TEXT: 1 
  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
  SORRY GENTS, 
  THE BAR IS CLOSED 
  Written by John W S Marvin  
  
  2 
  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
   
  CONTENTS 
   
  Page 3 — The Hook. 
   
  Page 4 — The Brewery 
  Profile for Ripriadoc Thornpocket. 
   
  Page 5  
  Profiles for Arabella of Eastgate, Mordrin Greathammer and Hillberry Stilburg.  
   
  Page 6 — The Search, Clofa Whitehorn and Broncea the Human 
  Profile for Clofa Whitehorn.  
   
  Page 7  
  Profiles for Broncea and her familiar, Mangles. 
   
  Page 8 — Othmira the Dwarf and Wrapping it all Up. 
   
  Page 10 — Map of the Dragon Ales Brewery 
   
  Page 12 — Map of Broncea’s Place 
   
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
  This is a Middenheim adventure for first career 
  characters. This adventure may be moved to 
  any other town or city that can boast breweries, 
  criminals, Halflings, Chaos magic, and dead 
  people. If you can’t find all that there, you must 
  not be in the Empire. It concerns the hidden 
  treasures of a deceased Halfling brewer, 
  alchemist, and lover. 
   
  This adventure takes place in Middenheim not 
  long after the siege during the Storm of Chaos. 
  While the city survived, many of its inhabitants 
  did not. Ashes of Middenheim has a wealth of 
  information about this city. While it is very 
  helpful, it is not necessary to run this adventure. 
   
  The Hook 
   
  Lilwit Marrow, a young Halfling lad, bursts in on 
  the player characters while they are eating 
  breakfast. He calls them by name, and has 
  been given a description of each of them. 
  “Excuse me (ladies and) gents, but my master, 
  Ripriadoc Thornpocket wishes to meet with you 
  for second breakfast to discuss…” at this point 
  the young Lilwit drifts off and stares longingly at 
  one of the player’s breakfasts (choose a player 
  character most likely to put up with a child). 
  When he ask asked to continue, he will first 
  want to know “Are you going to finish that 
  sausage?” “Are those real raisins in the 
  porridge?” “Is there any pie about?” 
   
  When fed, charmed, or intimidated, Lilwit 
  continues. “Employment opportunities.” If 
  pressed he will provide more answers. “Master 
  Thronpocket will be paying for your second 
  breakfast, and it’s best food in Middenheim.” 
   
  On what it’s all about: “I’m not sure what its all 
  about, but I don’t think it has anything to do with 
  vampires. Master Thornpocket wants nothing to 
  do with them anymore.” 
   
  On where to meet. “Sorry, I should tell you were 
  to meet him, shouldn’t I?”  When told to go on: 
  “At the Blazing Hearth, in the Little Moot. You 
  know, the good part of Altmarkt. I’ll show you 
  the way.” 
   
  If asked about second breakfast: “When is 
  second breakfast? Is that a joke? Why, it’s after 
  first breakfast. I’m sure Master Thornpocket isn’t 
  hiring you for any great powers of 
  comprehension. When is second breakfast?” 
  Lilwit rolls his eyes at that one. 
   
  On how much is the pay: “I don’t know. Master 
  Thornpocket is a fair and generous man. Why, 
  you even get a free meal, just for listening to 
  him!” 
   
  On what are the risks: “I have no idea. I doubt 
  there will be an army of vampires. Master 
  Thornpocket hates armies of vampires.” 
   
  Eventually Lilwit leads the players to the 
  Altmarkt district, and there into the Little Moot. 
  The architecture changes to Halfling size, and 
  Halflings can be seen all about, smoking pipes 
  and eating pies. A corner is turned, and there is 
  The Blazing Hearth. The building is modern, but 
  built to look rustic. The ceilings are low, but the 
  food is wonderful. Ripriadoc waits for them in a 
  private room. More information on The Blazing 
  Hearth can be found in Ashes of Middenheim. 
   
  Ripriadoc Thornpocket, a one armed Halfling 
  from Eastgate, wants to hire the PCs do some 
  work in Ostwald. 
   
  “I need you to look for some of my things that a 
  friend borrowed, and were never returned to 
  me. Before he could return them, he died in the 
  siege. My friend was the Halfling brewer and 
  alchemist Hillberry Stilburg, owner of Dragon 
  Ales’ Brewery.” (Ashes of Middenheim has 
  more information on Stilburg and the brewery.) 
   
