Life of the party, Warhammer Fantasy Roleplay

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Life of the Party
A Warhammer Fantasy Roleplay scenario of murder, intrigue, politics,
and a light buffet
Summary
“Life of the Party” is a WFRP scenario for four to six characters of any
experience level. It has no set location, and could be located in any
mid-sized city throughout the Empire.
The basic plot is as follows: the characters are hired by Gisbert
Handel, a local guildmaster and former apothecary, to provide security
at a party he is hosting at his estate. When they arrive, they find
Handel is the head of the new Assassin’s Guild, which is meeting with
resistance from a number of prominent citizens. As the party begins,
Handel has the doors locked and announces that as a showcase of his
Guild’s skill, a pre-determined guest will be murdered by midnight. It
is therefore the job of the player characters to prevent it from
happening.
Rather than have his party become a bloody free-for-all, Handel has a
number of rules.
1.
Only the target of the assassin will be killed, unless there is a
violation of rule 2.
2.
Violence may be met with violence.
3.
Three hours will be allowed for investigation.
This allows the characters to take any road they desire in preventing
the assassination, from attacking likely assassins, to ferreting out the
most likely victims and protecting them.
Much of the excitement of Life of the Party comes from the fact that
there is no pre-determined assassin or victim. The assassin selected
for the job and the target is selected by the GM at the beginning of the
game, or may even be selected randomly. That way, both the
opposition and potential victims can be tailored to the strengths and
weaknesses of the PCs.
A note to GMs
Because of the fluid nature of this adventure, and the fact that there
are no pre-determined victims or killers, some GMs may be tempted
to, once the players have determined a course of action, change the
target or assassin. Don’t. Although difficult, the characters should have
a fair chance at figuring out where the danger lies, and by changing
the target or assassin in the middle of the adventure, it invalidates
everything they’ve worked for.
Background
Gisbert Handel made a career out of causing others pain. First by
accident as a barber-surgeon, and from then on purpose. After more
then 15 years, he has finally gathered enough prestige and pull to
create his dream: an Assassin’s Guild in his hometown.
Handel has seen what random violence can do to a city, and wants to
focus that into a more narrow path. Assassin’s Guilds, though
technically promoting an illegal job, actually reduce the suffering of
most towns. Even when someone is killed, there is little residual
violence. It is simply a business transaction, which generally removes
the burning desire for revenge against the assassin, and prevents the
client from becoming common knowledge and, therefore, a target.
Unfortunately, there are a number of influential residents of Handel’s
town that, for one reason or another, don’t want his guild to open.
Getting Started
Ideally, the player characters should be in a small to mid-size city
(2000 to 5000 people, the size of Ahlenhof in Middenland or Salkalten
in Ostland, for example). The characters should not have a criminal
background (not known in the city, at least) and should ideally have a
contact who might recommend them for jobs.
At any rate, the characters are contacted by a young boy working as a
page for Gisbert Handel. He has included an invitation requesting their
presence at his club. If the characters are all illiterate, the boy can tell
them the basics (Handel wants to speak to the characters because he
has a job for them, and they should approach the back door of the
Crow and Hart if they are interested).
The Crow and Hart is one of a few clubs in town. It is decorated in a
woodland theme, with numerous paintings of nature and a number of
scenes of Taal in woodcarvings. Handel has a private room; if the
characters are respectable and presentable, the invitation will invite
them to the main entrance. If they are not, they will only be allowed in
from the rear.
Information on Handel isn’t hard to come by, although some facts are
not discussed much. He is obviously well-off, and is well-known as a
former physician and barber-surgeon. His current profession isn’t
widely known, although the criminal element, local nobility and city
watch all know of his involvement in the fledgling Assassin’s Guild. To
get information on the Assassin’s Guild will require a Challenging (-
10%) Gossip test.
They are greeted at the back of the club by a steward, who isn’t overly
disdainful of them. He leads them to Handel’s room through the
private but still well-adorned back halls. On the way, he tells them that
Handel is a well-respected man in town, and that it speaks highly of
them that they have come to his attention. An Easy (+20%)
Perception roll will indicate that the steward’s talk is motivated by
equal parts fear and respect.
When they arrive at the room, the steward knocks once, then opens it
and ushers the characters in. The room looks like a small study, with a
bed in one corner. A desk sits against the wall, with the remains of a
meal on a small tray on top of it. Handel is standing near the lone
window, overlooking the front entrance.
Handel greets the characters warmly, regardless of their reputation,
they may notice. He sits on the side of the bed, crossing his hands on
his knees. “Gentlemen, thank you for coming. You have come to my
attention as people who are able to accomplish the unusual. That is
good, for I have an unusual task.
