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TEW4 WFRP 1e - Something Rotten in Kislev (2018)
TEW4 WFRP 1e - Something Rotten in Kislev (2018)
Design
Ken Rolston
Additional Material
Graeme Davis
Cover Art
Richard Dolan
Internal Illustration
(ffl Paul Bonner � Ian Cooke
f H � Martin McKenna
·t· Tim Pollard � Maz Shepherd
Publisher: Dominic McDowall Scanning: Jon Hodgson
ISBN: 1-899749-19-5
Designed in the UK
Printed in the USA
Originally produced by Hogshead Publishing Ltd, under No part of this book may be reproduced in any form or by any
licence from Games Workshop Ltd. All contents of this book means except for the purposes of review without prior permis
are copyright 1988, 1999, 2018 Games Workshop Ltd. sion in writing from the publishers and the copyright-holders.
All rights reserved. 'Warhammer' and the Games All characters, settings and events are fictitious.
Workshop logo are registered trademarks, and 'Warhammer
Fantasy Roleplay', 'The Enemy Within', 'Shadows over All artwork in all Warhammer FRP products published by
Bogenhafen', 'Death on the Reik', 'Something Rotten in Cubicle 7 Entertainment Ltd and the imagery contained
Kislev', 'Middenheim', 'City of Chaos', 'Power Behind the therein have been produced either in-house or as work for
Throne', 'Carrion Up The Reik', 'Empire in Chaos' and hire. The copyright in the artwork and the images it depicts
'Warhammer City' are trademarks of Games Workshop Ltd, remains the exclusive property of Games Workshop Ltd.
used here under licence and with permission.
SO -=-- -=-METI-1 =..:= -=-=--=IN=--=-=G--=RO -=--= =--=r:....::.TE=N�IN:...:......=..:K=IS=-=LE=-V_:_____::3 rHE CHAMPIONS OF DEArH
The Kis lev C-ampai gn (4) - A CHOICE OF EVILS IN
The En emy W i thin Ca mpa ign (5) BOLGASGRAD 4
7
Sta rtin g the Ad ventu res(6) Start i ng the Ad ventu re(77)
Prepa ring the Cover Story (78)
_ KI S L E V
___:_:_ = -' _________________:_ 7 The Journey to Bolgas grad(79)
_
The Lan d(7) The Town of Bolgas gra d(81)
Kislevi te National Iden ti ty (10) Map Key (82)
A Timelin e For Kis lev (11) Locati on s 1 6 2: The Prince's Manor, The Temple of the
Socia l Classes (13) Anci en t Allies(82)
The Life of the Kis levi te Peasan t(16) Loca ti ons 3-5: The Old Ga rris on Barracks, The Other
Side Inn. The Stork and Stoa t Inn(84)
r
..= ..:;__HE ..:..;_ =-=BE -= =--=--AS = :.....;T==--C=HI L=D==--------�17 Loc a ti on s 6 6 7: The Physician. Vla di mir Slepov (86)
=-=
Sta rting the Ad ventu re(18) Locati on 8: Julius Olva ga 's Resi dence(87)
The Village of Voltsara (19) Other Loca tions(88)
En coun ter Sequence(22) Olvaga and the Ma p(88)
En coun ter 1: The Pro ud Fa ther (22) The Temple of the Ancient Allies(90)
En counter 2: The Anci en t Spirits (24) Getting in to the Temple (90)
Encounter 3: Wa ltzin g with Father Bear(29) The Cult of the Ancien t Allies (97)
Map Key (30) Zuvass in the Undoer(97)
Encounter 4: The Beas t Child(32) Necoho the Doubter(98)
Encoun ter 5: Ta ckling the Beas tmen(36) The Cat a combs(99)
The Beastmen (38) The Spi rit Reservoir(100)
Ancien t Ruins in the Northern Old World(40) The Cha os Garden (101)
Encounter 6: The Dwarven Temple(41) Ra di ci's Labora tory (101)
The Un derground Cha mbers(43) Note s on Chaos Pla nts and Poti on s (102)
ABBREVIATIONS
A Number of attacks in melee
AP
BS
Armour points
Ballistic Skill WHAT THIS HOW TO USE
Cl
CR
Cool
Complexity rating of lock
BOOK CONTAINS THIS BOOK
D Damage
Dex Dexterity Something Rotten in Kislev is made Something Rotten in Kislev can be
DotR Death on the Reik adventure
up of the following elements: used in a number of ways:
EP Experience Points - source material on K.islev, providing
ES Effective Strength of weapon
1. To continue the Enemy Within
essential background detail for this campaign: At the end of RJwer Behind
Fel Fellowship new area of the Old World and
GC Gold Crown the Throne, the adventurers are quite
GM Gamesmaster complementing the information likely to have been thrown in jail in
I Initiative provided in the rulebook ; Middenheim while the Graf and his
Inc Intelligence - information on nature spirits and advisers consider what to do with them
Ld Leadership connected magic, as practised in rural and their dangerous knowledge. The
M Movement K.islev; introductory material on p5 provides a
MCoC Middenheim: City of Chaos link between these two adventures.
sourcebook - Six pregenerated intermediate-level
MP Magic Points player characters, complete with 2. As a mint-campaig n in its own right:
NPC Non-Player Character backgrounds and ready for use; The three adventures in this book are
p Parry designed to be run in sequence. Using
PBtT Power Behind the 1brone - Three complete adventures with all the alternative introduction on p4 and
adventure necessary maps and handouts. (if you wish) the six pregenerated player
PC Player Character
R Range of missile weapons characters supplied with this book,
Rid Reload rate of missile The Three Adventures Som ething Rotten in Ktslev can be
weapons The Beast Child played as a three-part mini-campaign or
S Strength A remote farming village is threatened a campaign start for intermediate-level
SoB Shadows over Bogenhafen by Beastmen. Unknown to most of the characters, in their 2nd-4th careers.
adventure inhabitants, the village has the key to its
T Toughness own salvation. Can the adventurers 3. As a series ofone-offadventures - the
TEW 1be Enemy Within campaign uncover the secret and deal with three adventures in this book can be
sourcepack (part of SoB) the threat? played equally well as one-off
W Wounds adventures, independently of any
WFRP Warbammer Fantasy Death lakes a Holiday campaign sequence, or as episodes
Roleplay rulebook Vital information must be gained from which can be dropped into an ongoing
WP Will Power a renegade Wizard. The town where he campaign where player characters have
WS Weapon Skill lives is under siege. So are the besiegers. completed at least two careers.
Note: where applicable, weapons listed And that's just the beginning...
among an NPC's possessions are 4. As a Ktslev sourcebook- the material
followed by details of modifiers to The Champions of Death in this book will be valuable regardless
Inittattve, Weapon Sktll, Damage and A town is in revolt. The dead walk the of how the adventures are played, and
Parry. Note that Hand Weapons (one streets. Something is seriously wrong. should be sufficient to allow a K.islev
handed axes, swords, clubs, maces and Not the least of it is that the townsfolk based campaign to be set up. This
hammers) have no modifiers. are perfectly happy to have the dead can either be developed from the
An asterisk ( •) after a characteristic in
•
walking the streets. What is going on? adventures presented here, or be started
the profile of an NPC means that the And why? What can be done? These are with new characters, leading up to
effects of a skill such as l-e,y Strong have just some of the mysteries the these intermediate-level adventures in
been included in the score.
adventurers must solve. due course.
The Kislcv Campaign
The following material contains two PLAYERS' "I am the Ri tter Eberhardt von
different introductions. The first Kreuzzug,'' he says, wasting no time with
assumes that you are using this book as INTRODUCTION preambles, "You will call me Sir. I have
the start of a new campaign, with the the honour to serve the ancient and
pregenerated player characters supplied A key turns in the lock of your cell with noble Order of the Knights Panther in
in the tear-out section at the back of a grating sound, and the door opens to the capacity of adjutant, and you
the book. Note that advances which admit a tall man in full plate armour. He . . . people have been discharged into my
have already been taken are marked '' • '' holds an elaborate helmet under his arm, care. From the time you left your cell,
with a tall crest representing the head of you have been under martial law.
The second assumes that you are using what looks like a Beastman. The drink
sodden jailer fawns round him as if he "I am aware of your crimes, your abilities
this adventure as part of the Enemy and the equipment you owned when
Within campaign, following on from were royalty - which he might well be,
for all you know - and beyond him, in arrested. As your jailer said, you are not
Power Behind the Throne. ordinary criminals. But you are criminals
the passage, you can see several more
You may need to alter certain details men, identically armoured. He looks you nonetheless, and I have the power to
slightly to fit your own game - feel free up and down with an expression of have you summarily executed here or
to do so if necessary. disgust, then turns to the jailer. returned to your cell to await execution
in due course. Remember that .
If you intend to use this book as a series "This the best you've got?" The jailer
of unconnected one-off adventures, you somehow manages to cringe and grin at "I also have the power to offer you an
will not need an overall scene-setting the same time. amnesty. It pains me to waste it on scum
introduction. Simply refer to the notes like you, but if you 're the best
at the beginning of each of the "Oh, the werry best, may't please yer Middenheim can offer, so be it . If you
three adventures. lordship, the werry best . 'Course, they accept the amnesty, you shall be
looks a bit rough, but give 'em a wash inducted into the Order - at the lowest
down an' some fresh clothes, an' I think level, I'm glad to say - and you shall await
yer lordship'd be surprised . An' yer further orders in the quarters which have
should've seen the gear they 'ad when been set aside for you. Of course, you
they was taken - not yer ordinary have the option to refuse the amnesty,
criminals, yer lordship, an' no mistake.'' and allow the process of law to take its
natural course. The choice is yours."
The man tosses the jailer a handful of
gold coins, and motions you out of the Some choice, you think.
cell. In the passage, you are surrounded GM: allow the players to react to von
by a dozen heavily-armed men, and Kreuzzug as they wish - some of the
marched across the Square of Martials to characters (Ruby in particular) may
a solid-looking building with the sign of have quite a lot to say to him and about
a panther's head hanging outside - the him, and you must react on bis behalf.
headquarters and barracks of the Order Bear in mind that be is a Knight and
THE KISLEV of the Knights Panther. a professional soldier, be is dealing with
You are marched into a large room, hung criminal scum, and be bas upwards of
CAMPAIGN with banners and with racks of weapons a hundredfully-armed Knights on call.
lining the wood-panelled walls. Only It is anticipated that the PCs will
when you are there does the man deign eventually agree to bis terms, albeit
GM'S INTRODUCTION to address you directly. with some misgivings.
•
Players' Introduction. Have a look at the
pregenerated characters anyway - we
rather like them, and you might even be
able to use them as NPCs sometime .
The Enemy Within Campaign
THE ENEMY
WITHIN
CAMPAIGN
GM'S INTRODUCTION
By the end of Power Behind the Throne,
the PCs will probably have amassed a
great deal of embarrassing information
about various dignitaries in the city of
Middenheim. Despite the fact that they
will have been instrumental in saving the
city from the machinations of the Cult
of the Purple Hand (and, in all
probability, they will have saved the life
of Graf Boris Todbringer as well), there
is a good chance that they will end up
being thrown in jail while the Graf and
his advisers decide what to do with
them. The basic options are given on p93
of Power Behind the Throne.
If the PCs have ended Power Behind the
Throne in jail, use Players' Introduction cell swings open, and the grimy and flea How long bas be been rehearsing that
J below. If they have not been thrown ridden jailer beckons you outside. little lot, you wonder. Well, what it boils
in jail, use Players' Introduction 2. down to is tbat you don't matter, not
Don't be afraid to alter minor details to "Come along, me beauties," he cackles,
when all tbe high-ups are busy covering
fit in with the state of affairs that exists his breath foul with the smell of wine
their own backs. You could have told
when you start playing Something and rotting teeth, "Them Upstairs wmts
them that - and in fewer words, too.
Rotten in Kislev. a word with you, they do!" You briefly
consider making a break for it, but "...But at the same time, we can hardly
If you have not played Power Behind the discard the idea as a dozen fully-armed
Throne, and would rather get straight on overlook the enormous debt of gratitude
Knights Panther fall in around you. that we, and the City-State itself, owe to
to Kislev - well, we think you're missing
out on something good, but you can do GM: now continue with Players' your actions..."
it if you really want to. Simply arrange Introduction 2 Ah, so they've found a way of getting
for your PCs to be arrested and thrown rid ofyou without actuallykillingyou,
into jail in Middenheim, and use the and they're going to make it look like
section headed The Kislev Campaign on an honour.
page 4. You may need to change certain PLAYERS'
details to fit your PCs, but it's nothing
that the average brilliant and inventive
INTRODUCTION 2 ''...And in recognition of your invaluable
services to Middenheim, it has been
GM can't handle. After a couple of days with everyone decided to accord you the honour of
being kept well away from you, you are induction into the ancient and noble
escorted up to the great Throne Room Order of the Knights Panther..."