  “Some say the Brewery, closed since the death 
  of its owner, is haunted. Utter rubbish. Some 
  rivals of mine, trying to get my items before I 
  find them, have been searching the brewery. 
  The neighbours see their lights at night and 
  hear them bumping around. So they say it’s 
  haunted.” 
   
  “I sent in some local lads, but they were 
  followed by my rivals and everyone got 
  spooked. A group of capable outsiders could do 
  the job without drawing undo attention. My 
  missing items are papers and draughts and 
  miscellaneous liquid vials. I have a list back in 
  his house, but I can’t get it just now. Bring 
  everything back, and I’ll share the ones he 
  doesn’t need. Plus a reward in gold crowns.” 
   
  “Around back of the brewery, in an ally, is a 
  back door. There’s a lock on it, but not as 
  substantial as the one out front. 
   
   If there are no picklocks in the group, provides 
  a key. “This key just happens to fit perfectly in 
  the back door,” 
   
  Ripriadoc offers a reward of 10gc each if they 
  “find everything and bring it to me, no holding 
  back.” He can be haggled with up to 20gc, but 
  warns them “for such a reward, you best bring 
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
  back the paint off the walls.” 
   
  Of course, these things were never his; he has no 
  list, and expects some pilferage. 
   
  The Brewery 
   
  The brewery is a three story building in Ostwald 
  with a slate roof and shuttered windows. A 
  wooden sign of a dragon drinking a mug of ale 
  swings on creaky chains in the breeze. The doors 
  are padlocked and posted with a notice “This 
  establishment is closed, keep out. Heirs to the 
  brewmeister and others with financial interests 
  should apply to the Guild of Wizards and 
  Alchemists.” Ashes of Middenheim has more 
  information on the brewery and its environs. 
   
  The padlock out front is large and challenging, (-
  10% on Pick Lock Skill Tests), but the one in 
  the ally out back is easy, having been picked 
  early and often (+20% to Pick Lock Skill Tests). 
   
  Across the street from the Dragon’s Ales is 
  Gustaf’s Pawn Shop, with a wooden sign of a 
  chess pawn over the door. Gustaf is a fat old man 
  with a missing left eye, who, if persuaded by a 
  purchase of one of his overpriced poor quality 
  items, charm, or intimidate, can remember seeing 
  lights at night (Gustaf lives above his shop) just 
  two nights ago, and some yells and bangs as 
  well, then some running feet. Use the Proprietor 
  stats for Gustaf. 
   
  Inside the brewery, after some snooping about, 
  the party will run into two of Ripriadoc’s rivals on 
  the First Floor. Mordrin Greathammer the Dwarf 
  Outlaw and Arabella of Eastgate, Human Rogue. 
  Mordrin will glower and back up Arabella when 
  not busy insulting Elves (if there are any elves in 
  the party: “First the hosts of chaos, and now 
  pointy eared elves, may the gods save 
  Middenheim!”). Arabella will want to know who 
  the PCs are and who they are working for. “What 
  are you thinking? Pissing about on our turf? Get 
  out before I let Mordrin’s leash slip.” 
   
  For larger parties than four add Footpads to keep 
  Arabella’s group at half the numbers of the party 
  (round up). 
   
  If Mordrin gets in a fight with the players, Arabella 
  utters a curse based on some part of Ranald’s 
  anatomy, and backs off. Allow the combat to go 
  for a round or two, with Mordrin trying Strike to 
  Stun to even the odds. Before any of the rivals 
  can leave, Arabella (and possibly any party 
  member with the Sixth Sense talent) sense a chill 
  and the hair on the back of their necks stand up. 
  Arabella reacts visibly, and starts looking all 
  around. “What’s that?” 
   
  The undead spirit (Ghost from OWB) of Hillberry 
  Stilburg starts making noises on the second floor, 
  showing lights, slamming doors, and doing his 
  ghostly haunting thing. Finally, he drifts through 
  the banister protecting the balcony, and floats 
  down to the party. 
   
  After scaring the players (and their rivals if they 
  Ripriadoc Thornpocket - Halfling Charlatan 
  (ex Rogue) 
  Ripriadoc is a charming little Halfling with curly 
  black hair who lost his left arm in the siege. He had 
  been conscripted as a cook in a unit that was 
  overrun by Chaos forces. Wounded, he was almost 
  taken captive by the forces of Sylvania, when he 
  was rescued by a priestess of Morr. Ripriadoc is 
  generous to followers of Morr, and will even treat 
  them almost fairly. Hence Lilwit’s talk about vampire 
  armies. 
   
