees, 
  shirts and comfortable boots    
   
  Falno and Rollo Fulburrow Halfling Clowns 
  (Rogue and Thief-Entertainers) 
   
  “...rectum? It nearly killed ‘im! (Ba-dump-BUMP! 
  On the drums, two minutes of Three Stooges 
  style antics follow) Ayezaay, ayezaay, ayezaay 
  what is the difference betwixt a small, sweet, 
  bread roll being sat on by two people and a 
  confusing puzzle? I don’t know what is the 
  difference? One is a Bun-under-‘em and the other 
  is Conundrum!”  (Ba-dump-BUMP! more 
  Stoogery)   
   
  The Fullburrow brothers have always been close, 
  they were close as children growing up and when 
  they went to work for their fathers’ catering 
  business. They both very soon developed a 
  distinct dislike of pie making and left home to 
  seek their fortune. Eventually ending up in Altdorf 
  with no more than their wits to survive on they 
  very soon slipped (with the aid of a mickeyd drink 
  and a rigged card game or two) into debt with the 
  criminal classes. A debt only repayable by doing 
  a few little jobs here and there, the pair took to 
  the new life with relish, staying on with the gang 
  even after the debt was eventually settled. After a 
  small gang war the pair found it expedient to skip 
  town quickly, they stowed away in a travelling 
  circus. After being discovered and some very 
  fast-talking the pair soon found themselves with 
  more honest and equally enjoyable employment.   
   
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  The numbers before the / are for Rollo the rouge, 
  the numbers after for Falno the thief 
  Skills Both: Academic Knowledge: Genealogy/
  Heraldry, Animal Care, Charm (+10 +20 
  underworld) Common Knowledge: Empire, 
  Halflings, Gossip (Falno +10 +20 underworld 
  Rollo: +20 +30 underworld), Evaluate (Rollo +10), 
  Perception (+10 Falno +20 locks) Performer: 
  Acrobat, Clown, Search, Speak Language: 
  Halfling, Reikspeil (Falno +10 Rollo +20) Trade: 
  Cook 
  Additional Skills Rollo: Blather (+10), Evaluate 
  (+10) Gamble, Performer: Actor, Storyteller  
  Additional Skills Falno: Concealment (+10 
  urban), Disguise, Pick Lock (+10 traps), Read/
  Write, Scale Sheer Surface, Secret Language: 
  Thieves Cant, Secret Sign: Thieves, Silent Move 
  (+10 urban), Sleight of Hand (+10)  
  Talents Both: Nightvision, Resistance to Chaos, 
  Specialist Weapon Group: Sling Streetwise 
  Additional Talents Rollo: Flee!, Fleet Footed 
  (added to profile above), Luck, Public Speaking, 
  Quick Draw, Sixth Sense, Sharpshooter  
  Additional Talents Falno: Alley Cat, Lightning 
  Reflexes (added to profile above), Mimic, Trap 
  finder 
  Armour: generally none but both own leather 
  jackets they will don if expecting trouble 
  Armour Points: Head 0, Arms 0/1, Body 0/1, 
  Legs 0 
  Weapons: knife and sling  
  Trappings: bladders on sticks, various comedic 
  and acrobat costumes, Rollo keeps cards and 
  dice around for old times sake but generally only 
  plays for fun or pennies these days, Falno still 
  has his picks and black clothes but hasn’t used 
  them since joining the circus. Rollo 3GC 4ss 8bp 
  Falno 7GC 2ss 3bp 
  Appearance: 4’0” 27 years old, the pair are 
  identical facially (although Rollo is a little jowly) 
  with corn yellow hair and hazel eyes. However, 
  their time in the gang has shaped them physically 
  in different ways. It saw them, for the first time in 
  their lives choose differing paths, this shows in 
  their body shapes:  Rollo is sturdy going on fat 
  from many nights sharing drinks and food in 
  seedy bars, while Falno is (for a Halfling) down 
  right skinny; its easier to squeeze through small 
  gaps without an impressive belly in the way. The 
  pair both love their new lives and are constantly 
  smiling they are good friends with Thulla and Bob 
  and are often seen with them. When not in 
  costume they dress in comfortable but stylish 
  clothes. 
   
  Thullaghent Bouncer and Strongman  
  (Vagabond-Entertainer) (thanks to Andrew Law 
  whose piece on ogres as player characters from 
  the fan bit of the Black Industries site inspired 
  Thullaghent) 
   
  “ ‘Ere you! Yers you! I’m fasta than yoo so don’t 
  go running off! Das better, now stay still yoo! Nah 
  I a’int gonna eet chu, yur too skinny fer tha. I’m 
  ‘spost to tell people fings I am, naow ‘ow can I tell 
  you anyfink ifn you dun run off? Right are ya 
  liss’ning? Are ya sure? Cos it looks like yur 
  getting reddy to run off. H’ok right yoo, the fing 
  wot I am tellin’ yoo is dat deres a sircus in da 
  town! I is in it too! It’s a really grate nights en-ta-
  tain-ment go and tell all ov your mates, an get 
  dem to tell dere mates! Oh, erm its in dat big 
  em’ty place wot sometimes has dem lil shops 
  made ov cloff in. Yers yoo can go, an I had best 
  see yoo dere on opening nite!”     
   
  An Ogre currently employed by the travelling 
  circus he is a rarity amongst ogres in that he is 
  more interested in seeing things and travel than 
  fighting, he still very much likes eating however. 
  Somewhat of an outcast in ogre society: He is a 
  classic gentle giant; somewhat shy but eager to 
  please and of course fond of and very good 
  with children. He likes his job in the circus of 
  dressing up and performing in various guises and 
  especially his own act with his best friend Bob. 
  Thullaghent met Bob when he was wandering 
  about in Norsca, after a small disagreement over 
  which one of them was going to be eaten the two 
  became fast friends and they continued their 
  wanderings together, Thulla eventually got fed up 
  of the cold and Bob followed him south. Short of 
  funds for food Thulla joined up with a travelling 
  circus. His skill at fire eating is actually an 
  extension of a particularly bad case of indigestion 
  caused by a barrel of radishes combined with an 
  extremely devilled, devilled roast hog. 
   