PLAYERS' on the ground floor of the Palace, where
Knighthoods all round, eh?Hmmm, the
the Graf awaits you with his remaining
INTRODUCTION I advisors. Beneath the veneer of rank and three Midden Marshals don't look too
power, you can plainly see that some of convinced. Wonder bow long it took to
You sit in your cell, reflecting bitterly on them are nervous. Law Lord Ehrlich talk them into that? All right, then -
the injustice of it all. If it weren't for you, steps forward. where's the catch?
who knows what could have happened
to Middenheim, and Graf Boris ''We - ah - regret the necessity for "... Middenheim, as you may be aware,
Todbringer - and The Empire itself, come keeping you incommunicado over the has a number of treaty obligations to the
to that. And what thanks do you get for last few days, but there were some very Tsar of Kislev, including military aid in
your pains? A cold, damp, musty cell, far-reaching issues of security that time of need ..."
hard bread and brackish water, that's needed to be discussed before anything
what. Still, what was that proverb about further happened ..." Here it comes.
trusting the gratitude of princes? In other words, they're worried about ''...And in view of the exceptional - and
You should have known, really. You bow much you know, and they have somewhat unusual - abilities you have
managed to uncover enough dirt on finally decided what to do with you. recently shown, you are to fulfill our
enough people to bring the city crashing Ehrlich continues. treaty obligations in Kislev at the
down around their ears. They must be personal request of the lsar himself.''
"...And you must appreciate that the
worried about what you might do if you
security of the City-State, and by Aha. Well, it could be worse. Servesyou
turned against them. Well, they're going right for choosing the adventuring life.
extension the security of Nordland and
•
the right way about turning you against the north of The Empire as a whole, must Kislev, eh?From wbatyou've heard, tt's
them, that's for sure. of necessity take precedence over the cold, miserable, always raining unless
Your musings are interrupted by the grate interests of any individual or group of it's snowing, and they're all completely
of a key in the lock. The door to your individuals...'' mad... It'll be different, ifnothing else.
Starting the .Ad'YCnturcs
•
Panther will have betrayed the order -
and as the last line of the oath implies,
such treachery is punishable by death .
Kislcv
•
droughts often make matters worse; rain inferior to the Old World horse, but
is scarce during the short growing The flora and fauna of the forest and better adapted to the harsh climate of the
season, and the autumn downpours can mountain regions are similar to those of steppes. The steppe Goblins also
only harm the crops. A common saying The Empire. To the south of Kislev the domesticate the plains wolf.
Transport 111d C.Ommwlliatiou
•
in the forest - fortified settlements from
•
whence Chaos Warriors, Beastmen and
other atrocities come forth to raid
and destroy.
The Grat Forest
THE WHEATLAND
COLONIES AND
THE STEPPES
Periodic attempts to colonise this fertile
region of the steppes just east of the
mountains have met with limited
success, mainly because of Dolgan and
Hobgoblin raids, and a lack of real
support from the state. Colonists make
little distinction between Human and
Hobgoblin nomads, since both raid in
equal measure, and the Hobgoblins are
very civilised by Goblinoid standards.
The Dolgans, under pressure from
Hobgoblin expansion from the Dark
Lands on one side and Kislevite colonists
from the other, greet strangers with
suspicion. Co-operation between the
Dolgans and colonists varies with the
personalities and attitudes involved,
though the groups occasionally unite
THE GREAT FOREST THE FOOTHILLS against the Goblinoids.
This is a continuation of the mixed Rugged and forested, the hills are In times gone by, the great overland trade
forests of the Empire, and is even less sparsely settled along the edge of the routes to Cathay and the east ran across
desirable for cultivation, with numerous Dobryrion, and almost uninhabited the steppes; many indeed are the
bogs and marshes, poorer soil, and more along tlle lower slopes of the mountains. merchants who dream of the route re
dangerous wildlife. As in The Empire, The few settlements are currently in opening, and the profits which would
bands of Goblinoids and Beastmen still desperate straits with a recent increase come to anyone who could achieve this
lurk here. in Goblin raids. Goblins seem to be are literally incalculable. Of course,
migrating westward from the mountains protecting the route from Dolgan and
As well as the potential for Chaos-hunts, and settling in the hill regions, with the Hobgoblin raiding would be a problem,
there are rumours of ancient Elven and gloomy prospect of future raids into the but this might be reduced by treaties and
Dwarven ruins in the forest, predating more settled regions of Kislev. diplomacy, while there would be a
the first Human occupation of the region thriving market for caravan guards.
(see pp40-46 for one example); Human W hat is causing the migration, and
scholars might pay highly for plans, whether it can be t urned back , is
artifacts and other information while unknown, and government bodies - or
Elves and Dwarfs may have their own even concerned powerful groups such
reasons for seeking out such ancient as mercantile concerns - may pay well
sites. The rumours are suitably spiced for information and evaluation. Local
with ghosts, daemons, ser vants of powers are beginning to mount punitive
Chaos, uncountable treasures, explorers raids and recruit militia, and adventurers
who never returned, and so on. of almost all kinds may be able to find
employment. Various mines and ancient
Dwarven sites will have been taken over
THE DOBRYRION by the Goblins, and may require clearing
and exploration.
This region of long-established
agricultural sett lements and tamed
forestlands is home to the vast majority
THE GOROMADNY
of Kislev 's population. Towns and This northern extension of the Worlds
villages along the road from Kislev to Edge Mountains has been abandoned by
Praag form the backbone of the region, the Dwarfs and occupied by Goblinoids
with innumerable small settlements for centuries. The Goblin migrations
spreading westward to the borders of suggest that something significant is
The Empire and eastward to the Worlds happening here - precisely what is
Edge Mountains. anyone's guess.
The servants of Chaos must work Powerful, well-equipped and well
secretly in this region, but, as in The organised parties of adventurers may be
Empire, corruption has found its way able to get into this region, explore and
into all levels of society, and traces of investigate, and get out again in one
secret cults may be uncovered. Increased piece. If so, their information could be
Chaos activity in the forested regions has of the utmost value both to Kislev and
led to a general nervousness which to the security of the northern Old
•
means that caravan guards and other World as a whole. Also, there is the
mercenary types are in constant demand possibility of finding and clearing lost
- attacks on road and river traffic are Dwarfholds, or contacting holds that
more frequent than they used to be. have been isolated for centuries.
Kislcvitc Nitional Identity
•
trouble than they are worth.
The Dolgan language is distinct from Old
Worlder, but has some slight similarities
� ���-.. with the Ungol dialect.
A Timclinc for Kislcv
Date
(Imperial
Calendar
A TIMELINE
- IC) Event along the Urskoy and Upper Taal and Rhya along major
Talabec are abandoned. rivers, often at sites of former
-6250 T he western primeval forests Goblins occupy abandoned Elven and Dwarven
are settled by Elves. Mountains settlements in western forests, settlements.
and steppes uninhabited. raiding Dwarfs, Elves, and one
-6000 Mountains colonised by 1500 First wave of Gospodar
another. Goblin artif acts are peoples driven through the
Dwarfs. often found in the vicinity of Northern Pass from Farside by
-4500 Collapse of Warpgates. First ancient Dwarven river forts. pressure from Ungol moving
major Chaos incursion. -1000 Goblin culture established into the steppes from the
-3500 Elven colonies established throughout western forest and region of northern Cathay.
along coast. Dwarfs expand mountain regions, extending Contact with monastic
into Worlds Edge and Black into forests of the modern missions provides nomadic
Mountains and begin river Empire. Centres of demon Gospodars with agricultural
trade with Elven culture. worship established on technology and a core of
Iraces of the Elven colony at ancient Elven and Dwarven cultural unity. Norse princes of
Erengrad are scarce, sacred ground. Many centres the Ropsmenn peoples raid
presumably covered by later of modern Chaos-god Gospodar settlements along
structures or subsided in worship are based on ancient the Lynsk River and establish
marsby ground. demon-worship sites. themselves as a ruling
-3000 Elves and Dwarfs exploit the minority in Erengrad.
-500 Tribes of Human barbarians
western forest. Minor move from southinto western 1750 T he Ungol hordes move into
settlements grow up along
forests of modern Empire. the western forest region .
rivers. Ruinsfrom thts period
Large settlements are T hey are subdued by Norse
are scarce.
established along rivers and princes in the north, but
-2150 Increasing tension between coastlines. Goblins withdraw become rulers along the
Elven and Dwarven cultures. into forest wilderness, but Talabec and Urskoy. Cult of
Major Dwarven and Elven continue to raid Human Ulric is established under
fortifications along river settlements. Prince Vermund in North,
routes contest freedom of while priests of Taal and Rhya
movement in forest region . 0 Goblin armies are driven into
remain dominant under Ungol
Ruins of Dwarven river the mountains by united aristocracy. Talabheim faction
fortresses may befound along Dwarven and Human forces.
of the Empire maintains empty
the Urskoy and Upper Isolated Goblin tribes survive
pretext of Kislev as an eastern
Talabac. in the deep forests, but
frontier province, but without
substantial Goblin settlements
-2000 Dwarven expeditionary forces any real power.
disappear east of the Worlds
drive Elves from forest region
Edge Mountains. Sigmar 1900 In the north, a loose
and besiege Elven coastal Heldenharnmer grants Krugar, confederation of states
colonies. chief of the Talabec tribe, develops, ruled by Norse
-1600 One by one the Elven coastal sovereignty over lands along Ropsmenn princes and
colonies are destroyed, their the Talabec ''as far as the centred on the city-state of
refugees withdrawing into the Eastern Mountains, where Erengrad under Ingjald the
forests. As the Dwarfs prepare springs the mighty Talabec.'' Red. Ungol warbands threaten
to reduce the great Elven T he mountains remain the Talabheim. T he Emperor in
fortress at L'Anguille, they nominal holdings of the Talabheim acknowledges the
receive reports of Goblins Dwarven Warlords. In fact, the sovereignty of the Ungol chief
invading the northern Worlds forest and mountain regions UtiUa over all lands east of
Edge Mountains. T he are inhabited only by Goblins. Talabheim. T he Ungol capital,
Dwarven forces are Dorogo, becomes a
immediately recalled, but are 500 Unsuccessful attempts by
Krugar's descendants to cosmopolitan city, with
decimated on route by overland contacts with Araby,
starvation, Goblin raids, and exploit the forest lands.
Modest trading posts the Dwarven realms and
brutal winter storms. Cathay.
Dwarven adventurers sttll established at the sites of
search for the rematns of the modern Kislev and Erengrad, 2000 T he Ungol aristocracy is
Second Army, satd to have but the region remains slowly assimilated into the
been isolated and destroyed without substantial Human Gospodar culture. T he
along the Urskoy. settlement. Ropsmenn princedoms
-1500 Dwarven realm shattered by 1000 Plague and civil disorder in establish overland trade with
volcanic activity in the south Dorogo.
T he Empire make plans for
and Goblin incursions along colonising the forest region 2100 Igor the Terrible, prince of
the length of the Worlds Edge impossible. Trappers and Erengrad, cordially invites the
Mountains. Isolated Dwarven adventurers travel extensively Prince of Dorogo to join the
Confederacy of Kislevan
•
kingdoms survive, or migrate along rivers as far as the
to Black and Grey Mountains. headwaters of the Talabec. States. W hen the prince
Gradually the surviving Imperial culture and authority politely declines, Igor sends an
Dwarven trading settlements is represented by missions of army to reduce Dorogo. Igor
A Timclinc for Kislcv
FOR KISLEV
renames the city Kislev, and
embarks on a forty-year
consolidation of the various
minor states and principalities
of southern and central Kislev,
uniting the region under a
single name and ruler for the
first time. Over several decades
Igor builds the Kremlin, the
prince's fortress on the Hill of
Heroes in Kislev overlooking
the Urskoy River.
2134 Igor's campaigns of conquest
and consolidation are stalled in
the foothills of the Worlds Edge
Mountains and in the Farside
steppes region. Nonetheless,
Igor declares both territories
part of the Confederated States
of Imperial Kislev, and
proclaims himself and his
progeny Tsars of all Kislev.
2247 After several increasingly weak
and ineffectual Tsars, a
coalition of government
bureaucrats and priests
conspires to govern Kislev
through puppet lsars. The first
agricultural colonies are
established in Farside, with
mixed success.
2300 An entrenched bureaucracy
and a priesthood increasingly
concerned with temporal
power contributes to the
general deterioration of the
central government. Remote
princedoms and Erengrad
continue to enjoy relative
prosperity. Raids by Dolgans 2300- During this period of relative and the aristocracy, despite
and Hobgoblins cause failure of 2400 stability, central and southern the opposition of the
all but strongest colonies Kislev prosper under the conservative priesthoods and
in Farside. Romanoff dynasty. The north the bureaucracy.
2302-3 Chaos hordes pour across the is slow to recover from 2475- Chaos activity north of the
Lynsk. Praag falls, Erengrad the Chaos incursion, and present Lynsk increases steadily. The
survives with the aid of allied continues to be plagued by princes of the northern
Norscan princes, and an army periodic external and internal colonies appeal to the central
of mutants and Beastmen conflicts with Chaos-inspired government for additional
besieges Kislev. Emissaries forces. The last of the Farside troops and funds for
from lsar Alexis appeal for aid colonies is abandoned. fortifications. Troops are
to Magnus the Pious, Emperor 2400- Erengrad and other major withdrawn to deal with large
in Nuln. After two years of 2475 urban centres along the Lynsk bands of Beastmen and
campaigning, the Imperial gradually recover. Colonies are mutants raiding central and
army under Magnus turns the re-established north of the southern Kislev. Bolgasgrad,
tide in the crucial battle of Lynsk. These colonies, the largest trans-Lynsk
Grovod Forest, and the siege of designed to serve as buffers colony, protests and secedes
Kislev is lifted. Then, with against future Chaos from the Kislevan confeder
Kislevite forces and Norscan incursions, are heavily fortified acy. Increased Goblin activity
allies, Magnus drives the Chaos with substantial military along the Worlds Edge
armies across the Lynsk into garrisons. A series of Romanoff Mountains. The Dolgans
the Chaos Wastes. Tsar Alexis Tsars of varying ability unite under War Chief Darok
declares Magnus a Hero of the culminates in the psychotic Hookhorn and declare war
•
People and swears everlasting Ivan Romanoff, who is on all Goblinoids. Endless
brotherhood between the murdered by a fanatic priest. and inconclusive raids and
peoples of the Empire Radii Bokha rises to power reprisals ensue, with no
and Kislev. with the support of the military peaceful resolution in sight .