  He is taking advantage of the chaos since the siege 
  to try to grow the scope of his schemes. One day, 
  he hopes, he will be a crime lord. This day, he 
  would like to hire some expendable nobodies for a 
  little breaking and entering. He wants to get a hold 
  of Hillberry Stilburg’s books before anyone else 
  does. Hillberry supplied poison and drugs to 
  Ririadoc and other criminals throughout 
  Middenheim. His records could be quite useful. 
   
  Ripriodoc will try to talk his way out of any 
  difficulties, but can call upon up to a dozen thugs if 
  need be. Use the Footpad from Warhammer 
  Fantasy Roleplay, page 234. Six are Halflings, one 
  is a Dwarf, and the rest are Humans. 
   
   
   
   
   
     
   
  Skills: Academic Knowledge (Genealogy/Heraldry), 
  Blather * 2, Charm * 2, Common Knowledge 
  (Halflings), Common Knowledge (Tilea), Disguise, 
  Evaluate * 2, Gamble, Gossip * 2, Haggle * 2, 
  Perception * 2, Performer (Storyteller), Search, 
  Secret Language (Thieves' Tongue), Secret Signs 
  (Thief), Slight of Hand, Speak Language (Halfling), 
  Speak Language (Reikspiel) * 3, Speak Language 
  (Tilean), Trade (Cook). 
  Talents: Flee!, Mimic, Night Vision, Public 
  Speaking, Resistance to Chaos, Seasoned 
  Traveller, Sixth Sense, Specialist Weapon Group 
  (Sling), Streetwise, Very Resilient. 
  Armour: None. 
  Weapons: Sword. 
  Trappings: Five sets of Best Craftsmanship 
  Clothing, Purse with 30gc, A silver skull ring worth 
  15gc, enough gold crowns to cover the reward 
  hidden away in a small chest. 
  WS    BS      S       T       AG     INT    WP     FEL 
  27%  48%  17%  25%    53%   43%   39%   56% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        12      1       2        4         -         1         - 
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
  are still around) with his Frightening talent and 
  Fearful Touch (see below), the ghost will plead in 
  Halfling for the return of his heart. “Please help 
  me find my rest. Still my beating heart. I will show 
  you my secrets.” Then he switches to Riekspiel 
  “Please help.” 
   
  The next round Arabella will flee and Mordrin, if 
  he’s able to, will charge right through the ghost. 
  He will scream Dwarf curses as he emerges, 
  covered with cold frost. After that, he will try to get 
  out as fast as possible, so he charges a shuttered 
  second story window and breaks through and 
  falls to the street, limping away. If Mordrin has 
  been captured by the party, he fumbles for the 
  flask of Bugman’s, but it slips out of his fingers 
  and out of reach. If he’s unable to flee, he 
  becomes unmanned, and blubbers about ghosts. 
   
  Arabella of Eastgate - Human Rogue 
  Arabella had long raven black hair pulled back in a 
  ponytail with bangs almost down to her eyes. A 
  large wart graces the back of her left hand. She 
  wants to scare the player characters away and, if 
  possible, find out who they are working for. She’s 
  outnumbered, so is bluffing about the threat of 
  violence. If Mordrin goes ballistic, or anything else 
  goes wrong, she’ll run to the nearest exit, using her 
  Flee! talent. 
   
   
   
   
   
     
   
  Skills: Blather, Charm, Common Knowledge (the 
  Empire), Evaluate, Gossip * 2, Perception, 
  Performer (Actor), Search, Secret Signs (Thief), 
  Speak Language (Reikspiel) * 2. 
  Talents: Flee!, Marksman, Public Speaking, 
  Resistance to Magic, Sixth Sense. 
  Armour: Light (Leather Jack, Leather Leggings). 
  Armour Points: Head 0, Arms 1, Body 1, Legs 1 
  Weapons: Hand weapon (sword), Dagger. 
  Trappings: Purse with 15gc, key to back door 
  (everyone’s got one!). 
   
  Mordrin Greathammer - Dwarf Outlaw 
  Mordrin has a splitting headache, and knows the 
  best way to cure his headache is to break someone 
  else’s head. He his muscular and heavily tattooed. 
  He will listen to Arabella up to a point, but it takes 
  very little provocation to set him off. 
   
  Brave as he might be in the face to greenskins, 
  criminals, the watch, and those despicable elves, 
  Mordrin is afraid of the undead. 
   