   
   
   
   
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  Skills: Animal Care, Animal Training, Charm, 
  Common Knowledge (+10): Empire, Norsca, 
  Ogres, Consume Alcohol, Gossip (+10), 
  Intimidate (+10), Navigation (+10), Outdoor 
  Survival, Perception (+10), Performer: Fire 
  Eating, Strongman (+10), Silent Move (+10 rural), 
  Speak Language (+10): Grumbarth, Reikspeil, 
  Swim (+10) 
  Talents: Fearless, Lightening Reflexes (added to 
  profile above), Menacing, Orientation, Rover, 
  Seasoned Traveller, Specialist Weapon Group: 
  Two Handed, Very Resistant (added to profile 
  above), Very Strong (added to profile above), 
  Wrestling  
  Armour: none 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: none, in emergencies he has been 
  known to grab a bench or signpost or small tree 
  to use as a club 
  Trappings: special mouthwashes, torches, sack 
  of cheap toys, which he gives to children who 
  seem sad (most of the pay he gets that doesn’t 
  go on food goes towards toys), 3ss 47bp 
  Appearance: 10’10” 42 years old, red-brown hair 
  and green eyes, for an ogre he does not have 
  that vast a gut (another reason he does not really 
  want to return to ogre society) and unusually 
  smiles a lot. Clothes for some one this size are 
  not cheap so he will be dressed in one of his 
  costumes all the time, he prefers his mammoth 
  act one (a considerably cheaper copy of Fosten’s 
  ringmaster outfit) as he feels it makes him look 
  more dignified, it certainly gets him noticed; 
  almost eleven feet of ogre wearing a two foot top 
  hat is hard to ignore. He will most often be seen 
  in the company of Bob and Rollo and Falno, he 
  does not like his smaller friends occasionally lax 
  attitudes to other peoples property and 
  continually tries to stop them, keeping their hands 
  in as they call it. 
   
  Bob Star of the show (Mammoth) (inspired by the 
  mammoth entry in the bestiary of the 1987 (3rd 
  edition?) Warhammer Fantasy Battle book written 
  by Rick Priestly, Richard Halliwell and Bryan 
  Ansell with stats extrapolated by me) 
   
  “FUH-ooooooo-huhluluff”  (sound of a mammoth 
  trumpet) 
   
       Bob is a mammoth from the frozen plains of 
  Norsca. Bob likes bales of hay, cabbages and 
  especially buns! As he could never get any of 
  these things till he met his best friend Thullaghent 
  the two became fast friends and Bob followed 
  Thullaghent south. Bob is a practical joker he 
  likes to squirt people with water (especially 
  dwarves who it seems to infuriate more than 
  anyone else) but has recently found a new trick; 
  he will hide in a tent and when someone comes 
  into it trumpet the very loudest he can. He is 
  clever and gregarious and likes to know what is 
  going on, often wandering about where ever he 
  happens to be to see if anyone has any buns. He 
  like Thulla has a fondness for children mostly as 
  they often prove to be a good source of buns and 
  apples. The end of his long trunk can often be 
  found in backpacks or satchels snuffling about 
  for food while the rest of him remains cunningly 
  hidden behind small trees or road signs, yes, Bob 
  is a cunning creature indeed! 
  Skills: Intimidate (+10), Perception (+20) (scent 
  and sound as eyesight very poor) Sleight of hand/
  trunk, Swim (+10) 
  Talents: Keen senses, Menacing, Natural 
  Weapons, Strike Mighty Blow  
  Armour: thick skin and fur  
  Armour Points: Head 1, Arms 1, Body 1, Legs 1 
  Weapons: tusks and trunk  
  Trappings: none  
  Appearance:  10’ 6” at the shoulder 29 years old, 
  big and hairy with tusks, small ears and a trunk. 
  He is of a deep orange-brown colour and his 
  eyes are black. A noticeable slope of his back 
  makes riding him difficult although Thulla can do 
  so for brief periods, because of Thulla’s size this 
  is only done as a crowd drawing stunt when Bob, 
  Thulla, Rollo and Falno do their ambassadorial 
  performance upon arriving at a venue, Thulla 
  soon jumps down after arrival. For this Bob will 
  have ribbons woven into his fur and tied to his 
  tusks and will have been brushed so his hair 
  shines. 
   
  Solla Guth, Steffan and Lucie Rein, Ingwald 
  Herz and Elthrilen Whitelock The rest of the 
  Company (Entertainers) 
   
        The rest of the company joined up with 
  Fosten over the years, in deed one of them 
  married him. They are a close almost family 
  group (with the possible exception of Elthrilen 
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  who can still be aloof even around them) always 
  willing to help each other out. The circus as a 
  whole is at first a little wary of strangers who wish 
  to travel with them (even other entertainers) but 
  soon after any travellers prove trustworthy they 
  will open up and invite anyone temporarily to their 
  “family”. Proud and independent the circus as a 
  whole does not like to be told what to do, with an 
  ogre, a mammoth, not to mention Fosten himself 
  in the caravan; seldom does this prove to be a 
  problem. 
   
   The number before the / is for the humans after 
  for Elthrilen 
  Skills All: Animal care, Charm, Common 
  Knowledge: Empire (save Elthrilen), Drive, 
  Gossip (+10), Perception (+10 Elthrilen: +20 
  (Vision) Solla: +30 (Sound) Speak: Reikspeil 
  Additional skills Solla: Performer: Riding 
  Display, Tight Rope Walking, Ride 
  Additional skills Steffan: Animal Training, 
  Performer: Dance, Juggle 
  Additional skills Lucie: Performer: Guitar, Tight 
  Rope Walking, Scale Sheer Surface 
  Additional skills Ingwald: Animal Training, 
  Performer: Dog Display, Drums, Read/Write 
  Additional skills Elthrilen: Blather, Common 
  Knowledge: Elves, Performer: Lute, Sing, Speak: 
  Eltharin 
  Talents Solla: Acute Hearing, Lightening 
  Reflexes (added to profile above), Luck, Trick 
  Riding 
  Talents Steffan: Ambidextrous, Lightening 
  Reflexes (added to profile above), Mimic, Public 
  Speaking 
  Talents Lucie: Lightening Reflexes (added to 
  profile above), Luck, Public Speaking, Resistance 
  to Poison 
  Talents Ingwald: Ambidextrous, Etiquette, 
  Lightening Reflexes (added to profile above), 
  Mimic, Night Vision, Specialist Weapon Group: 
  Fencing, Parrying  
  Talents Elthrilen: Excellent Vision, Lightening 
  Reflexes (added to profile above), Night Vision, 
  Public Speaking, Savvy (added to profile above), 
  Specialist Weapon: Longbow  
  Armour:  Elthrilen, Ingwald and Steffan own 
  leather jackets but more against cold weather 
  than combat 
  Armour Points: Head 0, Arms 0/1, Body 0/1, 
  Legs 0 
  Weapons: knives, Elthrilen keeps an elfbow and 
  8 arrows under his mattress, and Ingwald a good 
  craftsmanship rapier and maine gauche under 
  his. If combat is expected Ingwald and Steffan 
  will use screen poles as quarterstaffs  
  Trappings: personal affects, all equipment used 
  in their acts belongs to the circus as a whole 
  rather than too individuals. Elthrilen owns his lute 
  and Lucie her guitar. Ingwald’s dogs (Jess, Rhin, 
  Brack and Bengy) came with him when he arrived 
  but all the company like them and they often 
  sleep in whichever caravan they want  
  Appearance Solla: 5’4” 28 years old, while her 
  husband is a veritable giant of a man Solla is 
  quiet petit, she is attractive and fills many roles in 
  the circus where eye candy is needed, she has 
  long black hair and deep brown eyes, when not in 
  one of her risqué costumes she dresses for 
  comfort but still with an eye for style. 
  Appearance Steffan: 5’ 11” 26 years old, tall 
  compared to most and very thin with it he is a 
  quiet man, he has light brown hair and pale grey 
  eyes with a neatly trimmed beard of a lighter 
  colour than his hair. He talks rarely as he has a 
  minor stutter and never around some one he 
  does not know. There is an air of the poet about 
  him and he is not unattractive. 
  Appearance Lucie: 5’6” 24 years old, golden 
  hair and deep green eyes, slim but well muscled, 
  she makes up for her husband’s taciturn nature 
  and has been known to chat away entire days 
  travel with no more than three words from Steffan 
  the whole day. She also serves as eye candy in 
  some acts but when not performing she unlike 
  the rest of the troupe enjoys dressing in bright 
  colours  
  Appearance Ingwald: 5’9” 47 years old, dark 
  brown hair now almost totally gone to grey, grey 
  eyes he walks with a slight limp from a badly set 
  broken leg in his youth. Sports an air of minor 
  nobility (but no one has ever asked him about 
  this) and has the vocabulary and mannerisms to 
  back it up, the dogs he arrived with, to someone 
  who knows dogs, (Academic Knowledge: Canine 
  Breeding average roll) are of an exceptional 
  pedigree, he dresses in old but good quality 
  clothes of good craftsmanship    
  Appearance Elthrilen: 6’2” 75 years old, ash 
  blonde hair, grey blue eyes, unlike most wood 
  elves he prefers bright, hot colours to the more 
  natural tones worn by most. He wears his long 
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  hair in multiple, beaded cornbraids tied loosely at 
  the nape of the neck with ribbon. Seldom seen 
  without his lute. Very companionable he is often 
  the first to accept new people travelling with the 
  caravan, very fond of halflings in general and the 
  Fullburrows especially. 
   