Socw Classes
SOCIAL CLASSES countryside, it is the aristocracy who There are still elite units of Ungol light
own the land, and they order the lives horse-archers, but they have become
of the tenant farmer, labourer, artisan largely ornamental, since the type of
The Aristocracy and merchant on their estates. The Tuar's warfare they were designed for - swift
estates are administered by Imperial raids, daring skirmishes, and elaborate
This is predominantly Norse, with bureaucrats, a class of civil servants manoeuvres - has been replaced by large,
exceptional Ungol military and ruling which apes the privileges and culture of disorganised shock assaults in difficult
families dating from the period ofUngol the aristocracy, but which is held in wooded terrain.
dominance. contempt by the old Norse families.
Since the Chaos incursion of 2302,
The aristocracy of Kislev is in decline.
various religious-military orders
The bureaucracy and priesthood are The Military dedicated to the eradication of Chaos
growing in influence over the Tsar, and
The military was once an aristocratic have developed in Kislev.
aristocratic families have begun to find
their hereditary landholdings lost to preserve, a gentleman's army The Order of the W hite Wolf has
rising government and priestly power occasionally s welled with peasant expanded into Kislev from The Empire,
brokers. They retain great traditional militia. Now, in the modern army, the where it is well-known as a chapter of
prestige, however, and can continue to infantry is increasingly important, and elite Templars ofUlric. In Kislev, scarcely
look down their noses at the nouveaux the military is now open to the sons of less ferocious, Templars of the W hite
riches from other classes. the bureaucratic and peasant classes. The
Wolf tend to be loosely-organised groups
officers, heavy cavalry, and elite heavy
The wealth of the aristocracy in of berserkers - indifferent to tactics, but
infantry are still predominantly Norse
agricultural Kislev resides in their great aristocrats, while Gospodars andUngols impressive in hand-to-hand combat.
estates. Both in the towns and the are the foot-sloggers. Another elite military order is the
Brotherhood of the Bear, an order of
Ranger-Templars following Taal and
specialising in skirmish actions in forests
and rough terrain. Surprisingly, this
consists largely of Gospodars.
The Gryphon Legion was an elite cavalry
unit formed during the war against
Chaos, but has since won most of its
battle honours as a mercenary force in
the employ of The Empire. It is sworn
to return to Kislev if the Tsar should so
command, but the general feeling in the
Kislevite military hierarchy is that the
time and distance involved would make
this option practically useless.
The Priesthood
Traditionally a land of few gods but
much superstition, Kislev has two main
cults; that ofUlric (also known as Olric),
introduced by the Norse, and that of Taal
and Rhya, whose presence dates back
beyond recorded history.
The cult of Ulric is preferred by the
military and the aristocracy, while the
cults of Taal and Rhya maintain close ties
with the peasantry. However, religious
faith is in decline. Lip-service is still paid
to these two cults, but Gospodar
cynicism ensures that religious devotion
is mostly perfunctory and lacking in
conviction. The priesthood has become
increasingly political, and generally little
more than an extension of whichever
faction it supports at the moment.
The greatest weakness of the priesthood
is its failure to protect its followers from
famine or Chaos. It preaches that the
droughts and Chaos hordes are an
admonishment for Jack of faith, that
these natural and unnatural disasters are
tests of the peasants' piety, which will
•
be rewarded in due course. The peasants
have little reason to praise the gods as
their children star ve and the Chaos
hordes rampage all but unchecked .
Social Cusses
The Bureaucracy its appearance is most evident in of improving their status. Most, however,
Originally just an extension of the Tsar conspicuous consumption. Bureaucrats are individuals who prefer the freedom
and the aristocracy, the bureaucracy has often dress in ostentatious, expensive and challenge of road and wilderness,
built its own independent power base - clothes of dubious taste, in imitation of and who hate the routines of rural and
a vast, convoluted and glacier-slow civil styles from The Empire, and especially urban life.
service. Nothing can be done in Kislev Bretonnia. They throw huge feasts and Members of this class occasionally
without an army of scribes, clerks, balls, decorate their homes lavishly and remain in colony settlements for short
inspectors and - most important - tax garishly, and waste money on luxuries periods, or take temporary employment
collectors. Anything you can buy or sell, and frivolities. The aristocracy look on with established mercantile concerns
or even look at, has a tax on it. These these gross displays with patronising government agencies or individuals, but
taxes are nominally the rightful bounty contempt; the peasants regard them as they are footloose and restless at heart.
of the Tsar, who is, after all, the owner depraved. They take great care not to become too
of the nation of Kislev. The practice falls dependent on the luxuries of civilisation
some way short of the theory. The Intelligentsia or the generosity of their employers,
The power of the bureaucracy has waxed This small group represents the elite taking pride in their independence and
and waned over the last two centuries. thinkers and artists of Kislev, including their ability to live off the land.
Weak, passive Tsars allow the ambitious clerics, scholars, physicians, mages, and W ith the ever-present threat of
to entrench themselves with loyal other educated and professional people. Beastmen, mutants, and Goblins abroad
supporters and decrees favourable to They are often individually powerful or in the forests and foothills, the freemen
their interests. Strong, energetic Tsars wealthy, but, since the intelligentsia make a habit of avoiding conflict or
maintain control with shrewd politics, generally views politics with contempt, attacking from ambush. This style of
careful appointments, secret agents, and it has relatively little effect on warfare contrasts with the current
ruthless purges from time to time. government policy. The only thing military style of direct, ferocious assault,
The current Tsar, Radii Bokha, rose to members of this class seem to have in and there is a great degree of mutual
power with the aid of the military and common is their vague notion of the contempt between the military and
the aristocracy, despite the opposition necessity for improving the quality of freemen. Freemen have also been known
of the priesthood and the bureaucracy. life - an ideal which jars strangely with to adopt the methods of the hostile
Bokha dedicates the bulk of the tax their well-known and thinly-disguised groups they confront - terrorist brutaliry,
revenue to campaigns against Chaos contempt for the other classes. grisly trophies, midnight raids and so on
hordes, mountain Goblins and plains Otherwise, race, culture, wealth and - "fighting fire with fire", as they see it.
Hobgoblins. Since these campaigns are personalities vary immensely. Some say that they are little better than
largely unsuccessful, the bureaucracy the beasts and monsters they fight.
sees this as an opportuniry to undermine The Freemen "Says that, does they? Well, send a few
Bokha's power base and try to install The freeman class includes adventurers, of them out here without their polished
someone more sympathetic to their aims. frontiersmen, mercenaries, colonists, armour and their lackeys and their
The bureaucratic class is busily trying to traders, itinerant artisans and other hordes of troops. See how well they do
gather unto itself some of the glamour individuals of low social status who when it comes down to basics. Then
and prestige of the aristocracy. However, travel for a living. Among the freemen maybe they'll speak more respectful of
since the wealth of the bureaucrats is are the more adventurous and ambitious those that know the ways of the wild."
neither hereditary nor rooted in the land, peasants, who leave the land in the hope
The Peasantry
Traditionally, the Kislevite peasant had
an unlimited right to travel as they
pleased, and if a landlord was too harsh,
or rent too high, they were free to set off
in search of a more reasonable and
generous master. In practice, this meant
that the peasants tended to stick where
they were, because the risk of wandering
into a worse situation was so great, and
because of the natural pessimistic
fatalism of the class.
Nowadays, the peasants are increasingly
restricted by the bureaucracy's decrees.
They must obtain the Tsar's permission
(ie the bureaucracy's permission) to
travel or obtain a new landlord. This
permission is theoretically available to
anyone, but in practice it is very hard to
obtain - the process requires peasants to
confront their landlord with specific
complaints, and substantiate them before
a board of examiners.
The personality of the peasant is the
•
personaliry of the Gospodar (see above).
Cynical, deceitful, and fatalistic, they
expect little good from their gods, their
masters, or their fellow man .
The Life of a Kislevite Peasant
•
THE BEAST CHILD
INTRODUCTION
"My peasants are terrified," says Ivan
Ilyitch Hertzen, Steward of the Tsar's
estates in the village of Voltsara.
"They cower in their huts, and the
fields lie unp loughed. Even their
vegetable-plots ·Jie untended. A
brother and sister found; insides
scooped out like fruit . Two more
children missing. If I don't get a
crop in, the folk starve, and I get fried
on a grate.''
"If you'd seek the wild men in their
forest, you'd best speak with the
charcoaler Pyotr Pyotrovich,'' says Oleg
the Overseer. "They say his boy is one
of them - the touch of lzeentch on him,
sure, and his whole family. 'Set a stoat
to catch a stoat,' they say, but a bad
business it is, sure."
In these hard times, hard men are
needed. Seeking the Beastmen in their
forest sanctuary is bad business indeed,
but that's the business of freelance
adventurers, agents of the Tsar, and
sworn enemies of Chaos.
SUMMARY
The village of Voltsara is under attack
from a band of Beastmen. Their lair,
deep in the forest, is practically
impossible to find unaided, and the
adventurers must obtain the help of a
peasant family in contacting their son,
a mutant who lives wild in the forest.
Through this Beast Child, the
adventurers may locate the encampment
of the Beastmen who have been preying
on the villagers.
First, however, the distrustful peasant
parents must be persuaded to help. Then
the adventurers must learn first-hand
about the a ncient spirits of nature
worshipped by the Kislevite peasants,
and obtain their aid in locating the Beast
Child. Once found , he must be
persuaded to overcome his suspicion
and fear of all Humans. And even if the
adventurers can persuade the Beast Child
to aid them, they may need the aid of
the darkest, most perilous forest and
water spirits to deal with the Beastmen.
This adventure is also an opportunity to
learn about the Kislevite peasant, his way
of life, his personality and his
superstitions; this information will be
vital to the adventurers' success. A
number of essays are presented in the
•
course of the adventure, to help the GM
run the adventure and to serve as
reference material for campaigns based
in Kislev.
Starting the Adventure
•
Reading skill and the abilit y to similar personalities and powers. The
understand the Kislevite dialect of Old Tsar: Good. Let it be done. Dwarven temple and its subsequent
Worlder will be able to overhear the Goblin occupation are plausible in any
following on a successful Int test: of the countries listed above.
The Village of Voltsua
•
evidently carried out by something with drafted in an emergency as a
- like tbe incident Messing About on very great strength;
the River in Death on the Relk - is a replacement PC, transformed by a
good open-with-action encounter toget - everyone agrees it must have been a personal crisis of courage into
theirjuicesflowing. band of Beastmen. hero material.
MAP 4
• . AA l
�
RIVER URSKOY
KISLEV
The Manor
THE MANOR
The adventurers should continue to the
Manor and confer with Hertzen (see
below).
If they have been sent here by the Tsar,
the terms of their service are already
arranged, but they were ordered to
report to Hertzen, and will find him and
his staff valuable sources of information.
If they are here as mercenaries, they
should arrange a contract for their
service. Hertzen will open with an offer
of 50 gold ruples (the same value as
Imperial gold crowns), but may be
bargained up to double this amount.
Give the PCs a + 10 bonus to their
Bargain test if they've spoken with
peasants and learned the seriousness of
the problem, since Hertzen initially tries
to understate the problem to keep his
offer low.
The Steward's Tale "Nothing happened, not right away. lead you to the monsters. Not too keen
Ivan Ilyitch Hertzen greets the Then, four weeks ago, we found the on the idea myself - Pyotrovich is old and
adventurers on the spacious porch of his mutilated corpses of several senile, and not likely to set you on his
Manor (with only a modest amount of woodcutters. 'That's what got Alexis,' we own son - but I said I'd mention it to you,
fussing and preening) and explains the said, and started keeping a watch, and and so I have."
recent events that require the restricting travel in the Old Woods. Since Hertzen arranges for the adventurers'
adventurers' services. Attempts to then we've lost twelve people: five of accommodation, and has the overseers
interrupt are met with polite them children, two of them men taken inform the peasants of their status.
bewilderment - no-one interrupts the in broad daylight . No-one has seen
Vladely - and immediate resumption of ''These people are in my service. Obey
anything - at least, no-one who lived to
his narrative, with no acknowledgement them as you would obey me, or answer
tell about it - but the hoof-marks and tom to me for it."
of any comment or question. brush look like Beastmen. Little else
After terms have been settled (if with the power to rip limbs off and Normally, adventurers will be housed in
necessary), Hertzen will brief the PCs scoop the guts from a man, except bears, outbuildings and fed with any artisans
as follows: and this is too regular to be bears. or overseers who don't live with their
families in the somewhat nicer cottages
"So good of you to come. Things are a "We've not much idea of even where to near the Manor. Any adventurer clearly
bit of a mess here, you know - peasants start looking. Oleg - one of my overseers of superior status (Initiates, Scholars,
with bits tom off, half-eaten tots floating - has this idea that you should talk to the Wizards, Nobles, etc) will be offered
in ponds, beehives apparently gobbled charcoaler Pyotr Pyotrovich. Says his son lodgings in the Manor, and fed with the
whole - quite disconcerting. The Lady is one of them, good chance, and could Steward's family.
and I have been quite concerned. Handy
as I am with a blade (demonstrating with
afew broad flourishes), l doubt I'd be Ivan Ilyitch Henzen, Steward of Voltsara (Noble)
•
deprecatingly calling attention to the luxuries and extravagant crudities they
labourers, but we couldn't find Alexis or surround themselves with. "Sorry to greet you in these old rags, (rattle of
the place. I was sorry to lose Alexis, but jewellery, pluck at the fine lace of the sleeves) but I've only just been informed
there wasn't much I could do. A lot can of your arrival."
happen in these woods, you know.
