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A detailed City Based Inn of the Empire for Warhammer Fantasy Roleplay
T HE G RAF M ANFRED I NN
A N I NN AND COLLECTION OF NPC S FOR S ECOND E DITION WFRP
Written by Graeme Davis, with art by Tony Ackland
Updated for WFRP 2nd Edition by Alexander J Bateman
Copyright © Games Workshop Limited 2009. Games Workshop, the Games Workshop logo, Black Industries
and their respective logos, Warhammer and all associated marks, logos, places, names, creatures, races and
race insignia / devices / logos / symbols, locations, weapons, units, characters, products, illustrations and
images from Warhammer are either ®, ™ and/or © Games Workshop Ltd 2000-2009, variably registered in the
UK and other countries around the world. All Rights Reserved.Used without permission. No challenge to their
status intended.All Rights Reserved to their respective owners.
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A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
W ELCOME TO THE G RAF M ANFRED !
This booklet gives you a complete, fully detailed and
ready-to-use city location for your adventures. Inside the
card cover of this character pack, you will find a detailed
plan of the Graf Manfred Inn. This booklet gives you a
complete map key, twenty-two colourful and detailed
NPCs making up its staff and regular customers and a
range of adventure ideas and outlines based around the
inn and its personalities. It can be the base of operations
for a group of adventurers who have just arrived in a big
city, or it can be the location for a number of exciting
adventures based on the outlines in the back of this
booklet, or completely of your own design. The Graf
Manfred is a large inn in a big city somewhere in The
Empire. Precisely where is up to you. In fact, if you
change a few names, it could be anywhere in the Old
World wherever you need to set it for your adventures.
Moreover, you can use it again and again a few name
changes, a slight alteration to a couple of the staff, and
you have a new inn, ready to provide the backdrop for
new adventures. The staff and regulars of the Graf
Manfred will provide you with a stock of colourful and fully
developed NPCs, ready to use when you need them. This
need not be at the inn itself – if you need an NPC
Charlatan, Gambler, Beggar, Rat Catcher or any of the
twenty-two personalities featured here, they are ready
and waiting. On the other hand, if your adventurers
decide to talk to some of the locals in an inn, here they
are with no need for you to prepare minor NPCs in
advance. In addition, each has the potential to lead the
party off into new adventures, as you will see. So pull up
a stool and fill your tankard, but keep a hand on your
purse and an ear open for gossip. There is always
something happening at the Graf Manfred.
middle-class, and most of its clientele are drawn from the
middle classes.
The streets outside the Graf Manfred are generally
bustling with activity at most times of the day and early
evening. Travellers enter and leave the city by coach and
on horseback; wagon trains come in with goods from
elsewhere in the Old World; townspeople of all kinds go
about their daily business; and there are several street
entertainers, pickpockets and others who make a living
by separating the unwary from their money. The area is
visited by a patrol from the City Watch from time to time,
but their presence is not especially noticeable. There are
both upper and lower class areas within a few minutes’
walk, giving you easy access to all levels of society. In the
city of Middenheim, for example, the Graf Manfred might
well be situated in the Westor-Sudgarten district, not far
from the Temple of Shallya.
GETTING THERE
There are several ways you, the GM, can steer your
adventurers towards the Graf Manfred once they arrive in
the city. Like many of the larger inns, the Graf Manfred
employs ‘ scouts ’ to meet incoming coaches and boats
and lead people to the inn, as the adventurers arrive, they
are greeted with a scene similar to that described in the
Arriving in Altdorf section of Mistaken Identity in The
Enemy Within. Perhaps the only ‘ scout ’ around is Harald
Kellner, business at the Graf Manfred is slow, and he’s
done a deal with the ‘ scouts ’ from the other inns to make
sure they stay away today. He will spin the characters a
fine line about the virtues of the Graf Manfred, quote
them a price 10% above normal, and then wink and
promise to get them a 10% discount. Alternatively, the
Graf Manfred might be recommended to the adventurers
by a trusted acquaintance; Gerhard Kamm the
Coachman, for instance, who has driven them all the way
to the city, or Heini Unsittsmann the Bawd, who has
shown them a rattling good time and promises them the
finest lodgings in the city, or Old Fritz the Beggar, who
leads them to the Graf Manfred in the hope of a free
drink.
L OCATION
As we’ve already said, the Graf Manfred can be located
in any of the big cities of The Empire and if you don’t
mind changing a few names it can be anywhere in the
Old World. Nevertheless, like everything else in the world
of Warhammer Fantasy Roleplay, it does not exist in
isolation. It is part of a city, with streets and buildings all
around it. In order for you to use the Graf Manfred to its
best effect, you have to know a few things about the area
of the city in which it is situated. The Graf Manfred is
within a couple of streets of one of the city gates. As you
can see, it relies on travellers for a lot of its income, so it
needs to be one of the first welcoming places a traveller
sees when he arrives in the city. Not far away is the city’s
coach depot, run by the expanding nationwide Four
Seasons coaching line. The general district in which the
Graf Manfred is situated may best be described as
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A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
T HE G RAF M ANFRED
You will find a map of the Graf Manfred on pages 4 and 5.