  Appendix 3 “The Steaming Kettle” 
   
  Forty years ago “The Steaming Kettle” was 
  originally called “the Brown Ram” it was a 
  successful coaching inn a days travel from Nuln. 
  The hot spring behind the place was not used for 
  anything beyond boiling joints of meat and in the 
  laundry service provided for the guests. One day 
  a prosperous Burgher on his way by coach to 
  Kemperbad (acute aqua phobia prevented him 
  travelling by boat) asked how his meat had been 
  cooked, he was told about the spring. 
   
  Before departing in the morning he went and had 
  a quick look at the spring more out of curiosity 
  than anything else. On the long coach trip he 
  formulated his idea and by the time he returned 
  from Kemperbad he entered into negotiations to 
  buy the whole business for a very generous price. 
  With a son who was an up and coming civil 
  engineer to do the conversion and another who 
  was listless and in need of direction to run the 
  place his plan would soon come to fruition. The 
  bath complex was added to the eastern end of 
  the inn, hot water was run into the kitchen, a new 
  specially constructed laundry room was added 
  and finally steam was piped to the inn sign that 
  came to give the place it’s name. With the luxury 
  of hot baths the coach route became more 
  prosperous, word spread and “the Steaming 
  Kettle” became a minor travel destination for the 
  middle classes of the city who would visit over a 
  weekend as a small holiday for baths and a good 
  meal. 
   
  Forty Years later the inn is still owned and run by 
  descendants of that rich Burgher, while not as 
  popular as in its heyday (very few people travel 
  here for the express purpose of a bath these 
  days) it is still a nice touch of luxury for people 
  leaving Nuln or returning to it. With Piotr’s plans 
  however the innkeeper hopes to return to the 
  days of his father. Piotr has offered employment 
  to all those presently employed at an increased 
  wage and even though they have sold the place 
  is letting the innkeeper and his family stay on till 
  they want to leave as he figures they know a lot 
  more about running the pace than he does, once 
  they leave he will offer the innkeepers job and 
  wage to one of the present servants. 
   
  Roadwardens are a common sight here as there 
  is a lock up and small enclosed section of the inn 
  exclusively for their use (although coachmen 
  sometimes use it if accompanied by or well 
  known to any warden regulars), Rudiger allows 
  any warden a free bath (it’s not like he has to pay 
  for heating the water) so they enjoy this billet. For 
  this reason as well as the fact it is so close to the 
  city the inn has not been attacked in decades (the 
  last incident was a shootout between a famous 
  highwayman (the Purple Captain) and the 
  wardens some 37 years ago, an artists’ rather 
  sanguine depiction of which, as well as a blood 
  speckled hat and purple mask reputed to have 
  been worn by the Captain hangs over the bar, 
  Rudiger will happily tell the story to anyone who 
  asks as he was there that evening and watched 
  the whole thing from the hayloft) and has no 
  enclosing wall. 
   
  Prices and Bill of Fare 
   
  Bath  (towel 1p soap 5p)  
   
   
  8p 
  Poor Meal 
   
   
   
   
   
  2p 
  Average Meal 
   
   
   
   
  4p 
  Good Meal  
   
   
   
   
  7p 
  Noble’s Meal 
   
   
   
         1s 3p 
  Common room per night (chest key 2p)  
  6p 
  Private Room per night   
   
   
  12s 
  Private Room 24a per night    
   
   
  14s  
  Stabling for Horse per Night  
   
   
  1s 
  Suite per night  
   
   
   
        1GC 2s 
  Laundry per Item   
   
   
   
  3p 
   
  A poor meal will be actually hard to get here, 
  Bonnberry will not make such a nasty thing but 
  may provide bread and cheese or leftovers as a 
  poor meal. If someone is too poor to afford an 
  average meal she will often let him or her have 
  one for what they can afford (even for free if very 
  polite) unless they are particularly rude. Average 
  meals are still not something she likes to cook but 
  does so as this is the fare of most folk; an 
  average meal will comprise a pie or soup or light 
  stew with bread and butter and cheese. A good 
  meal will be impressive; pie of a more pricey 
  meat: game or dove roasted meats or fancy 
  spiced and flavoured dishes with vegetables. It 
  will also include a desert of which Bonnberry 
  makes many. Bonnberry’s noble meals are a 
  sight to behold: Elegant starters of pate’ or light 
  soups followed by a fish course (she is well 
  famed for her trout en crout) then a main; roast 
  game birds or glazed hams or sides of meat with 
  several vegetable dishes (her lyonnais potatoes 
  have been known to make people put on upto six 
  pounds in weight at a single meal!) followed by a 
  dessert course; magnificent cakes and tarts or ice 
  cream or sorbet (even in the height of summer), 
  candied fruits, or boiled puddings. Liqueurs and 
  coffee follow. 
  