Encounter I: The Proud Father
To Business adventurers, but a Loyalty (to Hertzen) 3. Father Bear. A one-sided contest to
After telling his story, Hertzen invites the test must be taken before the overseer settle a bet between two of the Spirits.
adventurers to go directly to work. He agrees to come, and the test must be 4. The Beast Child. Honourable and
expresses little interest in plans - "No, repeated whenever something compassionate dealings with the Beast
no, don't bother me with details, just unpleasant , mysterious, threatening or Child may earn his trust, producing
do it." terrifying occurs (with healthy penalties, information about the location of the
as you see fit). Profiles for t ypical Beastman encampment, and possibly
If the adventurers request help or peasants and overseers are given on
equipment, he arranges to provide it winning his aid against the Beastmen.
pp139-140.
through his overseers, if the request is 5. The St o n e C ircle. A stealthy
reasonable (ie, easily replaceable, approach may permit the adventurers to
inexpensive, close to hand, and plausibly
ENCOUNTER
pick the first few Beastmen off one by
useful). For example, riding horses are one. They must face the Chaos Warrior
not available (except, perhaps, to
gentlemen or others of comparable SEQUENCE and his pet Daemon - or be content
to let these formidable enemies
station), but draft or pack animals would escape. Or, the PCs can opt for a straight
The adventure is conceived as a assault on the Beastmen - probably
be no problem. sequence of encounters, each leading to resulting in the loss of some adventurers
Additional hands are another matter. The the next and/or providing useful and the failure of the mission.
peasants refuse to go out of the village, information or other resources, leading
day or night. They might be forced by finally to a dramatic climax with lots of 6. The Dwarven Temple. Once the
threats or violence, but would be of little hewing and cleaving, horrible monsters, Chaos Warrior and his Daemon are
help, sneaking off at the first dreadful magical creatures, and ancient taken care of, the PCs can cleanse the old
opportunity, and certainly no use loot. The sequence of encounters and Dwarven ruin and lay to rest the ghosts
in a fight. resources to be gained are as follows: that haunt it. They can investigate the
Goblin burials there, and possibly
However, if an adventurer of great I. PyotrPyotro vich. His co-operation recover valuable treasure.
personal charisma and heroic stature teaches the adventurers about the
wishes to persuade a peasant to willing While it will be easier for the PCs if the
ancient spirits.
service, test on (PC's F el + Ld, minus players tackle things in this sequence, it
peasant's Int + WP: Blather + 10, 2. The Sp irits. Successful dealings with is quite possible to bring things to a
Charm + 10), Hertzen will gladly grant the spirits can guide the adventurers to successful conclusion another way. So
permission for the peasant to go with the Beast Child, and provide potential don't worry if the players miss
them. Hertzen might be persuaded to allies against the Beastmen. On the way, something or insist on doing things their
order an overseer to accompany the this may lead to... own way.
•
the servants of Chaos plague Voltsara, its nature-worship in most peasant of the Beastmen who are now attacking
folk imagine they always saw the touch communities. Pyotr doesn't talk very the village. The truth is that they have
of Chaos in Georgiy, and, for that matter, much about it, though, and only the just been lucky in escaping the attention
in his father as well. oldest men of the village might of the Beastmen - so far.
Encounter 1: The Proud Father
Pyotr and Annya go through three phases adventurers are shrewd enough to swear - Georgiy is the leader of the Beastmen.
in their reaction to the adventurers: by all the gods at once (or on some other
Untrue, and even admittedly illogical,
equally solemn oath) not to harm if Pyotr is forced to consider the
1. Amiable but casual sociability:
Annya offers the visitors a cup of kvas Georgiy, Pyotr and Annya will be contradiction between bis assertion
and asks them to wait until Pyotr returns particularly cooperative. that Georgiy is a good boy, and that the
from the woods to eat. Pyotr chatters If the adventurers persuade the couple Beastmen are slaughtering children.
pleasantly with the adventurers when he to help them, here's what Pyotr can tell - The only way to communicate with
returns to the cottage. about his son. The notes in italics are for Georgiy is through the spirits of nature
"Well, well. Travellers from the great your reference only. which govern his wild home. Pyotr has
world outside. Welcome indeed. W hat - Georgiy is a good boy, just a little taught Georgiy everything he knows
is the news in Kislev? Is Radii still Tsar? dull-witted. about the spirits, and with Georgiy's
Pah! Waste of good cabbage, that man. special gifts, he is more in tune with
I could make a better Tsar from a sheep Essentially true. Georgiy is no threat to nature than ever Pyotr was.
dropping." other people. He is dull-witted, but bis Dead on.
gift with the spirits of nature
2. Suspicious hostility: W hen Pyotr compensates somewhat for bis mental Pyotr offers to act as an intermediary
and Annya realise that the adventurers with the spirits of nature.
incapacity.
are on the trail of the Beastmen, and are
looking for their son, they immediately - Pyotr and Annya haven't seen Georgiy "Used to be quite a warlock, you know.
assume that Georgiy is in danger, and for years, but they sense his presence Probably a bit rusty. And all I can do is
become formally polite but around them, as though he were right call the spirits for you - they may come
unco-operative. in the room with them, and he is or they may not - we've not spoken for
protecting his parents from any years. Can't say whether they'll be
''No. No idea where he is. Been missing friendly. They've been neglected, I'm
for t wenty-three years this spring. Beastman attacks. afraid. The priests forbid the old magics.
Haven't seen him at all." Partly true. Georgiy keeps a watch on I dare say I'm the only one left who
3. Cautious, sceptical co-operation: bis parents from the forest, and bis knows the observances.''
If the adventurers persuade Pyotr and acute senses and sensitivity sometimes ''But I warn you - the stronger the spirit,
Annya that the survival of the village is seem almost magical. However, be bas the more greedy. A little house spirit is
at stake, and that they are responsible for nothing to do with the raiding grateful for stewed grain and cordial
protecting their neighbours from the Beastmen - Pyotr and Annya have respect . The Forest Lord wants a bit more
marauding Beastmen, Pyotr will tell simply been lucky in avoiding attack than that for his services - sparing your
what he knows about his son. If the so far. life is generous, in his book."
•
Encounter 2: The Ancient Spirits
Give the players the Ancient Spirits scale until they find someone who The Leshy is the most subtle in tone -he's
handout (pl27) and let them digest it, can help them for a reasonable price. comic in speech and manner, but his
or present the information as a If asked his opinion, Pyotr suggests insensitivity to the pain and death about
monologue by Pyotr. In either case, make this procedure. him should be slightly chilling.
sure the players have the handout as a Cheerful and impulsive players may
reference; they must make decisions 2. Use Pyotr to guide the adventurers if
choose to start at the top and work their they are confused or careless. Pyotr
based on their knowledge of the way down. The personalities of the
ancient spirits, and having the expects the adventurers to do all the
powerful spirits and the bargains they bargaining and pay the spirits' prices, but
information before them may inspire offer may discourage them a bit.
them to enlist the ancient spirits' he's basically kind-hearted, and doesn't
aid in later encounters. want to see anybody ripped in half for
Staging Spirit Encounters approaching a Vodyanoy tactlessly.
The spirits are colourful NPCs as well as
WHERE TO START potentially valuable sources of aid. Milk 3. Initially, the adventurers are only
them for all they're worth. Specific ideas interested in getting help in making
are given below for playing each spirit, contact with Georgiy, but this is a good
When the PCs have had their basic opportunity to put notions into their
introduction to the ancient spirits of but here are a few general tips:
heads about potential resources for
Kislev, they need to consider the process 1. The weaker the spirit, the lighter the later encounters.
of contacting the Beast Child. They don't presentation. Domovoy and Maciew are
know which spirits are likely to be cute, cartoonish characters, a bit peeved 4. Each type of spirit is given a distinctive
helpful, or what the costs and risks at being neglected for so long, style of verbal delivery. The more
might be. The most practical and mischievous in spirit, but basically hammed-up your delivery is, the more
cautious method is to start with the friendly to Humans. There's nothing clearly the individual spirits' characters
weakest , least threatening spirit, funny at all about the Poleviki and are defined in the players' minds. Put on
working their way up the power/risk Vodyanoy - they are cruel and sinister. a good show.
Encounter 2: The Ancient Spirits
Powers MACIEW
Petty Magic: A Domovoy can cast the (Grandfather Barn)
following spells, at will and with no
Magic Point cost: Zone of Warmth,
Magic Flame, Glowing Light, Zone Powers
of Warmth. Beast Empathy - an ESP-style ability to
Spe c ial Magic: A Domovoy can communicate with domestic beasts and
summon a Fire Sprite (size I Fire beasts familiar with man (ie rats, crows,
Elemental) at will and with no Magic etc). He can understand their
Point cost. Fire Sprites have the motivations, see through their eyes, hear
following profile: through their ears, and request services,
which are generally granted if not too
difficult or dangerous.
•
Krogar the Barbarian: "Ugh. Little - a little pinch, a belt buckle unfastens,
squeaky thing. What magic you do? objects seem to move around inside
Make fireball bake pony - poof? Make pouches, and so on. The Maciew
enemy sleep so throat slit easy?" stonefacedly pretends complete
Encounter 2: The Ancient Spirits
bewilderment if the characters mention PC: "Can you call him to us? Can you
these events, and indignantly rejects any help us find him?"
suggestion that he is responsible.
However, a solemn promise to dance and Polevlk: • 'We can do so, come the
sing at the full moon causes the tricks harvest" (Others join in) "Come the
to stop. harvest, earth is thirsty, feed us, feed us
and we'll tell."
Locating Georgiy: (high-pitched)
"Hrrumph. Boy's been gone for ages. PC: "lf we give you the harvest, can you
How do you expect me to know where locate Georgiy?"
he is? Think I have time to wander about? Polevlk: "Bring the harvest, talking
Got work to do here with the animals. later. Feed us, feed us and we'll tell."
Hrrumph. And little thanks I get for it,
too. Bah. No respect for tradition, (When a sacrifice of b lood bas
these days." been made:)
The Maciew is no help in finding Polevik: "Georgiy sleeps with Father
Georgiy, and is absolutely unwilling to Tree, sleep in peace with Father Tree.
leave the barn. Thirsty, thirsty, more of harvest. We shall
make your weapons keen. We shall make
your blade-cuts clean."
PC: "So where's Georgiy?"
POLEVIK Polevlk: "Thirsty, thirsty, more of
harvest. We shall make your weapons
(The Grainfathers) keen. We shall make your blade
cuts clean."
Powers And so on, endlessly repeating the
The Poleviki have the power to bless request for 'harvest,' and ignoring the
weapons (see below). They can also characters' questions.
bestow a Curse, causing the victim to The Poleviki reveal that Georgiy is in the
cut himself whenever he fails a 'to hit' forest - the only useful information they
roll by 20 or more when using a have. However, each character who
sharp weapon. offers 2 W points of blood sacrifice may
have one weapon blessed so that it can
GMing Notes wound any creature normally immune
The Poleviki are modest but bloodthirsty to non-magical weapons and cause an
spirits, with a nasty, impatient additional + I point of damage until
disposition. They are risky to deal with sunrise the next morning. This should
unless the summoner is prepared to prove useful in any encounters with
sacrifice his blood. the Beastmen.
Verbal Delivery: a sinister, rhythmic, Any character who threatens or verbally
droning, whispered chorus, often abuses the Poleviki cams the Poleviki
repeating a phrase to emphasise the curse so that any hit roll missed by 20
rhythm; when answering specific more means the character cuts himself.
questions or making proposals, one The only way the curse can be lifted is
Polevik speaks alone, while the others to atone with a major blood sacrifice
murmur unintelligibly behind him. (D6 W) to the Poleviki.
Whispering and thirsty: W hen the
Poleviki are summoned, the wind rises,
whipping the grass at the edges of the
field. The Poleviki appear as hundreds
of stalks of grain with faces, arms and
legs, stepping just to the edge of the
LESHY
grass, murmuring quietly with a sound (Lord of the Forest)
like the wind rising and falling across a
field of tall grass. Powers
Locating Georgiy: The Poleviki cannot Elemental Magic Spells: Assault of
help the characters find Georgiy, but they Stones, Clap of Thunder, Cause Rain,
will never admit it as long as they believe Banish Elemental, Become Ethereal,
they can use the situation to gain more Create Quicksand, Dust Storm,
blood sacrifices - 'harvests' as they Summon Air Elemental.
call them.