   
   
   
   
     
   
  Skills: Animal Care, Common Knowledge (Dwarfs), 
  Concealment, Dodge Blow, Drive, Perception, 
  Scale Sheer Surface, Secret Signs (Thief), Set 
  Trap, Silent Move, Speak Language (Khazalid), 
  Speak Language (Reikspiel), Trade (Smith). 
  Talents: Dwarfcraft, Grudge-born Fury, Night 
  Vision, Resistance to Magic, Rover, Stout-hearted, 
  Strike to Stun, Sturdy. 
  Armour: Medium (Mail Coif, Mail Shirt over Leather 
  Jack, Leather Leggings). 
  Armour Points: Head 3, Arms 1, Body 3, Legs 1 
  Weapons: Hand Weapon (Hammer), Shield. 
  Trappings: 8gc in purse, Flask with one draught of 
  Bugman’s XXXXXXX. 
  WS    BS      S       T       AG     INT    WP     FEL 
  33%  39%  30%  29%    35%   33%   34%   35% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        10      3       2        4         -         2         - 
  WS    BS      S       T       AG     INT    WP     FEL 
  40%  39%  29%  50%    21%   26%   37%   16% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        12      2       5        3         -         5         - 
  Hillberry Stilburg - Ghost (ex Halfling) 
  When not invisible, Hillberry appears as a ghostly 
  translucent Halfling with a huge empty gash in his 
  chest where his heart should be. He was struck 
  down in the siege when a shot from a Hellcannon 
  crashed into Southgate.. He wasn’t hit, but a wall he 
  was standing next to turned to flesh and collapsed 
  on him. Before he died, his heart was cut out by 
  one of his lovers. He can’t pass through the gates 
  of Morr until his heart is returned. He does not know 
  which of his three lovers took his heart, but knows it 
  was one of them. 
   
  Unknown to him, he was found by a jealous lover 
  who was also an alchemist and secret 
  necromancer, Broncea Behn. She tore out his 
  beating heart, and has kept it alive in a bird cage 
  ever since. 
   
   
   
   
   
   
     
  Skills: Concealment +20%, Gossip, Perception 
  +20%, Speak Language (Reikspiel), Speak 
  Language (Halfling). 
  Talents: Ethereal, Frightening, Night Vision, 
  Undead. 
  Special Rules: 
        Fearful Touch: The touch does no damage to 
  non-ethereal creatures, but causes another Fear 
  Test. It may be dodged but not parried. The ghost 
  must become visible to use this ability. 
        Invisible: As a free action, a ghost can become 
  invisible. When invisible, the ghost cannot be 
  targeted with ranged attacks, including magic 
  missiles. Because they are ethereal and silent, they 
  also can’t be attacked in melee. 
        Place of Death: Hillberry cannot leave the 
  brewery, where his body was taken before it died. 
  He has no memory of who dragged him there or 
  who took his heart, other than a certain conviction it 
  was one of his lovers. 
  Armour: None. 
  Weapons: None. 
  Trappings: None. 
  WS    BS      S       T       AG     INT    WP     FEL 
  25%   0%   30%  30%    42%   31%   18%   30% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        15      3       3        6         -         -         - 
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
  Hillberry points to the dark hole in his chest. “I 
  need my heart, or I cannot pass on.” 
   
  The ghost will tell them that one of his former 
  lovers has his heart. He will trade the secret 
  storeroom’s location if they can bring his heart 
  back here so he can pass on. 
   
  “A vile she-devil in the guise as a beautiful 
  woman did this to me. I wish I knew which one it 
  was. It must have been Clofa Whitethorn, a saucy 
  Halfling and a cook to die for. Or maybe Broncea 
  Behn, a big Human woman who knew the magic 
  a Halfling could show her. One of those two. I 
  thought they truly loved me. Oh, it could be 
  Othmira Fimalunasdotr, a Dwarf woman who 
  knew how to take risks. So one of the three has 
  my heart, and won’t let me pass on. Find the 
  heart, and bring it back to me, and I will show you 
  where I kept my secrets. I have no need for them 
  now, no heirs to pass them on to…” 
   
  If the players search the brewery further, they find 
  little, as the place has been raided dozens of 
  times already. Most of the remaining barrels are 
  empty or contain hops. In the basement 
  storeroom are three barrels of Stillman’s Ale. It’s 
  fine ale, and the bubbles give off a slight golden 
  glow, and can be sold for 5s a keg. In the bottom 
  of one of the kegs is a wax sealed glass vial 
  containing mad cap mushrooms. If the keg is 
  roughly manhandled, the glass will break and the 
  ale will give the effects of both the fungus and the 
  ale. See Warhammer Fantasy Roleplay pages 
  115 and 122 for the effects of ale and poisons. 
   