  22 
  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  Rudiger Herz  (Resident and Figurehead) 
  (Human) (Burgher-Innkeeper) 
   
  “The incident? Oh yes, I remember it very well, I 
  saw the whole thing you know! Well seeing as 
  you have twisted my arm…I was up in the hayloft 
  hunting rats when I heard a large horse come 
  clattering into the yard at some speed I can tell 
  you! By the time I had got to the door to look 
  there was the sound of many more horses and 
  the next thing I know gunshots!…” 
   
  Rudiger is an almost clichéd Innkeeper. Always 
  jovial he is as good as an advertisement for his 
  establishment as anything. He is the second 
  generation to own the inn and hoped his son 
  would follow in the family tradition until he sold 
  the place. He is the sort of person who finds it 
  hard to dislike anyone, especially anyone with 
  coin, he never has a bad word about any 
  customer. Polite to everyone, people find it hard 
  not to be polite to him in return.   
  Skills: Blather, Charm (+10 Nobility and 
  Underworld), Common Knowledge: Empire (+20), 
  Consume Alcohol (+10), Drive, Evaluate (+20), 
  Gossip (+20 +30 Nobility and Underworld), 
  Haggle (+20), Lip Reading, Perception (+10 +20 
  Sight), Read/Write (+10), Search, Speak (+10): 
  Tilean, Reikspeil, Trade: Innkeeper (+10) 
  Talents: Dealmaker, Etiquette, Excellent Vision, 
  Luck, Savvy (added to profile above), Streetwise, 
  Suave (added to profile above) 
  Armour: leather jerkin 
  Armour Points: Head 0, Body 0, Torso 1, Legs 0 
  Weapons: knife, bung starter (improvised) 
  Trappings: Inn and servants 272GC hidden in 
  office 7GC 33ss 12bp in purse 
  Appearance: 5’9” 42 years old, his eyes are 
  clever and a deep blue while his hair (what 
  remains of it) is rapidly greying dark brown, 
  balding with an ample belly and beaming smile, 
  mutton chop side burns and rosy cheeks. He 
  dresses rather well but with a mind to his 
  profession never being seen without his pocketed 
  apron. 
   
  Elise Herz (Innkeeper’s Wife) (Human)  
  (Burgher)  
   
  “You sit down dearie and I’ll pour you a drink.” 
   
  Elise dearly loves her position of innkeeper’s wife 
  she has plenty of power but needs to do little to 
  maintain it, she is a fixture of the bar rarely 
  leaving it to actually do any form of work beyond 
  pouring the odd drink and taking the money. She 
  happily spends her days chatting to patrons in the 
  bar swapping stories and looking pretty, for she is 
  indeed beautiful (the main reason Rudiger puts 
  up with her), she is not calculating and would 
  never cheat on Rudiger (who she dearly loves), 
  she is just work shy. Her friendly nature means 
  people occasionally let slip things they do not 
  mean to and almost unconsciously she is a well 
  font of rumour, scandal and secrets (though not 
  shy to pass on all of this) any praise and she 
  might well let slip any number of useful titbits. 
  Skills: Common Knowledge: Empire (+10), 
  Consume Alcohol, Drive, Evaluate (+10), Gossip 
  (+20), Haggle (+10), Perception, Search, Speak: 
  Breton, Reikspeil (+10) 
  Talents: Dealmaker, Savvy (added to profile 
  above), Suave (added to profile above) 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: none 
  Trappings: good clothes, lots of good clothes, 
  14GC 12ss 6bp 
  Appearance: 5’7” 32 years old, long golden hair 
  worn in a plait, deep green eyes, slim, with an 
  impressive bosom and a winning smile. She 
  dresses expensively; something she has to use 
  all her wiles to keep Rudiger agreeing to. She 
  very much likes to be the centre of attention. For 
  this reason she very rarely lets the younger 
  serving girls in the bar unless the place is 
  exceptionally busy and even then she insists they 
  wear bonnets. 
   
  Reuban Herz (Innkeeper’s son and wannabe 
  Roadwarden)  (Human) (Roadwarden) 
   
  “Right you put them hands up! I’ve got you 
  covered, just carefully uncinch that weapon belt 
  an.. Oh yeah O.K. I guess you do need your 
  hands for that but make the move real slow, 
  (Coughs loudly after which his voice is noticeably 
  deeper) No, I’m not a lil young, erm, I just got 
  over a cold and its affected my voice, thas it yeah 
  cold affecting voice. NO don’t turn round! Hands 
  high I said!”  (Sound of rapidly running child 
  footsteps)  
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
   
  Reuban has known what he wanted to be since 
  he was three years old, much to his father’s 
  concern who wanted him to follow in the family 
  business, not to mention the potential danger. 
  Rudiger hopes his son will grow out of his wish 
  but knows this is unlikely, for this reason he has 
  an agreement with the Roadwardens to discreetly 
  teach his son as much as they can, so should he 
  follow his dreams he will be ready. Reuban 
  himself believes this is his idea and that he is 
  getting one over on his parents by training in 
  secret with his friends. The Roadwardens 
  themselves consider Reuban their lucky mascot 
  and allow him to sleep in the Roadwardens office 
  when no ranked Roadwardens are in residence. 
  For this privilege he is expected to keep their 
  areas clean, something he does willingly and very 
  efficiently. Both Roadwardens and Rudiger worry 
  what will happen should any lawbreakers actually 
  arrive in the inn. The local Captain has sworn 
  Reuben in and ordered him not to try and deal 
  with any situation no matter what without having 
  first told a real Roadwarden, everyone hopes he 
  will take this seriously. Reuban has picked up 
  quiet an impressive collection of skills for 
  someone of his age due to his friendships. He 
  dearly wants to shoot a pistol as the 
  Roadwardens carry them, he will pester any 
  character he sees so armed constantly to let him 
  try. (Heaven forbid that anyone actually lets him!) 
  Skills: Animal Care, Common Knowledge: 
  Empire, Gossip, Drive, Follow Trail, Navigation, 
  Outdoor Survival, Perception (+10 Sight), Ride, 
  Search, 
  Talents: Excellent Vision, Flee!, Quick Draw 
  Armour: leather jerkin and a bucket for a helmet  
  Armour Points: Head 1, Arms 0, Body 1, Legs 0 
  Weapons: wooden sword, and a toy crossbow 
  the Captain presented to him when he was sworn 
  in. Unbeknown to anyone he has augmented it 
  and fashioned himself half a dozen potentially 
  dangerous bolts for it. (It’s stats are: Enc: 25, 
  Group: Ordinary, Damage: 0, Range 6/12, 
  Reload: half, Qualities: none) 
  Trappings: grubby but good quality clothes, 
  pouch of marbles, small but intelligent dog called 
  Ralph 
  Appearance: 4’9” 11 years old, light brown hair 
  and deep brown eyes, his clothes are of a good 
  quality although he prefers to wear rougher 
  looking clothes to seem like a real Roadwarden. 
  2ss17bp 
   
  Anthrandin Orzadson (Smith and Farrier) 
  (Dwarf) (Tradesman) 
   
  “Bring him here, no stop pulling him, can’t yer see 
  he’s favouring his leg? He’s thrown a shoe! What 
  kinda sadist are you riding him all this way like 
  that? Yeah yeah, I can shoe him of course, I just 
  don’t see why I should, you obviously don’t know 
  horses and yer like as not gonna ride him ifn it 
  happens again!”  
   