Illusion Spells: Bewilder Foe,
Polevikl: "Harvest come? Harvest Confound Foe, Illusionary Woods,
come? Earth is thirsty. Why this call?" Illusion ofMightyAppearance, Illusion
PC: "Can you tell us where we can find of Darkness.
•
Georgiy Pyotrovich?" Druidic Spells: Animal Mastery, Heal
Polevlk spokesman: "W here is Animal, Giant Animal Mastery, Hail
Georgiy? Little Georgiy ? We know Storm, Tang letborn, Animate Tree,
where. We hear the wind." Create Bog.
Encounter 2: The Ancient Spirits
Father Bear Lesby: "Quite so, quite so. Ho, ho, ho.
Father Bear is Leshy's constant Now, stop all this bother about bowing
companion. He speaks and reasons like and scraping and tell me what you
a human - or a spirit - for the Leshy's desire.''
amusement, conversation, and flattery. PC: ''The least of favours from your
Father Bear takes the form of a huge puissant highness. We beg your aid in
brown bear, and is a spirit being himself. locating one of your subjects, a Georgiy
Pyotrovich, whom we are told is in your
domain."
Lesby: "Ah, Georgiy. Excellent fellow.
Leshy can give Father Bear any or all of A bit daft, you know, and doesn't speak
his magical powers at will. a word - but terrific with animals. Simply
terrific." (Looks about) "Let me sit
down." (Grabs a metre-thick tree-trunk,
GMing Notes snaps it like a twig, and sweeps it back
An exceptionally powerful and and forth through the stand of timber,
dangerous character to deal with . In shattering trees and crushing an
impish good humour he could squash assortment of cute woodland creatures
you like a bug, or leave you stuck in - squirrels, raccoons, and perhaps a
quicksand, chuckling to himself about Bambi-like fawn - then plops his
his sense of humour. If you run the style massive haunches down on the
of campaign where characters resulting heap of debris. 1be fawn's legs
occasionally need the help of demigod poking out under one haunch is a nice
level beings, Leshy is a good choice - detail)''Now, about our mutual friend?''
dangerous and callous enough to PC: "(Gulp) Ah - do you suppose you
discourage players from over-using him, could call him here so we could have
but powerful enough to be worth the risk word with him?"
when you're in a tight spot.
Lesby: (Sky darkens, forest falls silent.
Leshy leans forward and peers
Verbal Delivery: booming, cheerful, exceptionally intently into the PC'sface)
lordly; speaks in gracious and courtly "Is there any question about whether I
diction, as befits a king; apparently jolly could call one of my subjects?"
and good-natured, but instantly roaring
and growling when offended or PC: "Oh .... Oh, no, no, no! A mortal's
annoyed; stand, lean over the players, foolish choice of words, sire, forgive me.
and speak too loudly at them, patting Would you call him here?"
them on the head and smiling just Lesby: "Much better." (Leaning back)
a-bit-too-broadly. "Now, I suppose I could be convinced
to do this. Of course, I might require a
The Lord and His Chamberlain: Once small service of you, first ..."
the summoning ritual is completed,
there is a brief silence, then the sound
of something massive making its way
through the undergrowth.
The Leshy is preceded by his servant and
companion, Father Bear, who suddenly
plunges into view before the characters
and rises threateningly on his rear legs. Locating Georgiy: The Leshy has a
Then the Leshy arrives behind the standing bet with his friend the
characters, appearing silently and Vodyanoy that Father Bear can beat any
towering over them like Godzilla. The ten mortals with one paw tied behind his
Leshy appears to be substantial, but he back. He thinks he can get the bet
moves through the forest w ithout doubled for a smaller number of mortals
disturbing a leaf. He stands over thirty - say, a party the size of this one.
feet tall, but leans over the characters and Leshy offers to find Georgiy and bring
peer at them intently during the him to the adventurers if they'll help him
audience. out with the wager on Father Bear. And
Father Bear: "His majesty, the Lord of if - implausible as it seems - they win,
the Forest, and Ruler of all he surveys." his Majesty offers to grant them one
(Pauses briefly, nodding significantly f-0
further favour - subject, of course, to his
the characters - their cue to do some
judgement of the propriety of the favour
serious bowing and scraping)
requested.
If the PCs want to find Georgiy, they have
PC: (Bowing low) "Greetings, your no choice. Since it's a 'friendly' fight, all
majesty, and best wishes for your health combatants are fighting to stun (WFRP,
•
from myself and companions. We come pl25). Even though, the chance of death
to you on a mission of great urgency, and is significantly reduced, but the players
feel fortunate that you have been so may be understandably reluctant to
gracious as to give us audience." accept the conditions of the bargain.
Encounter 2: The Ancient Spirits
Leshy is surprised if the characters are Vodyanoy is likely to have been made
reluctant to accept his generous offer • under the effect of his charm, and will
perhaps they think they are going to die turn out badly for the bargainer. Those
on the spot for a second - then he who have made deals to serve Vodyanoy
graciously offers to let them think it are villains or fools. Vodyanoy works on
over, and return the next day if they're a smaller, more personal scale than the
still interested. Gods of Chaos, but he is every bit as evil
• a good choice for the power behind
Here are the conditions of the fight. The small-town, Stephen King-style
characters would be smart to ask for the horror tales.
conditions beforehand, but they're Verbal Delivery: always smiling,
going to have to accept them anyway, so speaking ever-so-softy-and-sweetly, with
no harm done if they neglect to ask. an exaggerated rising-and-falling tone
of voice:
I. No armour or weapons. Father Bear "It's EVER so nice to enjoy the
gets to use his fingernails and teeth, just CHARMing visits of our little MORTAL
like the PCs, but everyone is fighting friends, YESsss...'' (leaning very close to
to stun. the faces of the players, batting the
2. Father Bear has one paw tied behind eyelashes charming ly, rubbing the
his back. bands compulsively}; when offended or
annoyed, suddenly exploding into a
3. No spells -Father Bear would have an flurry of verbal and physical violence.
unfair advantage. The quiet tone is meant to make the
players nervous and suspicious · so
4. There is a time limit of five minutes exaggerated and polite that it must
(30 rounds). be insincere.
5. The arena is marked out with stripped An All-Around Rotten Guy: When
sapling poles, the terrain to be agreed on summoned, Vodyanoy's blandly-smiling
by Leshy and Vodyanoy (see p29). Any face rises to the surface of the water
contestant leaving the designated square slowly, as if from a great depth. He
is disqualified, and may no longer take paddles around like a fat European
(,.:t
l,:,- part in the contest. banker, doing a lazy backstroke and
playfully splashing the adventurers. He
6. Victory conditions are as follows: the is ever so polite and reasonable; his mask
first side to disable or remove or drive never slips. That's his trademark - he
the contestant(s) of the opposing side out never has witnesses to his evil acts. His
of the square is the winner; if neither victims die in solitary agony, battered to
side can achieve this in the five minutes, death with his gaily-ribboned club, or
the contest is declared a tie. held beneath the water by his puffy, fish
belly hands. This is the old Edgar Allan
Poe trick - the horror you never see, but
VODYANOY know it lies there lurking...
( Grandfather Drowner)
Powers
Petty Magic: Sounds
Battle Magic Spells: Level I - W ind
Blast; Level 2 - Hold Flight, Mystic Mist; Locating Georgiy: Vodyanoy doesn't
Level 3 - Cause Fear. know where Georgiy is, but he won't let
Elemental Magic Spells: Level I - on - he knows he can probably find out
Breathe Underwater, Walk on Water; from Leshy. He offers to help find
Level 2 - Cause Rain, Clap of Thunder, Georgiy - in return for a little present -
Part Water; Level 4 - Animate Water,
say, a nice looking girl, young, shapely,
Summon Water Elemental .
sweet disposition ...
---------------------------
or personalit y is as evil as the and the contest is begun. See above
Vodyanoy's. Any deal made with a under Lesby for details of the contest.
Encounter 3: Waltzing with Father Bear
GENERAL NOTES
Skills and PC Actions
If a PC attempts an action that requires
a skill he does not have, make his life
miserable. Make him explain precisely
what he does, then find some reasonable missile. Then there are annoying can pass an I test and land on his feet.
excuse to hose him. When I say hose penalties for improvised weapons; -10 Otherwise, he just lies there for the rest
him, I mean he makes the test at some to hit, short range - 2 yards; long range of the round. In the following round, he
minute fraction of some appropriate - 5 yards; extreme range - 10 yards, to can get up and move normally - and
attribute (eg, when hiding in a thicket, hit and damage penalties for long and may escape Father Bear if he has a
test at lot -50). extreme range and for intervening cover better Initiative.
Why be so nasty? So the skills become (see Damage and To Hit Modifiers,
valuable, and the characters develop a WFRP). In addition, using the attacker's Special Notes for Father Bear
burning desire to acquire them. Then it's Strength vs Father Bear's Toughness
means the player has to roll high to Father Bear is not subject to frenzy. He
a big deal when a character enters a new
cause any damage at all. is way too polite and civilised for that
career and gains some new skills. A
sort of behaviour.
fervent interest in acquiring skills and Nonetheless, throwing rocks is good
careers keeps players interested in Don't forget, Father Bear has his left paw
therapy for frustrated characters, and a
playing WFRP a lot and developing their tied behind him. Reduce WS, I and DEX
lucky roll could make it all worthwhile.
characters - so you won't hose them the by 10, and Sand T by 1 - (p27). When
next time they get in a tight spot. engaged by multiple attackers, Father
Fighting in the Pond
Bear can only attack victims to his front
Scouting the Contest Area or Stream or right flank.
The contestants are not allowed to Characters (or bears) attempting to fight
in the pond or the stream must pass a Father Bear is a gentleman. He will never
examine the contest area before the
terrain test at the beginning of the round. kill when he can disable. Wherever
event. Any sneaky attempt to do so will
If they fail the test , they may not attack, possible, he tries to shove or toss his
be discovered by Leshy and punished
opponents out of the area rather than
(see Cheating, below). and they suffer penalties as though they
were moving at the highest allowable batter them.
Improvised Weapons movement rate for that terrain.
The conditions are 'no man-made All attacks in the pond (shallow or deep) Cheating
weapons', but if the PCs pick up rocks also suffer a -10 to hit penalty and a -1 If Leshy catches someone cheating, the
and throw them, or pick up tree limbs damage penalty, because it's tough to get culprit is turned into a donkey for the
and use them as clubs, that's fine by in a real blow in the water. duration of the contest. The character
Leshy and Vodyanoy. PCs must first make retains all his normal attributes, except
a successful I test to locate a suitable Evicting Characters he cannot use improvised weapons,
weapon. This is summarised in the from the Contest Area and must make all attacks as an
Terrain Chart at the end of this section. unarmed man.
The adventurers are not going to push
Clubs: Once you've found a club, you Father Bear anywhere. Period. Unless Cheating includes using man-made
can continue to whack with it until you your players are cleverer than I am. weapons, shield, or armour.
succeed in hitting, when you make a
Risk test. If it fails, the club breaks and Father Bear need only succeed in a Setting everything on fire is also a
you have to get get a new one. grapple, then drag a victim over to the popular trick. Leshy, Lord of the Forest,
boundary and toss him out. Once Father takes a dim view of such tricks. Phut -
Clubs are useful. With a club, PCs don't Bear has succeeded in a grapple, he may Donkey time.
suffer the -20 penalty to hit, and can move at Standard rate, dragging the
parry at a + 10 bonus, though damage Leshy appreciates ingenuity and a certain
character with him.
is still with the -2 penalty. low cunning, so he may not punish
Father Bear can throw characters a particularly clever cheating. On the
Rocks: Throwing rocks i s less distance of 9 yards. To throw a character, other hand, a really boring performance
impressive than using a club, though it Father Bear must pass a Grapple test. If might strike Leshy as cheating.
•
may be done from a distance, which can the victim also passes a grapple test, he
be appealing. is only thrown 1D6 + 3 yards. If this WARNING: Don't get too cute with
Each time you want to throw a rock, you means that he falls inside the area Leshy intervention. Leave the cute stuff
first have to test against I to find a suitable boundary, he gets a chance to flee - if he to the players.
Encounter 3: Waltzing with Father Beu
Stream: A swiftly-moving, shallow, Pond: A brown, muddy pond, with Boulder: The boulder is only a yard
rocky stream, with low banks covered clumps ofreeds growing along the north above the pond surface at its highest,
with cobbles and gravel. and west banks. A briskly flowing but it looks smooth and slippery.
Certainly a better route than running streamflows into the pondfrom the west
and out to the east. To climb onto the boulder, a Risk test
through dense thickets, though it may must be passed. Unlike failure of a test
not appear so on first glance. The chlmps of reeds indicate shallow to enter other terrain, failure to climb the
water of 1-2 feet in depth (Int test). Until boulder means you remain in the water
Thicket: An exceptionally dense thicket they get in and move around, they will at the same spot . Climbing onto the
of woody shrubs 5-8 feet tall. Dense not be able to guess the depth of the boulder is automatically successful
undergrowth includes vines and briars. water elsewhere. The shallow part of the if aided by someone on the boulder.
pond is mucky, and the footing
Very tough going, but excellent for treacherous. The deep part of the pond
hiding - + 20 bonus for those with is seven feet deep, with a stony bottom. Characters may make running Leaps
Concealment Rural skill (in addition to from the boulder (See Leaping, WFRP,
•
other bonuses listed on p 48 of the p 75). Characters test upon landing for
rulebook). Make the test privately and do new terrain entered (shallow or deep
not announce the results to the player pond, according to the length of
- let him sweat it out . the jump).