  The Search 
   
  The players go in search for the Halfling’s lovers, 
  dogged by rivals who want to beat Ripriadoc to 
  the treasures (and ledgers) of Stilburg. 
   
  A Challenging (-10%) Gossip Skill Test, gives 
  the players information on where one of the 
  women may be found. The test changes to 
  Average when a member of the same race is 
  approached for the information, and Routine 
  (+10%) in the woman's neighbourhood. Outside 
  of their neighbourhood, one degree of success 
  will give them the neighbourhood, while two 
  degrees or more will give them the building itself. 
  Ripriadoc knows exactly where Clofa Whitehorn 
  is, and will call her out to talk to the players. He 
  will want to know what she has to do with 
  anything, but will let them talk to her." 
   
  Depending on how they are doing, the GM can 
  have a group of Footpads (use one Footpad for 
  each player character) set upon them, demanding 
  “the Halfling’s books, and be quick about it.” This 
  is particularly useful if the players choose to 
  investigate Broncea first. If things are moving too 
  quickly, the Footpads can intercept the players a 
  second time. If the game needs to be sped up, 
  they can be omitted. 
   
  Clofa the Halfling 
   
  Clofa Whitethorn is a cook at the Blazing Hearth. 
  The party interrupts her work on some 
  outstanding pickled pig’s heart. Dropping 
  Hillberry’s name allows an Easy (+20%) Charm 
  Test. Intimidate Tests that succeed work too well, 
  she runs into the kitchen, screaming. 
   
  “I got a visit from Othmira Fimalunasdotr, that 
  Dwarf woman. She told me everything.” 
   
  When pressed to continue, she says “She told me 
  that Hillberry was cheating on us both, with each 
  other, and with a human woman. I was never so 
  furious in my life, I still am…. but I still miss the 
  bloke. He was an evil three-timing bastard, but I 
  miss him.” 
   
  She knows nothing about stolen hearts. She 
  knows where Othmira lives, not far from the Little 
  Moot. 
  Broncea the Human 
   
  Broncea Behn, who is short for a Human, is the 
  alchemist / necromancer who has perhaps 
  unwisely hidden Hillberry’s beating heart in a bird 
  Clofa Whitehorn - Tradesman (Cook) 
  A cook at The Blazing Hearth, and former lover of 
  Hillberry Stillburg. She knows Ripriadoc 
  Thronpocket, and likes him. If he were to get in 
  trouble, she’d do her best to misdirect his pursuers. 
   
   
   
   
   
   
     
  Skills: Academic Knowledge (Genealogy/Heraldry), 
  Animal Care, Common Knowledge (Halflings), 
  Drive, Evaluate, Gossip, Haggle, Perception, Read/
  Write, Secret Language (Guild Tongue), Speak 
  Language (Halfling), Speak Language (Reikspiel), 
  Trade (Cook) * 3. 
  Talents: Lightning Reflexes, Night Vision, 
  Resistance to Chaos, Savvy, Specialist Weapon 
  Group (Sling). 
  Armour: None. 
  Weapons: Hand Weapon (Club: frying pan), 
  Dagger (kitchen knife). 
  Trappings: Apron, flask of sprits, 16 pies. 
  WS    BS      S       T       AG     INT    WP     FEL 
  20%  45%  19%  22%    48%   35%   28%   48% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1         8       1       2        4         -         -         - 
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
  cage under a shawl on a shelf. She lives just east 
  the Guild of Alchemists of Wizards. Mangles, her 
  black cat familiar, is always interested in the 
  heart. Broncea is a member of the guild and is 
  well known there, although not as a necromancer. 
   
  She is working on a project for Professor Albrech 
  Zweistein at the Collegium Theological on an 
  unrelated matter. When the players arrive, 
  Zweistein is leaving.  If the players have met the 
  professor before, he acknowledges them and 
  bids them “good day.” If not, he smiles and says, 
  “mind the cat,” and leaves. 
   
  She will use bluffs, lies, and Dark Magic against 
  the players, and try to escape to haunt them in 
  later adventures if possible. 
   
  “I have something on a burner that could explode 
  unless I take it off,” she says to give her time to 
  get close to the back door and behind her stove 
  where various things are cooking. She removes 
  an odd beaker that is in actuality brewing 
  harmless tea, and casts the Face of Death spell. 
  There is a skull on her kitchen table she uses as 
  an ingredient. The skull turns to dust and flesh on 
  her skin seems to melt away. 
   