  Anthrandin arrived in the inn some seven years 
  ago, he has lived in the smith’s cottage since, he 
  is an excellent smith, good farrier and competent 
  carpenter so fulfils many roles, he can turn his 
  hand to most things and is very practical. He also 
  serves as a gateman as his cottage is closest to 
  the gate though he can resent this especially if 
  awakened at three on a cold, rainy night. When 
  there are no Roadwardens to follow about 
  Reuban can often be found with him, Anthrandin 
  and has come to like the lad and even considered 
  offering him a position of apprentice though 
  doubts he would be interested knowing his love 
  of the Roadwardens. 
  Skills: Animal Care, Common Knowledge: 
  Dwarfs (+10), Empire, Drive, Evaluate (+10), 
  Gossip, Haggle (+10) Perception, Read/Write, 
  Secret Language: (Guild of Smith’s tongue) 
  Speak: Khazalid, Reikspeil, Trade: Blacksmith 
  (+20), Farrier (+10), Carpenter 
  Talents: Dealmaker, Dwarfcraft, Grudge-Born 
  Fury, Night Vision, Stout-Hearted, Sturdy 
  Armour: leather jerkin 
  Armour Points: Head 0, Arms 0, Body 1, Legs 0 
  Weapons: hammer (hand weapon) 
  Trappings: trade tools for all trades, forge and 
  cottage (he pays rent on the property and keeps 
  all profits from his trades) poor clothes but of best 
  craftsmanship, pipe and tobacco 7GC 5ss 13bp 
  Appearance: 4’9” 55 years old, dark brown hair 
  and beard black eyes, unusually for a smith 
  Anthrandin seldom looks grubby (unless he is in 
  his forge) he takes pride in his appearance and 
  keeps his beard closely trimmed to prevent 
  singeing, his clothes, though old, are clean and 
  well maintained. 
   
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  Harpodoc Firkin (Brewer) (Halfling) 
  (Tradesman-Artisan) 
   
  “Ooo that’s a good drop is that, mellow with a firm 
  middle but strong finish, it reminds me of 
  something out of Dreiflusen from a couple of 
  years ago, not bad at all for a human brew. I beg 
  your pardon? You say you’re really considering 
  selling this, This Swill in the bar? Never! I will not 
  have such a vinegary, watery, third pressing on 
  the same board as Firkin’s Finest Porter! Well, it’s 
  your choice really, you serve that and I’ll go and 
  collect my gear cos I’ll not be staying where that 
  is served… Aye I’d see that salesman off the 
  premises if I was you, oh and by the way my wife 
  and I would appreciate fresh linen in our room.”  
   
  Harpodoc hails from a famous family in the Moot, 
  Firkins have been brewing fine ales and beers 
  there for centuries. He knows his skill and also 
  knows how lucky Rudiger is to have him working 
  here, unfortunately (especially for Rudiger) he 
  isn’t afraid to point the fact out. Harpodoc is a 
  brewer of genius, were it not for that fact Rudiger 
  would have thrown him out a long time ago. 
  Harpodoc believed that one day he would buy out 
  Rudiger and own “the Steaming Kettle” outright, 
  what he will do now after Piotr has brought it from 
  under him remains to be seen. Harpodoc is not 
  an easy person to get on with, he is convinced of 
  his talents and likes nothing more than telling 
  anyone he meets about them, were none of it 
  true he would be a much harder person to get 
  along with than he already is, even with the truth 
  few can stand his company for long even other 
  halflings. 
  Skills: Academic Knowledge: Genealogy/
  Heraldry, Animal Care, Common Knowledge: 
  Halflings, Drive (+10), Evaluate (+20), Gossip 
  (+20), Perception (+10), Read/Write, Secret 
  Language: Brewer’s Guild, Speak Hafling, 
  Reikspeil, Trade: Baker, Brewer (+20), Cook 
  (+10) 
  Talents: Dealmaker, Night Vision, Resistance to 
  Chaos, Savvy (added to profile above), Specialist 
  Weapon Group: Sling, Very Resistant (added to 
  profile above) 
  Armour: leather jerkin 
  Armour Points: Head 0, Arms 0, Body 1, Legs 0 
  Weapons: knife, sling 
  Trappings: brew house (technically its Rudiger’s 
  but try telling Harpodoc that) good clothes of 
  good craftsmanship, 12GC 14ss 7bp (200GC in 
  business investments in Nuln) 
  Appearance: 3’10” 54 years old, black hair and 
  deep brown eyes, large sideburns, rosy cheeked 
  and red nosed, most often seen in an apron with 
  a jug in his hand, balding which he hides with a 
  large hat, he looks very cheery and approachable 
  but is hard to get on with. 
   
  Bonnberry Harpodoc (Cook) (Halfling) 
  (Tradesman) 
   
  “Now darling you try this, I promise you’ll not’ve 
  tasted a better steak and kidney pudding in your 
  life! See? Oh no, I’m afraid not, old family recipe 
  don’t’ya know? My old granmam would be rolling 
  in here grave ifn I told you. Now what would you 
  be wanting for afters? I’ve got pears poached in 
  cider under a brown sugar meringue, a floatingly 
  light blueberry tart or spotted dick with brandy 
  custard. Good choice for one of the big folk! I’ll 
  add a bun for that on me. While I’m here d’you 
  want any more tea or something stronger?” 
   
  Unlike her husband Bonnberry is a joy to 
  everyone, unable to conceive children of her own 
  she mothers everybody, something no one 
  objects too, most everyone is always thinking of 
  excuses to go into her kitchen in the hope of 
  snagging a snack or bun. She is not stern but 
  runs the kitchen efficiently and with much love. 
  Many people have commented to her that she 
  would be a lot better without Harpodoc, she 
  doesn’t see this and is the only person who sees 
  his nicer side. She does fear that his demeanour 
  is due to her inability to conceive (for indeed 
  when they were first wed he was much nicer) but 
  will not tell anyone of this. She has begun to 
  wonder if her ability to fall pregnant may be 
  Hapodoc’s problem and not her own, should 
  anyone with magic powers or advanced herbal 
  knowledge appear she will approach them quietly 
  to see if they can help with her problem.   
  Skills: Academic Knowledge: Genealogy/
  Heraldry, Common Knowledge: Halflings, Drive, 
  Evaluate (+10), Gossip (+10), Haggle (+10), 
  Perception, Read/Write, Speak Hafling, Reikspeil, 
  Trade: Cook (+20) 
  Talents: Dealmaker, Luck, Night Vision, 
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  Resistance to Chaos, Savvy (added to profile 
  above) Specialist Weapon Group: Sling 
  Armour: none 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: knife, sling, rolling pin (improvised 
  weapon) 
  Trappings: kitchen utensils, food, good 
  craftsmanship good clothes 3GC 5ss 8bp 
  Appearance:  3’6” 38 years old, copper coloured 
  hair and hazel eyes, likes to dress in bright 
  colours and has even been known to wear shoes 
  occasionally. She wears her hair long but braided 
  with ribbon and covers it when in the kitchen, 
  whistles Halfling songs while cooking, tidy but not 
  fastidious. 
   
  Hetty and Jarla Kund, Dieter Krutzman, 
  Gustav Schultzman (Servants) 
   
  “How can I help you sir?” 
   