Encounter 3: Waltzing with Father Bear
wanted was for folks to fall down for Test also when entering different terrain.
MOVEMENT NOTES dramatic purposes, and these rules do If you pass, continue normally. If you
No changing rates in the middle of a that just fine. fail, move 2 yards through the new
round . W hatever rate you begin the terrain and undergo any penalties
You need not move your full rate. If you indicated. Exception: Whenever you
round with is the rate at which you enter wish to stop before entering difficult fail a test while on the boulder or
terrain throughout that round. The terrain and making tests, that's fine. climbing onto the boulder, you end up
reckless will go far and fast if they're in a deep pond next to the boulder:
lucky, and will fall down a lot if they're Test after covering 2 yards (l") of
unlucky. The cautious will not go very any terrain. If you pass, continue Characters pushed back into new terrain
far but will not fall down as much. We normally. If you fail, end movement in combat must test for the terrain they
could have used more complex, realistic after 2 yards and undergo any enter. The test is made as if moving at
rules, but it would slow up play. All we penalties indicated. the maximum rate allowable.
•
floundering character may be automatically dragged from deep water to an adjacent shallow pond or boulder space. Neither
the floundering victim nor the rescuing character may perform any other action during that round. Can't let those little
Dwarfs drown, can we?
Eacountcr ◄: The Beast Child
SUMMONING GEORGIY
This is extremely simple. Stand in tbe forest anywhere and
whisper Gcorgiy's name into the car of the bird. Since Gcorgiy
has been nearby all along, tracking his father, be appears on
the spot in seconds. If the players infer some magical instant
transportation, let them. You're not misleading them.
Not really.
Georgiy appears, poking his head through the undergrowth
about 2 5 yards from the characters. Pyotr, seeing his son again
for the first time in decades, is shocked into immobility by
Gcorgiy's naked, bestial appearance. He steps forward, his son
withdraws a step, and the tableau freezes again.
Georgiy Pyotrovich
A baby-faced wilderness hermit in his late thirties, Georgiy
appears to be an idiot. Clad only in hair and dirt, crouched
like an animal, Georgiy's half-human appearance is almost
more monstrous and shocking than that of a Goblin or
Beastman. He doesn't seem to focus on or recognise objects
or people, and he doesn't appear to pay attention to words
spoken to him. He timidly withdraws when anyone comes
closer than a few yards from him, and he has a way of
slipping out of sight when not carefully watched.
GM: As Georgiy, your bead is constantly bobbing and
weaving, looking anywhere but at those speaking to you.
Never make eye-contact witb tbe players. Speak not a
word; answer all questions witb gestures, emphasised witb
grunts and murmurings. Tbe more exaggerated and
eccentric your performance, tbe better - Georgiy is a
mental defective, a hermit, and in intimate contact witb
Tbe Beyond. If tbe players don't quite know wbat to make
ofyou, you're on tbe right track.
ESTABLISHING TRUST
Georgiy Pyotrovich - the Beast Child
The presence of Pyotr is enough to reassure Georgiy that the
M.WSBS S T W I A ld Im a WP Fel adventurers mean him no harm (false though that impression
may be). However, at the first sign of hostility, or the first
5 • 25 25 2 3 6 55 25 25 21 25 05 strongly-expressed assertion that Chaos creatures must be
exterminated, Georgiy senses hostility and darts away into the
Skills: Acute Hearing, Charm Animal, Concealment Rural, forest. He has learned to associate the word 'Chaos' with
Dodge Blow, Excellent Vision, Flee!, Fleet Footed•, Follow himself and the fact that other Humans don't like him.
Trail, Night Vision, Silent Move Rural, Sixth Sense.
GM: Since Georgiy senses intent and not action, tbis requires
Possessions: Nil careful judgement. If, for example, tbe party includes a
Witch Hunter, you might rule tbat Georgiy senses tbis
Although Georgiy docs not speak and is slow-witted in character's bosttltty to Chaos, no matter bow tbe character
Human terms, he has an almost supernatural degree of may behave outwardly - unless tbe player clearly and
perception and sensitivity. His Stxtb Sense is remarkably emphatically stated an intention to remain open-minded
developed, to the extent that he can sense the proximity beforehand. Likewise, if a character bas always been
of living creatures, and of things which are 'wrong', such compassionate, even to Chaos beasts, an aggressive statement
as Beastmen. or action migbt not alarm Georgty.
His lack of verbal communication has sharpened his other As long as Pyotr is with the PCs, and they do not display
faculties, and he can read body language with a precision hostility, Georgiy accepts and trusts them. If the characters
that almost amounts to mind-reading. Any conscious or summon or encounter Gcorgiy later, when Pyotr is not present,
subconscious display of anger or aggression on the part the condition of trust and acceptance will continue.
of the PCs will intimidate him, and if he becomes frightened However, Georgiy flees from any sign of hostility. He may be
he will run off into the forest, returning only when summoned again and again, but each time he is slower in
summoned with the bird. returning and more reluctant to help. If Pyotr is convinced
While Georgiy docs not possess the Demon Lore or that the adventurers arc trustworthy, he may intervene on their
Magical Awareness skills, he can often sense things as if behalf after a misunderstanding, but, if he suspects that they
he had them. All be will be aware of, however, is that he intend to harm Gcorgiy, he will refuse to help them any further,
has suddenly developed a good or bad feeling, and he will and will warn Gcorgiy not to trust them.
act accordingly. Tbe key to Georgiy is his timidity and his If the adventurers willingly alienate Georgiy, it does not mean
•
rapport with nature - he is always nervous and uneasy in that the adventure has failed. Georgiy will still lead the
the presence of other Humans, and it takes little to make adventurers to tbe Beastmen - but he won't bother to warn
him run off. them about the Bcastmen on watch or the W.U-rior of Chaos
and his Daemon pet .
Encounter 4: The Beast Child
•
day, continued digging, was attacked by Beastmen and killed
almost instantly. The Warrior of Chaos ordered bis followers
to obscure Alexis 's tracks. He then searched for and found
tbe trap door, where be descended with Alexis's body.
Encounter ◄: The Bust Child
Georgiy as a Resource
Georgiy has i.ero offensive potential. He runs. He would only
fight if something were chewing on him, and even then he
might faint instead.
Georgiy is, however, a superb scout and surveillance device.
He can generally come and go without being seen as long as
there is enough forest cover or darkness, and he knows
instantly if he has been spotted.
Georgiy cannot volunteer to perform these services. He simply
doesn't understand. To exploit his abilities, the adventurers
must tell him what to do specifically and in detail. For example:
PC I: "Georgiy, go and scout the Beastman camp."
Georgiy: "Ughn?" (Head cocked to one side inquisitively)
PC I: "Go and see what they are doing."
Georgiy: "Uhgn." (]rots off into forest. Doesn't come back.
Must be summoned with the bird.)
PC I: "Why didn't you come back and tell us what they
were doing?"
Georgiy: "Ughn?" (Head cocked inquisitively)
PC 2: (administers scholarly smack on back of bead to
PC I) You told him to go and see. He did. You didn't tell him
to come back and report. He didn't."
PC I: "Phah! Chaos-tainted imbecile..."
Georgiy suddenly looks warily at PC I, then darts off into the
Scene 4: The Pet Daemon forest and must be gently coaxed to return.
Then Georgiy looks thoughtful - a bit frightened. He shudders,
then pantomimes the Chaos Warrior towering over an
imagined victim. He then falls to the ground and pretends to
be the victim-Apeman. He then stands up and is the Chaos
Warrior again. The Chaos Warrior holds one hand
threateningly over his head, then sweeps it diagonally to the
ground nearby. Georgiy then dashes to the indicated spot and
crouches into a ball. He begins to unfold, his face contorted
in a hideous leer, and his arms and legs bent grotesquely.
Georgiy reaches out with one horribly twisted hand, as though
to touch the cowering Beastman victim - then Georgiy
suddenly becomes Georgiy again, and dashes full speed into
the forest. When he returns he looks shaken, and holds his
hands over his eyes.
Georgiy witnessed the Chaos Warrior threatening Apeman
with Gnawvenom, a lesser Daemon of Kborne bound to bis
service. Georgiy fled in terror.
Did the Chaos Warrior or Daemon notice Georgiy fleeing?
That's up to you. If you want the encounter to be tough, then
they are aware that a Human knows of their location, and the
Beastmen on watch are extra vigilant. If the adventurers need
every break they can get, the Chaos Warrior and Daemon were
too distracted to notice Georgiy 's panicked flight.
FURTHER QUESTIONS
If asked where the Stone Circle is, Georgiy points vaguely
north, away from the river to the south, then pantomimes
leading the characters to the site. Georgiy can't make a map
reliable enough for them to locate the spot without his help.
•
If the adventurers want to know what is underground, Georgiy
shrugs. He doesn't know, and is not particularly interested.
If asked if he will help to slay or drive off the Beastmen,
Georgiy nods vigorously - he does not like them at all.
Encounter 5: uckling the Bcastmcn
If they want a long life and a happy The PCs can make deals with the Vodyanoy
retirement , the PCs are going to have to following spirits: Like Leshy, Vodyanoy will be attracted
be very organised about this. by a wager. He is only interested in
Ideally, they should eliminate the first The Polcviki Human sacrifice; no matter how minor
two Beastman sentries - Snarler and The Poleviki can enchant one weapon the favour, he expects payment in
Apeman - without letting them sound an per PC for 24 hours, in return for 2 W Human souls if the PCs lose. If the PCs
alar m. Then, they want to take on points of blood sacrifice (see p26). don't survive to pay off, he'll accept their
Goatface and Pugface at the Stone Circle, Weapons enchanted by the Poleviki will service as undead. Either way, they're
while keeping the Chaos Warrior and his be able to wound creatures which are out of the game. He might provide
pet Daemon trapped underground. immune to non-magical attacks, and will similar services to those listed above for
Finally, they should get the drop on the cause + I damage per hit. Leshy (except granting the use of his
Chaos Warrior before he and his subjects), but you should remember that
Daemon can reduce them to a stain on his tastes run to the brutal and grotesque.
the floor. Lcshy His price is high, but if you want top
Leshy and Vodyanoy are gamblers, and drawer slaughter, Vodyanoy's your best
That's the theory. will probably be willing to bet on the choice. Too bad you can't trust him.
To achieve this, the PCs have the outcome of the contest , if the stakes and Some examples of proposals he might
following resources: odds are attractive. Leshy is more likely accept are:
to wager against an oath of fealt y,
obligating the loser to serve him for a - Engaging the Daemon in a personal
Georgiy year and a day. He might be willing to duel. No contest. Vodyanoy is out of the
Georgiy can lead them to the location help in one of the following ways: Daemon's league. This essentially
of each Beastman and - provided no-one leaves the PCs vs. the Beastmen - a
sneezes or steps on a twig - let them set - Loaning the party Father Bear's services reasonable proposition.
up surprise attacks. Or he can help the for an evening (or the aid of one or more
PCs set up ambushes and traps and lead of Leshy's other animal subjects). - Joining the PCs in his fatman form or
the victims right into them. - Using any of his magical spells or in any shapechanged form they choose.
powers to attack the Beastmen. Leshy is He's certainly a formidable fighter, but
not very generous in this kind of favour he may lose interest in the middle of the
Ancient Spirit Allies - too unimaginative for his tastes. battle, or decide that watching a PC being
The PCs might have to con the ancient pulled apart might be amusing, or he
spirits into cleansing their land of the vile - Using any of his magical spells to pull might even join the other side if he
Beastmen. The spirits will cheerfully a prank on the Beastmen. This is much thinks the sides are uneven - or not
observe that they might as well cleanse more to Leshy's taste - he may even be uneven enough.
their land of vile Humans. They don't generous if the plan is entertaining and
par ticular ly prefer Humans over brutal enough.
Beastmen. While Humans do sometimes - Making a personal appearance to scare
have an appealing sense of humour, the Beastmen to death. This will appeal
•
Beastmen are much more entertainingly to his ego and his sense of humour. He
murderous and violent. The PCs won't won't actually interfere - beneath his
get anything for free - they will need to dignity, you know - but hanging around
make deals with potential spirit allies. and looking awesome - that's classy.