  She summons Klaus, her zombie who lurks in the 
  basement with a bell, and has him target those 
  who resist the Face of Death. 
   
  Mangles takes the opportunity to jump on the 
  counter and claw at the covered birdcage. He 
  wants that heart! On the round Broncea heads 
  out the door, Mangles seeks to delay pursuit by 
  leaping at the face of the least armoured player. 
  On the next round, he returns to stalking the 
  heart. If he becomes heavily wounded at any 
  time, he flees. 
   
  To cover her tracks, on the way out Broncea 
  grabs a lit oil lamp off a kitchen shelf and throws it 
  against a wall, in the direction of the players. The 
  kitchen catches fire. Even if the players put the 
  fire out, the place fills up with smoke, and 
  neighbours arrive, with the Watch not far behind. 
  Players pilfering Broncea’s apartments might 
  want to leave before the Watch shows up. 
   
  Klaus the Zombie uses the Zombie statistics 
  found in WFRP page 231. 
   
  If players just scoop up obvious paraphernalia 
  from her rooms, they pick up two bottles:  
   
  Potency Draught – Broncea Behn Summer 
  I.C. 2522 (+2). 
   
  Allow one search roll as the fire spreads. Players 
  can find another random item: 
   
        1 – 2: Lucidity Tonic – Broncea Behn 
  Summer I.C. 2522 (+2) (maximum two 
  bottles). 
        3 – 4: Boar’s Musk – Broncea Behn Spring 
  I.C. 2522 (+1) (maximum two bottles). 
  Broncea Behn - Human Journeyman Wizard 
  (ex Wizard’s Apprentice) 
  Broncea is a short woman, though at 5’ 1” still taller 
  than a Halfling, with wavy red hair and a missing 
  little finger on her left hand. She wears golden 
  robes, and appears to be a Yellow Wizard. She did 
  not appreciate being triple timed by Hillberry, and 
  plucked out his still beating heart from his chest. If 
  the authorities find out about her necromancy, she 
  could be burned as a witch. She’d rather run away 
  to haunt them again another day. 
   
  If she needs them, she will use her lucky charm, her 
  Fortune and Fate Points, and Mangles’ Lucky 
  Charm ability to escape. 
   
   
   
   
   
     
  Skills: Academic Knowledge (Necromancy), 
  Academic Knowledge (Magic) * 2, Channelling * 2, 
  Charm, Common Knowledge (Halflings) * 2, 
  Common Knowledge (the Empire), Gossip * 2, 
  Magical Sense * 2, Perception, Read/Write * 2, 
  Search, Speak Arcane Language (Magick) * 2, 
  Speak Language (Halfling) * 2, Speak Language 
  (Classical), Speak Language (Reikspiel), Swim 
  Talents: Coolheaded, Dark Lore (Necromancy), 
  Dark Magic, Fast Hands, Lesser Magic (Aethyric 
  Armour), Lesser Magic (Silence), Marksman, 
  Mighty Missile, Petty Magic (Arcane), Savvy 
  Armour: None. 
  Weapons: Dagger coated with Black Lotus Poison 
  (WFRP  page 122). 
  Trappings: Golden robes, a dagger sheath hidden 
  behind a yellow belt sash with a wax leather bulb 
  attached to the side. When the bulb is squeezed, 
  liquid coats the blade. In this case, Black Lotus 
  Poison, a lucky charm made out of braided lizard 
  tails. 
  * Broncea gets a +1 to her magic score from 
  Mangles’ Magic Power ability. 
   
  Mangles - Cat Familiar 
   
   
   
   
   
     
  Skills: Concealment, Dodge Blow, Perception 
  +20%, Scale Sheer Surface, Silent Move. 
  Talents: Alley Cat, Flee!, Keen Senses. 
  Familiar Abilities: Lucky Charm, Magic Power. 
  WS    BS      S       T       AG     INT    WP     FEL 
  30%  32%  29%  34%    38%   44%   53%   28% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1         13      2      3        4       2(3*)     4         3 
  WS    BS      S       T       AG     INT    WP     FEL 
  29%   0%    10%  10%   18%   20%   15%    5% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1         6       1       1        6         -         -         - 
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
        5 – 7: A thin hand written book containing the    
  recipe for Lucidity Tonic. 
        8 – 10: Healing Draught. 
   
  If the GM is not using Realms of Sorcery, have 
  every success turn up a Healing Draught. 
   