  The servants at the inn are well paid and 
  motivated, Harpodoc does try to boss them about 
  but they do not take this seriously. Duties are 
  many and varied but Jarla tends to get stuck with 
  the laundry duty, as she is best at it, Dieter 
  generally is behind the bar, Gustav is a 
  stableman and seldom works in the inn itself but 
  does if the bar is very busy. Hetty and Jarla are 
  sisters (but not twins) and look very much alike; 
  Hetty is the older by a year. Gustav has a 
  friendship with Reuben who, when not being a 
  Roadwarden will be in the stable with the horses 
  Skills: Animal Care (Gustav +20), Blather, Dodge 
  Blow, Drive, Evaluate, Haggle Gossip (+10) 
  Perception (+10 hearing), Read/Write, Trade: 
  Cook 
  Talents: Acute Hearing, Flee! 
  Armour: none 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: knife 
  Trappings: trays, cloths, good clothes, 2d6ss 
  and 2d12bp each 
  Appearance Hetty: 5’6” 24 years old, black hair, 
  green eyes, pleasant smile, good figure (for this 
  reason Elise seldom lets her work where 
  customers may see her) tends towards blue in 
  her clothing. 
  Appearance Jarla: 5’5. 5” 23 years old, black 
  hair, green eyes, like her sister she has a 
  pleasant smile though a more robust figure, hair 
  shorter than her sister prefers grey clothes 
  trimmed in bright colours. 
  Appearance Dieter: 5’10” 25 years old, light 
  brown hair cropped close to skull, pale grey eyes, 
  quiet an impressive physique accentuated by 
  tight, short sleeved shirts, flamboyant (if not very 
  mature) moustache. Wears one gold hoop 
  earring. 
  Appearance Gustav: 5’ 7” 35 years old, brown 
  eyes, black hair just beginning to grey, clean 
  shaven, intelligent looking with a stable air about 
  him, quiet around people but very good with 
  horses (Khirgi, should they meet will take an 
  instant shine to him) dresses out of practicality 
  rather than style. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  Floor plan of “the Steaming Kettle” 
  1 Smithy: A small smithy capable enough for 
  small and most medium jobs, its main work load 
  is for farriery work but Anthrandin has retyred a 
  few coach wheels from here in his time 
  2 Smith’s Cottage: A small self contained 
  cottage, with the forge next door it’s wonderfully 
  cosy in the winter but can be uncomfortable in the 
  height of summer. It is kept remarkably tidy by 
  Anthrandin himself who is as fastidious about his 
  home as his workplace. 
  3 Coach House: A large barn with room enough 
  for three coaches, any more than that and they 
  are kept in the yard under tarpaulins, Anthrandin 
  also a competent carpenter can do most small 
  jobs needed on wagons and coaches. 
   
   
   
  4 Stables: Warm, draught proof stables with 
  enough stalls for twelve horses, there are usually 
  four horses here at any one time, intended for 
  changeovers for despatch riders and fast 
  coaches. Infront of the stables is a large trough 
  with a pump to water the horses. 
  5 Roadwarden’s Meeting Room: As the closest 
  inn to Nuln there is not only an independent 
  roadwarden area to the inn but a stout lockup, the 
  meeting room is just that though it also serves as 
  an impromptu dining room on occasions as well 
  as a social club, there are many practice targets 
  with impressive scores on and wanted posters on 
  the walls all with “Captured!” scrawled across 
  them in big red letters. 
  6 Roadwarden’s Office: A small office with little 
  more than a desk and a chair for senior 
  
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  roadwardens to do any paper work in, it has also 
  been used for interrogations on rare occasions. 
  The only other furniture in here is a rack on the 
  wall containing four crossbows and some sixty 
  bolts; it is solidly locked and barred and Rudiger 
  holds the only key for it. The weapons are for 
  emergency deputisations in case of significant 
  unrest. Rudiger tests the weapons every three 
  months or so under the supervision of a senior 
  Roadwarden. 
  7 Lockups: An independently built strong stone 
  building with cells made from iron bars, there are 
  four individual cells and a larger cell for excess in 
  the case of a lot of detainees, the cells are 
  secured by padlocks which are kept in the desk 
  of the Roadwarden office, as is the key to the 
  door. What windows there are very small and 
  barred. 
  8 Horse Exercise Yard: A sand covered area 
  surrounded in bar fencing for the exercise of any 
  resident horses, they will be exercised for half an 
  hour in the morning and the evening although 
  none are seldom here for long periods anyway 
  what with the constant change around. 
  9 Chicken Run: Enclosed by a six-foot plank wall 
  this yard contains some forty chickens a couple 
  of roosters and three chicken coops. 
  10 Barroom: Large barroom there are half a 
  dozen tables as well as stools at the long bar to 
  the east of the room. The only access to the 
  upper floor is also from the barroom. 
  11 Snug (private bar): Rudiger holds parties 
  here occasionally as well as rents the room for 
  meetings. 
  12 Kitchen: Ruled with an iron will (not to 
  mention rolling pin) by Bonnberry a well ordered 
  and run place, the kitchen has its own pump, 
  here also is the entrance to the cellar containing 
  a not unimpressive wine list. There is also a small 
  ice room in the cellar. 
  13 Servants Rooms: Small but not 
  uncomfortable rooms they are just large enough 
  to accommodate couples comfortably. The 
  largest of the servants’ rooms belongs to Gustav, 
  the bell pull from the front door terminates here 
  and as such Gustav also serves as a doorman 
  when everyone else is asleep. 
  14a Innkeeper’s Suite Office: A small office 
  where Rudiger does his paperwork there is a 
  loose flag stone in the floor under which he keeps 
  his savings, it is concealed by a chest. The only 
  other furniture is Rudiger’s desk. 
  14b Innkeeper’s Suite Parlour: If the Herz’s 
  entertain on a smaller scale it will be in this room 
  it is furnished with couches and sofas around a 
  small low table. It is lined in wood panelling.                                                                                                           
  14c Innkeeper’s Suite Bedroom: The Herz’s 
  bedroom is comfortable rather than showy, the 
  large bed is a four-poster but the room is not 
  ostentatious, there are rag rugs on the floor and a 
  large wardrobe in the corner. 
  15 Brew House: If anywhere in the inn belongs 
  to anyone but Rudiger it is here, here Harpodoc 
  rules, he is in possession of the only keys and 
  people (even Rudiger) need his express invitation 
  to enter. The room is full of barrels and vats and 
  a huge fireplace and is always hot. Here 
  Harpodoc performs the magic his family is justly 
  famed for throughout the Empire. 
  16 Storage: A large cool unlit room used to store 
  a variety of things that are too delicate to be kept 
  in the cellar; dry goods, linen, bedclothes, 
  firewood etc 
  17 Steam Room: A sauna, tiled with imported 
  Tilean tiles, there is a large steam vent in the 
  floor through which steam constantly curls, the air 
  is heavily humid, the windows are small and high 
  up in the wall to provide light but also privacy. 
  18 Bathroom: There are three immense stone 
  tubs here, each is in an alcove with a curtain to 
  provide privacy, there is also a large cool plunge 
  pool lined in tile, it is fed by a pump (which also 
  provides much needed cooling for baths with 
  water heated geothermicly) Both the bathroom 
  and steam room are only accessible from the 
  upper floor as Rudiger seldom lets people bathe 
  without having first paid for some form of 
  accommodation, the price of a place in the 
  common room covers expenses for laundering 
  the complementary towels and bathrobes. The 
  baths and the pool drain through pipe into the 
  stream that runs from the hot water pool behind 
  the inn. The windows are high up on the walls 
  here also. The whole bathing complex is entered 
  down some stone stairs designed to impress 
  bathers; which they do. Dwarven craftsmanship is 
  evident in the stonework. 
  19 Laundry: A small but solidly built hut, which 
  provides a laundry service for the inn, another 
  pump for cold as well as hot spring water are 
  used. 
  20 Rabbit run: This small yard contains many 
  rabbits and two large hutches, two foot beneath 
  the ground surface is a layer of slate to prevent 
  escapes. 
  21 Dovecote: This small round turret contains 
  perhaps sixty doves. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  22 Hayloft: Hay is stored here for the horses and 
  any other use needed. There is a trapdoor in the 
  centre of the floor and a pulley block above the 
  door to allow winching of hay bales. 
  23 Common Room: In this large room are many 
  bunks with chests, some partitions and curtains 
  for privacy and the chimney of the fires below to 
  provide heat. The chests are numbered and may 
  be padlocked, there is one chest for each pair of 
  bunks. Padlocks and keys may be rented from 
  the bar for two pennies. The chests are bolted to 
  the floor for more security. 
  24 Private Rooms: Not excessively large but 
  clean and cosy, the beds (linen changed weekly) 
  will sleep two at a pinch and there is room for two 
  more on the floor, Rudiger will allow no more than 
  four to a room. There is a chest of draws for 
  belongings, the doors lock with a key included in 
  the room price but may also be latched from the 
  inside. 24a is the bets of the private rooms and 
  will have Baldin in residence throughout the 
  adventure 
  25a Private Suite Parlour: This room is richly 
  decorated with painted panelling and a small 
  tapestry; it is part of a suite of rooms that is the 
  best accommodation at the inn. Piotr will be in 
  residence here throughout the adventure. 
  Rudiger allows this to be used as a private dining 
  room should residents so desire, although the 
  temperature of food may suffer being brought 
  from the kitchen. 
  25b Private Suite Bedroom: The most 
  impressive room in the inn, richly decorated 
  panelling, curtains, tapestries and a painted 
  ceiling make this a rather ostentatious room for a 
  coaching inn. The bed is a four-poster with a 
  feather mattress the linen of which is changed 
  daily. Some of the window pains are coloured 
  giving a dazzling show in the early morning light 
  should the curtains have remained open. 
  