Encounter 5: 'Leiding the Bcutmcn
Other Possibilities can't see him until he is within 35 yards The Warrior of Chaos
of them. Therefore, the PCs have time It takes the Chaos Warrior five rounds
Local lalent to run him down before he spreads the
Hertzen might be willing to provide to make it up the stairs to the trapdoor
alarm. If they have deployed between the
reinforcements from among his tree and the circle, they will almost after he hears the alarm. He summons
overseers and workers. Treat Hertzen certainly succeed in silencing him before the Daemon while he's on the way
(and his son, if you choose to improvise the alarm is raised. (costing him 4W points), and the two of
one) as Noble and Squire NPCs. Hertzen them reach the trapdoor together.
can muster two overseers (treat as Because of the way the stairs are situated,
Artisan's Apprentices) and 10 labourers only one creature can push up on the
(treat as Yokels). They are not door at a time. The Chaos Warrior is the
adventurers, and have little aptitude for first to reach the trapdoor, and it never
warfare. They should die like flies. They occurs to him to let the Daemon try.
also decrease the chance of a successful
surprise attack - they will almost Each character trying to open or close
certainly insist on setting out with the trapdoor must make a Strength test
torches and dogs and a lot of shouting. each round. If at least one character
If they do fight, and die, let them die above succeeds, the door stays closed.
nobly and pathetically, and make the PCs If all characters above fail, and the
feel responsible for their deaths. Poor, opponent below succeeds, the door is
brave fools. opened partway - a second success is
necessary to open it completely. You may
modify tests if the PCs have spiked the
Send for the Cavalry
door shut, used a spell like Magic Lock,
The PCs may decide this is too big a job piled rocks on it, or done anything
for them, and call for help. This is so similarly devious.
sensible - and so unheroic - that you can't
let them get away with it. The Beastmen ' M W hen the trapdoor is opened partway,
sink every boat sent on the river, and eat Apeman it is open about one foot. Once the door
every foot messenger. He provides all the meat for the camp is this far open, the one below gets a + 30
during his wanderings. Each time he bonus to throw it all the way open in the
THE CONFLICT goes out, he brings back something - next round. Even if he fails, it still
squirrel, rabbit, deer, etc. Because he remains partially open until the Chaos
Refer to the map on page 20. You can always follows the same route, a trap may Warrior fails a test and one or more
either set up the scene with miniatures, be set for him. The effect of the trap characters above succeed.
scribble rough maps on scrap paper, or depends on its type; a deadfall, for After 5 rounds trying to push his way
run the combats abstractly. example, might kill him instantly, while
a snare might simply trap his leg or out, the Chaos Warrior loses his temper,
If the players do a good job of planning snatch him up into a tree. Use of the Set and tries to smash his way through
to handle Snarler and Apeman Trap skill gives him a -20 penalty to the door. See WFRP, p 77 for smashing
separately, you can run those combats notice the trap. through doors. This trapdoor has
as free attacks by all concerned for the T 4, D 8.
first round, automatically winning and Apeman's screech is easily recognised as
conferring the + 10 b onus for the an alarm by the other Beastmen. Once the door is partially opened, a
second round. These combats could However, in each round that he is hit - maximum of one character can attack
be over quickly. whether wounded or not - he is too the Chaos Warrior with a hand-to-hand
distracted to screech. In the first round weapon or with magic. He will probably
On the other hand, the battle at the Stone after being attacked that he is not ignore these attacks and continue trying
Circle probably should be set up with successfully hit, he screeches his head to open the trapdoor so his Daemon can
figures and markers, because so much off - and there goes the element of be brought into play. However, if Father
depends on keeping the trapdoor closed surprise. Nonetheless, a good plan - Bear is attacking, for instance, the Chaos
while the PCs deal with the two either a trap or a thumping-Sood ambush Warrior may defend himself.
Beastmen on the surface. If the Chaos - should prevent the alarm being raised.
Warrior and Daemon join their If the Chaos Warrior loses half his
colleagues in a spirited defence, things Wounds points before he even gets out
could look grim for the PCs. Goatface and Pugface of the trapdoor, he retreats back into the
These two will be difficult to ambush, underground temple, there to make a last
Here are some tactical notes for each of because one of them is always actively stand with his Daemon.
the opponents (detailed on pp38-39): watching. They will try to raise the alarm
as soon as they realise that something is If he gets out of the trapdoor, he fights
Snarler seriously wrong - when confronted by to the death with his Daemon pet beside
He perches in a tree and snoozes most superior numbers, for instance. The PCs' him. W hen the Chaos Warrior dies, the
of the time. However, he has very keen best option is to cut them off from Daemon wails in desperation, and
hearing, and wakes at the slightest reaching the trapdoor, weakening them immediately vanishes - if it has not
sound. Silent Move Rural: test once with missile fire and fighting hand-to already succumbed to instability.
when approaching the tree and once if hand only as a last resort. If the situation
trying to climb the tree. To climb the tree looks hopeless (if the trapdoor is blocked
a Risk test is also required; falling makes and the PCs have a plan that takes
a lot of noise automatically. good advantage of their numerical
Snarler's call is remarkably similar to that superiority), they take off into the woods
and will hang around just out of sight
•
of a fox. How unfortunate - his
colleagues do not recognise his cries as (unaware that Georgiy can track them),
an alarm until they see him running and will return if the tables tum, or if
toward them. Toe distance from the tree the PCs leave themselves open to
to the circle is 100 yards; his colleagues counter-attack.
The Dustmen
THE BEASTMEN
THE BEASTMEN Beastman 3 - Apeman
M'WS8S S T W f A
Beastman 1 - Snarler
4 71• 25 3 5• 11 30 2
M W:$-BS s 'T w I A
Mutations: Bestial Face (Ape); Homs (gore attack); Resilient
4 41 25 3 5• 11 60· 2 29 24 29 24 10
(T + I); Weapon Master (WS + 30•); Magic Immune (see
Mutations: lllil; Agility (I + 30•); Bestial Face (dog - bite below).
attack); Blood Rage (T +1•, and see below). Equipment: shield (IAP, all locations); sword.
Equipment: Mail shirt and helmet (IAP, body and head); shield Special Rules: Magic Immune - all Magic tests are passed
(IAP, all locations); axe (hand weapon). automatically. Also, the Beastman is allowed a Magic test to
Special Rules: Blood Rage - subject to frenzy if there is a withstand the effects of any spell which does not normally
wounded creature (including self) within 24 yards. Frenzy lasts permit a Magic test . Magical weapons used against the
for 2D6 turns_ even if no blood is to be seen. If there are no Beastman count as non-magical.
enemies in sight, then the frenzied Beastman must make a
successful Cl test or attack the nearest friend. The test may
be repeated if this opponent is slain.
M WSBS.S T W I A H WS BS S T W I A
4 41 25 3 4 11 30 2 29 24 29 24 10 4 41 25 4• 4 11 30 29 24 29 24 10
Mutations: Bestial Face (goat - gore attack); Cloven Hooves, Mutations: Bestial Face (dog - bite attack); Strong (S +I•).
Magic Resistant ( +20 bonus to all Magic tests). Equipment: axe (hand weapon).
Equipment: plate breastplate, backplate and armpieces (IAP
body/arms); 2-handed mace (I -10, Dam +2),
The BcastmCD
M '7S 8S S T W I A,
4 59 49 7• 3 10 60 2 89 89 89 89 18
Chaos Armour:
Granax' Chaos armour counts as magical armour, giving him
2AP of protection on all locations. It docs not encumber him
at all.
In addition to its protection against physical attacks, the
armour gives Granax a + 10 bonus to all Magic tests. This bonus
is cumulative with the + 20 bonus for bis magtc resistant gift,
giving him a total bonus of + 30. This gives him an effective
WP of 119 for Magtc tests. If he rolls 00 on a Magic test, he
should test again, trying to roll 19 or less. Of course, his chance
of success may be reduced by the expenditure of additional
magic points, in the normal way.
If Granax is killed, and any other character attempts to use
his armour, it will function only as magical armour with 2AP
on each location. The armour will only fit a Human character
between 6ft and 6ft 2in tall and of average or heavy build.
Adventurers who use the armour may find that walking around Dethlaeziou'aoer (Gnawvenom)
looking like a Warrior of Chaos can lead to some unpleasant
Blood-Letter - Lesser Daemon of Khome
misunderstandings...
M WSBS S T 'W I A Id Im Cl 'WP Fel
Chaos Sword:
Granax's sword is aDeathdea/er, a Chaos blade plunged into 4 50 42 4 3 5 60 2 89 89 89 89 01
the blood of a specific type of creature during its forging. If
the sword hits a creature of that type, it automatically kills it - Special Rules: Gnawvenom is invulnerable to non-magical
only Fate Points can prevent this. Granax's Deathdealer will attacks; and its own anacks count as magical. It has 6 daemonic
automatically kill any spellcasters it hits. Power Points, which means that six times per day it can make
a WP test to avoid the effects of a magical anack (only effective
Skull Chalice: against spells which allow Tests: see WFRP p135)
The skull chalice is a special item from which Granax has Gnawvenom is subject to lnstabiltty.
gained his nickname. As well as being usable as a normal (well,
almost normal) drinking-cup, it may be used once per day Gnawvenom is subject to frenzy and subject to hatred of
to summon Gnawvenom, a lesser Daemon of Kbomc which creatures and followers of Slaancsh and other spell casters,
has been bound to it. To do this, it must be filled with 4 W but is immune to all other psychological effects except those
points of fresh blood; the Daemon appears through a small caused by greater Daemons and deities; it has a + 10 bonus
temporary gateway created in the chalice itself, seeming to to all Fear and Terror tests except those caused by Kbome's
form itself out of the blood. The summoning is automatically greater Daemons, the Blood-Tbirsters. It causesfear in living
successful and without risk to the summoner, although - if creatures.
the summoner is not a follower ofKhomc - the Daemon will Gnawvenom regenerates in the same way as a 1roll (WFRP,
attack him/her as soon as it appears. Having been summoned p 229).
with the chalice, Gnawvenom must check for tnstabtltty
every round. Gnawvenom attacks with weapon/claw or claw/bite. Its bite
is poisonous, and it can spit poison up to 10 yards. The poison
affects all creatures as the most appropriate toxin (WFRP, p
82); the bite carries D6 doses and the spit D3. A separate Polson
test is allowed for each dose..
Gnawvenom is armed with a Hellblade; a raz.or-cdgcd magical
short sword. This terrible weapon docs quadruple normal
damage; on a successful hit, roll 4D6 instead of one. When
used against followers of Slaanesh, a Hellblade drains 2D6
•
Magic Points or Daemonic Power Points (as appropriate) from
its victim on a successful bit. When the bearer of a Hcllblade
is slain, the weapon dissolves into a reddish slime, evaporates,
and is gone.
Ancient Ruins in the Northern World
•
Encounter 6: The Dwarven Temple
If Georgiy descends the stairs, he will be Spirit Allies Note that Father Bear will take no part
overwhelmed by the emanations of the Any weapons enchanted by the Poleviki in an underground battle, although he
Chaos Warrior, the Daemon and the will still be good for an underground will be happy to wait at the trapdoor for
various Ghosts. The ghosts terrify him; battle, if the PCs don't wait until dawn. the Chaos warrior and his Daemon to
he grabs the nearest PC and gestures come out.
desperately for the party to leave at once. Vodyanoy will absolutely refuse to go
If they leave, Georgiy may be questioned underground. However, if things are Other Good Ideas
on the surface. Otherwise, try to answer going spectacularly badly for the PCs Concentrate on the Chaos Warrior,
questions, but refuse to descend you might decide that he gets bored W hen the Chaos Warrior dies, the
any further. waiting on the surface and decides to Daemon is automatically sucked back
When questioned, Georgiy can point out flood the whole of the underground into the realm of Chaos. This
the rough positions of the Chaos Warrior complex. Water starts gushing up from information is available to any
(hand gesture for sword and horned the floor, and any living creature spellcaster, or any other character with
Demon Lore or Theology skill, on a
helmet) and the Daemon (contorted, underground has 3 rounds to make it to
leering face). More importantly, he successful lot test.
the top of the stairs. They might be
indicates the presence of a ghost by treated to a brief image of Vodyanoy Carry lots of light: Each light source
doing the old 'Oooh! Ooooooooh!' paddling about in the rising water and after the first gives the PCs a + 5 bonus
routine, a rising and falling voice, and laughing delightedly to himself. to any Fear tests made against Ghosts.
swooping about with arms outstretched Run for it if things go badly, Arrange
like a cartoon ghost. He then looks Leshy might be prevailed upon to help
for the toughest party members to cover
thoughtful, and repeats his ghost in some way, but this will constitute yet the retreat, get back out, and sit on the
routine, then scampers over and grasps another favour and must be negotiated trapdoor.
a PC's hand, shakes it for a second, then as before (see p36). He might have tree
scampers away again. This is probably roots erupt from the walls of the Remember, at all times, that the GM's role
the first time Georgiy has voluntarily is not to wipe the party out. Certainly,
complex, bringing whole areas down careless or idiotic actions should lead
touched a PC. Emphasise the uniqueness (PCs must make a Risk test or take a
of the event by commenting as Pyotr, if swiftly to their inevitable reward, but
S 4 hit from falling masonry), or he might don't kill everybody. Just make them
the players miss the significance. summon a Swarm to invade the think you're going to - and then the
Georgiy is trying to indicate that the complex. Needless to say, the Swarm will players will feel so happy and clever
Ghost of Gruffneck is a friend. If any affect PCs in the complex normally, if when they win free, that you'll become
player remarks out loud that there may they are slow in leaving. their favourite GM.
be a friendly Ghost in the underground
complex, the PCs will be immune to the
fear and fleeing effects of Gruffneck's
ghostly presence.
/ ,,
my people, you have my blessing. j f
}
•
Aid them now by cleansing this
temple of its centuries of filth.''
' , f·
The character then receives the blessing
as above. I ,J l I
jl ,
/ {
The Underground Chambers
THE UNDERGROUND CHAMBERS crudely plastered and painted with crude Goblin script. Where
this plaster has fallen away, a dark, red-and-white sworled
marble, etched with lengthy Dwarven inscriptions, is revealed.