  Mangles the black cat just wants to eat things, 
  like still beating Halfling hearts in bird cages. He 
  will avoid combat and go for the heart, until 
  Broncea tries to flee. At that point he’ll leap for 
  the face of the one of the least armoured 
  assailants for one round, then it’s back to the 
  heart. If he gets the heart, or he drops to three or 
  less Wound Points, Mangles will use his Flee! 
  talent to get away. 
   
  Should he have the heart, a spirited chase across 
  Middenheim ensues. If the party leaves with the 
  heart, and Mangles has more than 3 wounds 
  remaining, he will follow the party, loudly yowling 
  for a bite to eat. 
   
  Othmira the Dwarf 
   
  Othmira Fimalunasdotr is dead. She was caught 
  in another Hellcannon blast that landed at 
  Fleisher’s Slaughterhouse and despite her Dwarf 
  resistances to magic, was turned into a mutant 
  with screaming yellow faces all over her body. 
  She was killed by the guard and buried in a mass 
  gave in Morrpark. Her husband, Gollenmir 
  Varamirason, a butcher, says “She was a 
  wonderful wife, and very loyal.” 
   
  If pressed, he will tell them “Don’t listen to the 
  neighbours. Othmira has passed on, and is at 
  peace.” He shuts up after that. 
   
  An Easy (+20%) Gossip Skill Test turns up 
  rumours that Othmira’s shade is haunting the 
  area, and has placed curses on her old enemies. 
  These are not true, but if the party stakes out the 
  ruined Slaughterhouse, they find a deranged 
  friend of Othmira’s, Wilmina Deltz,  who has 
  embraced Chaos. She is dressed in a long skirt, 
  and wears a scarf over her face “to keep the 
  vapours out.” 
   
  Use the Mutant stats on WFRP page 230. 
  Wilmina’s mutations are: 
   
  Snout, giving Wilmina the Follow Trail Skill. 
  Cyclops, halving her BS. 
  Horse Legs, giving her +1 M. 
   
  Wrapping it all Up 
   
  When the party brings the heart back to the 
  brewery, Hillberry appears. “Still my beating 
  heart, so I can rest!” 
   
  If the party demands information first, he leads 
  them to a secret trap door, which would require a 
  Very Hard (-30%) Search Skill Test to find 
  unaided, in the basement under some barrels. It 
  leads to a circular staircase down to his hidden 
  cache. 
   
  If the party just kills the heart first, he starts to 
  fade away, waving good bye. If they plead for the 
  information, he points down, and says “under the 
  kegs in the basement, push the stained stone 
  north.” This advice makes the search for the 
  secret door an Easy (+20%) Search Skill Test. 
   
  Killing the heart causes the killer to make a 
  Willpower Test or gain one Insanity Point. If they 
  kill it in a particularly gruesome way, such as 
  eating it, they forfeit their Willpower Test and just 
  gain the Insanity Point. All is not lost, as the heart 
  (or the heart’s residual aura, if burned, eaten, or 
  otherwise destroyed) acts as a Lucky Charm for 
  the killer. Feeding it to Mangles avoids both the 
  Insanity Point and the Lucky Charm. 
   
  Down the stairs, they find a room with a small cot, 
  desk, chair and 10 kegs of Stilburg’s ale, 2 kegs 
  of Bugman’s XXXXXXX, 3 Stilburg’s Cure All, 
  One Mamma Melchin’s Cure for What Ails Ya for 
  each party member, 1 Essense of Chaos, 1 
  Feyeyes, 2 Moot Milks, a white jar w/ 3 doses of 
  Black Lotus Poison, 4 doses of Crimson Shade, 1 
  bottle of Bottled Love, 1 bottle of Sigmar’s Blood, 
  5 doses of Thrung, 10gc for each party member 
  in a black silk bag. There are accounts and 
  papers showing Stilburg’s business, implicating a 
  few locals in crimes, including Ripriadoc. The 
  kegs will require a cart or many trips down the 
  night streets carrying kegs. 
   
  In the back room of The Blazing Hearth, 
  Ripriadoc is mostly interested in the accounts and 
  papers. If these are handed over to him, he will 
  give the agreed on reward. No matter what is 
  handed to him, he will shake his head, 
  disappointed. 
   
  “Did you not think I had the alley watched? Hand 
  the rest over my friends, and we can split the 
  proceeds fairly.” He snaps his fingers and two 
  Footpads come in carrying his treasure box. 
   