“I am holding a dinner party tomorrow evening, and while my own
guards are usually sufficient, I require extra security.”
Handel is reluctant to reveal additional information on the party, and
will only do so with a Challenging (-10%) Charm test. Even so, he will
only reveal that several of his guests may be targeted by assassins,
and that he needs their protection. If pressured, he will reveal the four
likely candidates for assassination.
In additional to paying the characters a generous rate as bodyguards
(equal to the cost per week of hiring a henchman of equivalent
advancement, p. 102
OWA
), he may also be willing, at the
gamemaster’s discretion, to try and provide some difficult-to-find
trappings for a future career, such as setting up a meeting with his
tailor or an armorer friend to help them acquire best craftsmanship
clothing or armor. If they accept the job, Handel asks them to arrive at
his home at sundown, to get the lay of the land.
The Party
When they arrive, they are greeted by Handel’s valet, Konrad, who
politely leads them to a private study, where a tailor quickly takes
their measurements. For the next hour, they are led around Handel’s
home, where the preparations for a party are in the final phase, with
candles being lit, flowers being strategically placed, and food in various
stages of preparedness being ferried to and from the kitchens. At the
end of the tour, a half hour before guests are due to arrive, Konrad
leads them back to the study, where the tailor has several outfits.
These are of Common craftsmanship; the quick tailoring prevents
them from being Good, although they will appear as Good for the
evening. If the characters ask, they will be allowed to keep these; if
they do, they will appear as Common by the end of the week.
The main ballroom of the Handel estate is oval-shaped, quite sizable
for a non-noble, and well-furnished, with a chandelier overhead and
numerous tapestries along the wall. There is a dance floor large
enough for 20 people to be on at once, while to the east a five piece
band plays. Behind them, an elaborate Dwarven clock is against the
wall, its exposed gears attracting numerous curious admirers. On the
west side of the room is a large buffet, with mutton, cheeses, fruits
and jugs of wine, all replenished by a small army or servants entering
the room from a door concealed behind a tapestry depicting symbolic
scenes of Shallya providing.
The south side of the room features a large stained glass window,
which overlooks the main portion of town. The north side of the room
features the door to the main portion of the house, heavy double doors
reinforced with steel and guarded by two men in leather armor.
Flanking these doors are two curved stairways leading to the second
level, a loft-like space which circles the entire room. The second level
is even with the chandelier, and although the light from the chandelier
nominally lights the second level as well, with the iron railing and
support columns, the second level has numerous shadows and areas
which can be fairly private.
There are support columns throughout the room, some linked together
with stone carvings. These have the dual purpose of providing some
small areas of privacy, and steering wayward guests from wandering
into the middle of the dance floor, as they encourage people to walk
parallel to the walls.
After they have seen the ballroom, the characters are asked to make
themselves comfortable in the ballroom as guests arrive. It’s a perfect
opportunity for them to rub elbows with the elite, although if they
make any of the guests more than slightly uncomfortable, Konrad will
appear and guide them away, reminding them that their fee relies on
the success of the party, and alienated guests aren’t very conducive to
that.
After allowing his guests to drink and relax, Gisbert Handel moves to
the north side of the room. He calls for silence and raises a glass of
wine. “I’d like to thank everyone who was able to be here. It is my
great honor to host such illustrious guests, and I hope to provide you
all a night to remember.
“I am proud to call so many of you my friends, and those who I do
not, I respect deeply. Though we may have had our differences
concerning the formation of my guild, I hope tonight will convince you
otherwise.
“Tonight I hope to put to rest any misgivings any of you may have
about the formation of the Assassin’s Guild here. And for those who
have no such misgivings, then tonight will function as a showcase… for
by midnight, one of you shall be dead.”
He pauses, partially for dramatic effect and partially because of
various shouts of dismay and incredulousness. One man, a constable
in the city’s militia by his uniform, steps forward threateningly, only to
be halted by the guards behind Handel.
“Calm down, Herr Oberweis, at least until you hear the rules. Then if
you care to take your life into your own hands, you’re more than
welcome to.” He pauses to ensure silence, then continues.
“Rule one: only the target of the assassin will be killed. The rest of
you, please enjoy yourselves. Indeed, if you think you can solve the
mystery and prevent this dastardly deed from occurring, feel free.” He
flashes a charming smile before he continues.
“Rule two: violence will be met with violence. Anyone who attacks one
of my guests will be dealt with harshly. An assassin is not a thug, and
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