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  25c Private Suite Bathroom: The ultimate 
  luxury; a private bathroom, the tub is 
  considerably smaller than the ones in the baths, it 
  is of metal sheet rather than stone as the weight 
  of a stone one would be dangerous, a small 
  pump allows cooling of the piped hot water. Used 
  bathwater can be flushed down a plug to join the 
  other piped wastewater from the baths. 
  26 Roadwarden’s Dormitory: The upstairs part 
  of the roadwarden’s “wing” holds enough bunks 
  to sleep ten, there are chests for gear but no 
  room for socialising which is done downstairs in 
  the meeting room. 
  27 Roadwarden Officer’s Room: A private 
  bedroom used by the most senior roadwarden in 
  residence, it is as comfortable as an individual 
  room in the inn and furnished in the same style. 
  Rudiger’s son Rueben sleeps here when there 
  are no Roadwardens and also sometimes when 
  there are and none of them hold any rank. 
   
  Appendix 4 Player Characters  
   
  I include here the four characters that actually ran 
  through this adventure, they were at the time 
  slightly more powerful than presented here with 
  two or three advances each as opposed to just 
  one. They are presented here in their just created 
  glory with only the obligatory free advance. 
  Should you need some pre-generated characters 
  this combination did remarkably well. 
   
  Glorsandriel Fairwater (Apprentice Wizard) (Elf) 
  (played by Dave Bennet) 
   
  “Wizard? No I haven’t seen one of them, 
  deffinatley not, just my bow and me, did I mention 
  I was an archer? Well look wizards wear dresses 
  right? I, as you can see am wearing trousers, 
  wizards don’t wear trosuers do they?” 
   
  Glorsandriel is an apprentice with much potential. 
  Bidden by her mentor to walk the world a time 
  before more arduous studies, she has wandered 
  the paths of the Empire for a few weeks with 
  remarkably little incident. Curious of the world of 
  men she has entered the city of Nuln and after a 
  disagreement with some local toughs intent on 
  taking her purse found herself beholden to, of all 
  things, two dwarfs! For an elf she is remarkably 
  curious of the world of men and wants very much 
  to meet a halfling. 
   
  Advance taken: Magic 
   
   
   
   
   
  Skills: Academic Knowledge: Magic, Channeling 
  (+10), Common Knowledge: Elves, Magical 
  Sense (+10), Perception (+10 sight), Read/Write, 
  Search, Speak Arcane Language: Magick, Speak 
  Language: Classical, Eltharin, Reikspeil 
  Talents: Aethyric Attunement, Excellent Vision, 
  Fast Hands, Night Vision, Petty Magic: Arcane, 
  Savvy (added to profile above), Very Resilient 
  (added to profile above)  
  Armour: none 
  Armour Points: Head 0, Body 0, Torso 0, Legs 0 
  Weapons: knife, best craftsmanship quarterstaff, 
  normal bow and 10 arrows   
  Trappings: backpack (containing: blanket, 
  tankard and cutlery, one weeks rations and an 
  attached quiver), hooded cloak, good clothing 
  (shirt, breeches and waistcoat) good boots, purse 
  of 8GC 6ss 
  Appearance: 6’6” 95 years old, silver eyes and 
  ash blonde hair, tall and lithe she cuts a very 
  noticeable figure, having heard of the suspicious 
  way that men treat spell users she dresses in the 
  manner of a ranger or woodsman and has even 
  adopted a bow as part of the disguise (though 
  more competent elvish archers sneer at her use 
  of a human manufactured weapon) 
   
  Svenri Nargen (Soldier) (dwarf) (played by Peter 
  Synnott) 
   
  “All I’m saying is that your side of the family is a 
  lot richer than mine, I came here at considerable 
  expense and I might add out of my own pocket 
  on the strength of a letter someone else had to 
  read for me, again at my own expense! So the 
  least you can do is get the first round in!” 
   
  Some weeks ago you received a letter from some 
  of your more distant kin to meet a cousin of yours 
  (of some import) off a boat travelling down the 
  river Aver from Averheim to Nuln, no more 
  information was given than that. Having recently 
  been (honourably) mustered out of your regiment 
  you found yourself at a loose end and decided to 
  be there. (Anyway your purse was not at its’ 
  fullest and your cousins’ family are quiet well off) 
  No sooner than meeting him and his servant from 
  the boat and retiring to a riverside establishment 
  for a drink you came upon some toughs 
  waylaying a woman in an alley, upon helping her 
  you discovered to your horror she was an elf, 
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  worse still you have as yet been unable to shake 
  her off and she has been following your cousin 
  and you since!   
   