  He takes half the gold if the party decides to show 
  him any. The only thing he knows for sure they 
  have is the 12 kegs, assuming they did take 
  them. He wants one of the Bugmans and lets the 
  party keep one Stillmans Ale for each party 
  member. He will take all the Crimson Shade, half 
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
  the Thrung, and then asks “What about the rest?” 
   
  When the party pushes back he looks offended. 
  “You hurt me. I thought this would be the start of 
  a mutually profitable relationship.” 
   
  If anything else is offered, he takes a small cut 
  and praises them for their wisdom. 
   
  If the party was not forthcoming with much 
  besides the papers, Ripriadoc marks them as 
  enemies. If they gave everything over the first 
  time without prompting, he thinks they are useful 
  fools. Otherwise he sees them as useful partners 
  in crime. 
   
  Broncea is either dead or a vengeful enemy. 
   
  Mangles could be bound to another wizard, which 
  would break his tie to Broncea. He will try to 
  escape, so this will not be easy. If it occurs, he 
  will revert to standard cat stats, and then gain 
  familiar abilities and a new personality as would 
  any familiar. 
   
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
  The Dragon Ales Pub 
  1 Main Cellar: The dark cellar contains seventeen barrels and thirty kegs, all of them empty. There is also a 
  small table and a chair here. Under a pile of kegs in the NW corner is a secret trap door leading down to 
  Hillberry's secret room. Finding the secret door requires a Very Hard (-30%) Search Skill Test, and if the party 
  is trying to do so before returning with the heart, Hillberry will attack. 
   
  2 Storeroom: Besides some empty barrels and shelves, the three barrels of Stilburg's ale are here, one of 
  which contains the mushrooms.  
   
  3 Cellar Stairs: 4 sacks of spilled hops and barley can be found here, along with a few rats. Stairs lead 
  upwards. 
  4 Public Room: The bar and tables for patrons. Smells of stale beer. In fact, the entire building smells of stale 
  beer. A Perception Test (hearing) will allow a player to hear muffled footsteps up above. The room contains two 
  fireplaces, a bar, two large round tables surrounded by chairs and six tables arranged in two rows of three with 
  benches. 
   
  5 Stairs Down to Cellar 
   
  6 Broom Closet: Empty. 
   
  7 Stairs Up to First Floor 
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
   
  The Dragon Ales Pub 
  8 Brewing Central: Here is were Hillberry brewed his Ales. Here the party will run into Arabella and Mordrin.  
  The room contains fifteen barrels and thirteen kegs, a bucket, a fireplace, a chimney and stairs leading up and 
  down. 
  9 Balcony: Hillberry's Ghost will start haunting from up here, and then float down to meet the party. The stairs 
  here lead down. 
   
  10 Hillberry’s Bedroom: The armoire and bookcases here are empty, and the room shows signs of being 
  searched. There is a fireplace, a rug and a bed in the room as well. 
  11 Hillberry’s Secret Room: Herein lies the treasure. There are twelve kegs here, a round table, a bed, a 
  bookcase, narrow circular wooden stairs leading upwards, a padded chair and a chest. 
  
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  Fan Material for Warhammer Fantasy Roleplay : Sorry Gents, the Bar is Closed 
   
  Broncea’s Place 
  1 Sitting Room: Professor Albrech Zweistein is just leaving when the players arrive. If they have already played 
  through Ashes of Middenheim, they recognize him. If not, he introduces himself and leaves. He says Broncea is 
  helping him with some research, and "knows many obscure facts." There are six wooden chairs here and a red 
  rug. 
   
  2 Stairs Leading Downwards 
   
  3 Alchemy Lab: Here is where many of the easy pickings can be found. Broncea will retreat to kitchen, saying 
  "the device on the stove will explode if not taken off." The room contains a spinning wheel, a fireplace, a 
  bookcase piled with alchemical equipment and a second one piled with books, a table and a workbench. 
   
  4 Kitchen: Back door to an ally that connects with streets in either direction. Broncea will flee this way, and try 
  to loose herself in the crowds. The room contains a cauldron, various pots and pans, a stove, a table and three 
  stools. 
   
  5 Broncea’s Bedroom: The room contains a bed and a dresser. There is a shelf piled with books here, one of 
  which contains the alchemy recipe. 
   
  6 Cellar: Klaus the zombie is hovering by the stairs. When the bell rings, he comes up fighting. There are two 
  male human bodies in the room, a large wrought iron cage, a coffin, a pick and shovel, a crate and a barrel, 
  stairs lead upwards. 
   
  The maps in this scenario were made using Dundjinni map making software. 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/Sorry gents, the bar is closed.pdf