Here is a general description of the inn’s rooms and
layout; feel free to amend or ignore any details that do not
suit your purposes.
The sides of the bed are solid, with no way to get
underneath; the strongbox is set into the bed-frame,
beneath the mattress. It is an iron box 18” high and 12”
square, with a Challenging (-10%) locked lid and usually
contains about 250 gc in mixed coin.
T HE M AIN B UILDING
The ground floor consists of an entrance lobby, a large
and well-appointed lounge with a discreet private booth, a
smaller bar, a dining room and a kitchen. This is all that
most patrons will see. The bar and lounge are open from
noon to midnight, and Good Craftsmanship Meals are
served at 6-7 am (3 pence, guests only), 12-1 pm (6
pence), and 7-8 pm (1 silver).
There are seven more guest-rooms on the upper floor. At
the end of the upstairs passage, a secret door leads to a
small gaming-room, which is opened on request; Harald
acts as croupier, with Ludo Greenberry helping out if he
doesn’t want to play. While gambling is not illegal, Dieter
has found that a secretive and illicit atmosphere adds a
certain something to a gaming session.
You can alter the attic to suit the plotlines you use (see
Adventure Ideas). If there is a Chaos Cult at the Graf
Manfred, you will probably want to use the secret rooms
in the attic; if not, the whole of the attic is a storage area,
piled with junk.
Milli may rustle something up at other times, for example,
if guests arrive late after a long journey. She cannot bear
to think of anyone going hungry. There are seven guest
rooms on the ground floor; each sleeps two people. A
room costs 30 silver per night, whether one or two people
are using it. A third person may use a room at Dieter’s
discretion, a spare bed can be moved in for another 10
silver per night. Stabling costs 30 pence per mount per
night, including fodder and grooming.
Milli has a comfortable room next to the kitchen. On the
dresser is a statuette of Esmeralda, the Halfling goddess
of hearth and home, there is another in each of the
kitchens. Under the bed is a small chest locked with an
Average Craftsmanship Padlock. In here are Milli’s
valuables, her life savings of around 75 gc, and about 50
gc in jewellery.
T HE S TABLES
The stable-block has stalls for ten horses, a feed store
and a large hayloft with a room for Erika at the back. She
has no valuables, apart from an elaborate Spur made of
silver left behind by a traveller (this is worth around 15
gc). She keeps it partly for good luck, and partly in case
she meets the stranger again. In one comer of the stable
is a pile of crates, barrels and sacks; a careful search will
reveal a kind of passage between them, which can be
negotiated by an Elf or a slim Human. Right in the comer
is a trapdoor, normally covered by an empty crate, which
leads down into the cellars.
Stairs from the bar lead up to a private drawing room, and
the family’s bedrooms lead off from here. A small private
pantry is connected to the main kitchen by a narrow
staircase, and the Kellners even have the luxury of an
upstairs bathroom, most people use a tub or half-barrel in
front of the parlour fire. Water is brought up via a pump
designed and built by Grim. The bedrooms contain most
of their occupants’ personal belongings, most of which
are not particularly valuable.
T HE C ELLARS
Grim has made a few alterations to the cellars. He put in
the passage to the stable, and built three more secret
entrances. You may decide to have these passages lead
to other parts of the inn, to the city’s sewer system, or to
a network controlled by the local Thieves’ Guild. More
normal entrances to the cellar consist of a barrel-hatch
from the courtyard and a set of stairs from the bar. Grim
spends most of his time in the cellar, and has even
decorated one wall with traditional Dwarf carvings. He
has built a bunk in one corner, and has carved a small
safe into the wall. It has an iron door with a Challenging
(-10%) lock, but it contains little of value, just a few
mementoes, like Grim’s old Engineers’ Guild badge.
Catarina keeps her jewellery behind a false panel in the
back of the top drawer of the dresser; it amounts to four
or five rings, a couple of bracelets and a necklace,
totalling perhaps 40 gc. Helga has 7 gc in cheap, bright
jewellery in an old biscuit-box under her bed, and Magda
has no jewellery apart from the little she wears. Volker
has no valuable belongings and Harald wears all his
jewellery whenever he is awake; at night, it is kept in the
second drawer of his dresser, under a couple of shirts.
The inn’s strongbox is in the master bedroom.
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A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
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A detailed Imperial City Based Inn for Warhammer Fantasy Roleplay
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