  Advance taken: Attacks  
  Skills: Animal Care, Common Knowledge: 
  Dwarfs, Dodge Blow, Gamble, Heal, Intimidate, 
  Perception, Ride, Speak; Kazalid, Reikspeil, 
  Trade: Miner (+10) 
  Talents: Disarm, Dwarfcraft, Grudge Born Fury, 
  Resistance to Magic, Specialist Weapon Group: 
  Two Handed, Strike Mighty Blow, Strike to Injure, 
  Strike to Stun, Stout-hearted, Sturdy 
  Armour: Full leather 
  Armour Points: Head 1, Arms 1, Body 1, Legs 1 
  Weapons: dagger, halberd, shield  
  Trappings: uniform (3rd Reikland light) a sling 
  bag (containing: blanket, tankard and cutlery, 
  pouch of flint and tinder, two weeks rations, flask 
  of ale, two cheap pies and an apple) walking 
  boots, purse of 6GC 19ss 4bp 
  Appearance: 4’7” 50 years old, brown eyes and 
  black hair, has an immense nose, (wide and flat 
  rather than long and beaky) dressed in his old 
  uniform (black and green) which has seen better 
  days he casts a somewhat shabby air, prone to 
  scowling he can seem hard to approach, but is 
  very useful in a fight.  
   
  Rambrecht Kalb (Valet) (Human) (played by 
  Dan Boulton)   
   
  (World-weary sigh) “Yes master.” 
   
  Well the life of a gentleman’s, sorry; gentledwarf’s 
  gentleman is never dull. After an overheard (but 
  not understood) blazing row between the master 
  and the young master, you were all but snatched 
  from your bed by the young master, told to pack 
  for a long trip and two hours later found yourself 
  on a boat heading down the Aver. No explanation 
  was forthcoming and knowing your place you 
  have not asked. In Nuln you met the young 
  master’s cousin and soon found yourself fighting 
  for your life (with a sword the young master had 
  given you) in a filthy alleyway. After the fracas it 
  turned out you had rescued a charming elfish 
  woman, who has continued to travel with you all 
  despite the young master’s and his cousin’s 
  brusque attitude to her. Now if you could only find 
  the young master’s missing baggage… 
   
  Advance taken: Fellowship 
  Skills: Academic Knowledge: Heraldry, Blather, 
  Common Knowledge: Empire, Evaluate (+10), 
  Gossip (+10 +20 high society), Haggle (+10), 
  Perception (+20 estimation), Read/Write, Search 
  Talents: Dealmaker, Etiquette, Marksman 
  (added to profile above), Suave (added to profile 
  above), Supernumerate. 
  Armour: none 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: dagger, sword 
  Trappings: slingbag (containing: cologne, 
  scissors, brushes and combs, two suits of best 
  quality clothes, one weeks rations, pound of tea, 
  blanket, tankard and cutlery) uniform (livery of the 
  Rorgona family) purse of 6GC 22ss 8bp 
  Appearance: 6’ 0” 18 years old, pale grey (dove) 
  eyes, copper hair, walks with a distinct rolling 
  gait, tends to try to make himself look smaller 
  when around his master, has the ability to sound 
  disgusted with people while remaining perfectly 
  polite. The uniform his wears is quartered in blue 
  and white, hair cut in a pageboy style.   
   
  Jotunn Dahmbach (Rorgona) (Noble) (Dwarf) 
  (intended to be played by Jon Peile but as he 
  was absent that week ended up as an NPC)  
   
  “I say you there, yes you, come here so I can talk 
  to you. Now that’s better isn’t it? No need to 
  shout now is there? What do I want? Yes a good 
  question that, well actually I’m looking for lodging 
  for myself and my companions, why that really is 
  very kind of you…I must say I don’t think this is 
  the sort of district that a person of my calibre 
  would lodge in. Hey! Come back this instant! Ahh 
  hello there gentlemen I must say you came along 
  at a most auspicious moment, a little warm to be 
  bundled up like that I would have thought no? Are 
  you off to a masquerade ball? No? Then why the 
  masks?”  
   
  After an explosive argument with your father over 
  the usual sticking point: (Why should we keep our 
  old mountainous family name when our kin has 
  lived in the Empire for centuries?)  You grabbed 
  what you could and with your valet (and new 
  name) stormed out of the house. Despatching a 
  quick letter to a distant cousin in Nuln you took 
  passage on a boat going down the Aver. On the 
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  Fan Material for Warhammer Fantasy Roleplay : Piotr Put The Kettle On, Khurgan Take It Off Again 
  trip you had been worrying that your actions may 
  have been somewhat hasty and feared your 
  father may not take you back into the family, what 
  but returning with groaning chests of gold and 
  stories of your heroics would make this easier? 
  Finding yourself in Nuln with your scruffy kin you 
  set out to prove to everyone a dwarf can use a 
  foil and maine gauche as well as an axe and 
  shield, this was soon to be in the chivalrous act of 
  rescuing a poor woman who had been waylaid by 
  toughs! To your dismay after the last had been 
  sent packing the woman turned out to be an elf! 
  Trying your best to overcome millennia of 
  prejudice you have allowed the elf to accompany 
  you. True you are a little short on coin at the 
  moment but if the worst comes to the worst you 
  can sell some jewellery. You have no idea where 
  to find an adventure but you are finally out on 
  your own, now if you could only find your missing 
  luggage….   
   
  Advance taken: Fellowship 
  Skills: Charm (+10 Society), Command, 
  Common Knowledge: Dwarfs, Empire, Gossip 
  (+10 Society), Performer: Pipes, Ride, Speak: 
  Khazalid, Reikspeil, Trade: Smith (+10) 
  Talents: Dwarfcraft, Etiquette, Grudge Born Fury, 
  Luck, Night Vision, Resistance to Magic, 
  Specialist Weapon Group: Fencing, Parrying, 
  Stout Hearted, Sturdy 
  Armour: None 
  Armour Points: Head 0, Arms 0, Body 0, Legs 0 
  Weapons: dagger, foil, maine gauche,  
  Trappings: Jewellery to the value of 46GC, 
  noble’s garb, riding pony, saddle and tack, bedroll 
  (behind saddle), saddlebags (containing: one 
  weeks rations, pomander, bag pipes, personal 
  affects) purse of 23GC 5ss 3bp  
  Appearance: 5’ 2” (very tall for a dwarf) 45 years 
  old, blue black hair and beard kept well 
  maintained by your valet, startling eyes: the left is 
  of a deep purple the right a disturbing milky white. 
  He dresses in what he considers to be up to date 
  fashion although this is seldom what everyone 
  else considers up to date.   
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SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/Piotr put the kettle on, Khurgan take it off again.pdf