The following notes presume the area is being examined in
poor light - torchlight or magical light. If there is no light at Full Search: (30 minutes) But for the crude plaster that has
all, the areas must be searched by touch, and the descriptions fallen from the walls, nothing of interest is found on the floors.
improvised accordingly. A map of the temple complex is given Concave facets on the hemisphere correspond with the
on page 143, and you are welcome to photocopy it for your archways. It is other wise unblemished, and extremely
own use. hard. There is no evidence that it is a secret door or
Information is divided into four levels - that taken in at a Rapid otherwise movable.
Glance, the results of a Careful Look, further information
revealed by a Rapid Search, and detailed information revealed Among the rubble on the floor are ancient tools - picks, shovels
by a Full Sean:h. The last two categories take the indicated and the like - their handles apparently rotted away.
amount of time, and require successful tests to be made (see The Dwarven stonework on the walls was once ornamented
WFRP, p 71). with an inlay, now missing. There are also numerous sockets
You may decide to allow relevant skills (eg Mining, History) where decorative gems may have been removed. There are
to modify Search tests for the purposes of revealing specific no traces of the missing materials among the rubble.
information; for example, a character with Mining skill might The temple is probably older than the oldest Human buildings
notice constructional detail while overlooking other things the characters have ever seen. Characters with History skill
if a borderline result is rolled for his Search test. may convince themselves on a successful Int test that it pre
For the Radial Chambers, Rapid Glance assumes that no dates Human occupation in this region).
character actually enters the chamber; Careful Look assumes
entering the chamber and looking or feeling around; Rapid
Search assumes that objects are ex:imined, but not moved; Full
Search assumes that objects are picked up and/or removed to
the central chamber where they can be examined under
better light.
The Central Chamber
Rapid Glance: (as viewed where the stairs enter the central
chamber) This circular chamber is about 30' in diameter, with
walls rising as a vertical shaft for 50' into the darkness. A
translucent hemisphere 6 1 in diameter rests on a polished
circular platform in the center of the chamber. Five archways
are spaced regularly along the wall. Clockwise from the stairs,
arches 1-2 are partially unblocked, arches 3-4 are completely
blocked, and arch 5 is completely unblocked. A hazy formless
film, like smoke, hangs above the hemisphere.
Careful Look: A ghostly Dwarf, his face distorted in the agony
of death, lunges from the centre of the chamber and suddenly
fills your field of vision.
Encounter the ghost of Gruffneck the Dwarf. Make any Fear
tests. Those who fail are paralysed with fear - no action this
round, and no action in succeeding rounds until a successful
Fear test is made see WFRP, p 68).
•
Archway 5 has never been sealed.
The translucent hemisphere is apparently made of glass
beneath the obscuring dark stains. The pedestal has been
The Underground Clumbers
Radial Chamber 2:
The Tomb of Dunggrub the Spellchucker
Rapid Glance: A light shining through the hole in the
masonry reveals a bier at the far end of the passage, as in Radial
Radial Chamber 1: Chamber I. On the bier lies the corpse of a Goblin, strangely
The Tomb of Zoobag the Great dressed. Its robe has faded to the same green-brown as its
Rapid Glance: A 4' x 4' hole has been made in the stonework withered flesh, and rotted through in places, but an assortment
blocking the archway. Light seems unable to penetrate the of bones can be seen, still stitched to the fabric with leather
darkness behind - no detail can be perceived, even with Night thongs. Beside the bier are three leather bags; one of them
Vision . The air inside is very cool, causing condensation on has rotted through, and a Human skull can be seen grinning
the surrounding stone. Objects thrown into the space out of it .
disappear soundlessly. Magical Sense indicates the presence Careful Look: This will broadly confirm the results of the
of unearthly beings within. Rapid Glance above. There appears to be a skeleton on the
floor of the chamber beneath the bier.
Careful Look: A mass of horribly mutilated Goblins
presses upon you. One reaches inside your chest and squeezes Rapid Search: The bones stitched to the Goblin's robe are
your heart. of all shapes and sizes, and a character who has followed a
When the chamber is entered, make Fear tests. Those who career as a Physician, Physician's Student or Grave Robber will
fail drop as though dead, their hearts stopped - briefly - by realise on a successful Int test that some are humanoid, and
fear. Those who pass black out briefly, but awaken still some are apparently Human. Others seem to come from a
standing, still seeing the ghostly Goblins, but convinced of variety of animals. Under the bier is the complete skeleton
their insubstantiality. of what appears to be a Goblin - closer examination is
impossible without moving it. The walls were apparently once
Goblin Ghosts decorated with gems and inlays like the rest of the temple,
but these have all been removed
GM: You may like to frighten the players with tricks of the
light in this chamber: There are no weapons around, and
The mass of ghostly Goblins counts as one entity, with the the PCs may conclude - correctly - that the Goblin burled
profile shown above. They are subject to instability outside here was a shaman. They may also conclude - incorrectly
the radial chamber, but are immune to psychological effects. - that the shaman may still be mobile. Their flickering
They cause Fear in living creatures, are immune to non-magical torchlight will cast weird shadows on the walls of the
weapons, and cannot cause physical damage; any living chamber, and ifone of the PCs thinks be saw the mummified
creature 'hit' by them must make an immediate Ld test at a corpse move, let nature take its course.
-10 penalty or flee.
Full Search: Everything in this chamber will crumble to dust
GM: If Gruffneck has befriended the party, you might decide at a touch. There is nothing of value here.
that he takes on the ghostly Goblins. Run the combat between
GM: If you played with tricks of the light earlier, then the
Gruffneck and the Goblins as a normal combat - they can
odds are that the PCs will have done something rash like
wound each other normally - giving each side S 3 and giving
attacking the corpse in some way. This, of course, will cause
Gruffneck the benefit of his racial Hatred of Goblins
everything on and around the bier to fall to dust, which will
automatically (cannot beforcedfrom combat, always presses
bang in the air for a while. In the flickering torchlight, it
attacks, and causes + 1 damage on each bit). Atbougb neither may seem to coalesce, and form itself into weird shapes. We
•
side is armed, ignore the normal unarmed combat penalties know there's nothing dangerous in here, and Magic Sense
for this combat. skill will reveal nothing, but the dust will take a good ten
Lights of any kind will not shine in this cursed chamber. minutes to settle - and in that time the PCs will always have
Examination must be done by touch. a bad feeling about this chamber: .. Enjoy it .
The Underground Chambers
Radial Chamber 3:
The Tomb of Shagrack the Toad-Eater
Rapid Glance: Nothing is visible until the blocking is
removed. The masonry has T 6, D 10, but 5 D will create a
hole large enough for a Human-sized being to crawl through.
A light shining through the hole in the masonry reveals a bier
at the far end of the chamber. On the bier rests the body of
a Goblin; it appears to be perfectly preserved, but its clothing
has decayed almost to nothing. On the floor of the chamber
is a pile of bones and debris.
•
and fungi of various colours, and at the far end (which appears str ipped of ever ything valuable when the temple was
to be damper than the rest of the complex) is a shapeless mass abandoned by the Dwarfs. As in the rest of the complex, there
of multicoloured mould which may once have been a bier are signs of gems and inlayshaving been removed, and various
and a body. smearings and other graffiti left behind by the Goblins.
Estimating The Temple's Value
Reporting to Bogdanov
•
The PCs' journey from Voltsara to Kislev
should be fairly free of incident,
although the Chaos Warrior may stage
an attack if he is still alive.
DEATH
TAKES A
HOLIDAY
INTRODUCTION
On a bluff overlooking the Zapadryek-1
River in the midst of which stands the
island bearing the walled town of
Chernozavtra:
Scabback settled down with his bowl of
gruel, gesturing over one shoulder at the
town walls of Chernozavtra on the
island across the ford.
"Strange lot, them," he said, "All
runnin' round like Snotlings on
Gigglespore -an' all deader'n Duggrat's
muvver. Sum all wet an' dangly, sum
all dried up an' leathery, bits o' meat
danglin' all about. 'Orrlble. 0/' Chuff
sez 'e seen 'em at all hours of the night,
dancin' an: clackin' 'eir tee/ and
moanin'. Glad I got river 'tween 'em
and me, damn sure."
Scabback's companion nodded
vigorously in agreement, "Yeah!" he
said, splattering Scabback with bits of
gruel, "Mus' be sum reel bad necro
wotsit in der."
"/ dunno about no necro-wotsit,"
snarled Scabback. "Ifyer asks me, it's
magic, dat's wot it is!"
He thrust a spoon of gruel in his mouth.
"Akk! Pthui! S'orrlble! Wonder where
0/' Chuff gets this meat..."
Meanwhile, at the Dolgan camp beside
the walls of Chernozavtra:
''Dafa say burn ghosts out," said Kahu
as he combed his pony's mane. "Arda
laughs. 'Fire no good last time Dafa try
it,' say Arda, 'why should it work now!'
Arda laugh some more, then take his
braves back to camp. Council argue all
night, but no Arda and braves, no point
to talk."
''So, we sit here, city of ghosts in front,
army of greenskins behind, supplies
running short, and chiefs squabbling
like children. Clan/athers must weep to
see it."
"Yes, moy brat." Kahu nodded sadly.
"Not for nothing is this place called
Chernozavtra - T he Town of the Black
Tomorrow. W hen the dead walk the
streets, it can mean only one thing - the
day of reckoning is coming. Soon, soon
we will weep alongside our
•
clanfathers."
"That may be, myfriend,"said the other
"But at least we can take some of the
Greenskins with us..."
Sumnury
•
Hobgoblins of The Steppes
The Coming of the THE HOBGOBLIN However, the four junior officers on this
Necromancer expedition lack Habblo's subtlety. They
Anrumdil The Necromancer, heard of the
HEGEMONY are ambitious, and eager to gain
disaster of Chernozavtra, and established battlefield reputations. They believe that
In the centuries since the Goblinoid Habblo is past his prime, that he has lost
himself there immediately. W ith an races were pushed eastwards across the
almost unlimited supply of tireless his stomach for battle, and that he should
Worlds Edge Mountains at the end of the hand over command to a more vigorous
undead labourers, he soon put the town Goblin Wars, certain racial groups have
to rights. Because of the cold, none of successor - one of themselves.
made significant cultural, socio
the corpses had decomposed economic and military advances, Habblo is in a delicate position. It might
significantly, and they were ideal for his competing with Humanity and other be safer to go along with the hotbloods,
purposes. Soon, the dead colony had races all the more effectively. The most but he is too proud to allow his juniors
been transformed into a perfect base for successful group is the Hobgoblin to force his hand. Also, he knows that
his operations. In time, he adopted the Hegemony, which has risen to - privately - Chief Grunguts would like
name Gurthgano Gorthaudh in honour dominance over the northern part of the to cool down the war with the Dolgans
of his power. Dark Lands, and is extending its and get back to the business of extending
When the Dolgans returned, they were influence into the steppes of eastern the clan's wealth and influence by trade.
immensely surprised to find signs of life Kislev. His problem is, how to resolve things
in the colony. Venturing closer, they satisfactorily while avoiding a mutiny.
The Hobgoblins have become a very
were even more surprised -and horrified effective military elite, ruling a slave
- to see the familiar faces of colonists based society where the lesser
they knew had died in the plague. Goblinoids have been forced to learn
THE PCs
The strictures of Zemlya, one of the aspect s of argicult ure and herding The PCs' arrival brings the political
stronger nature spirits in the Dolgan copied from Human cultures. The level tension in the warband to ahead. Habblo
pantheon, are clear on the practice of of efficiency does not approach that of would be content to extract a piratical
necromancy. This travesty of nature had Human agricultural and pastoral toll from them in return for permission
to be ended immediately. After societies, but this is still a great
to cross the ford, but his lieutenants will
strengthening their courage through revolution in Goblinoid terms.
take every opportunity to goad the PCs
prayer and heavy drinking, the Dolgans From this simple but far-reaching into a fight.
prepared to assault the colony of economic advance, the Hobgoblin
the dead. Hegemony has gone on to encourage the If a PC attacks any Goblinoid, the band
development of craftsmanship, and has will respond by attacking all the PCs.
For almost twenty years, they have been
begun to trade slaves and other goods to Swift action by other PCs may or may
trying. However, most of those who have
eastern Human societies. The habitual not prevent disaster, depending on the
attempted to enter the town have never
returned ... well, not alive, at any rate. raiding which effectively closed the circumstances. For example, if a PC
The holy battle against undeath has run overland trade route between the Old simply punches a Hobgoblin lieutenant,
out of steam, and most of the clan World and the far east has lessened as and is immediately grabbed by his mates,
gatherings are spent arguing over what the Hobgoblins begin to realise the value the PCs will be taken into custody and
probably-futile move to make next. of trade. brought before Habblo, who may be
sy mpathetic, or may be bought cheaply.
The Hobgoblin Hegemony is an On the other hand, if a Hobgoblin
efficient, if harsh, regime, although it lieutenant is slain, even Habblo may be
cannot validly be judged in Human unable to prevent the slaughter of the
terms. Seen in the context of Goblinoid PCs.
history, it counts as a major advance on
every front . The Hegemony consists of If, however, a PC challenges a
a limited (but occasionally variable) Hobgoblin, the Hobgoblin is honour
number of tribes, each ruled by a bound to accept the challenge. As
hereditary chief Habblo, you determine the conditions of
the challenge combat . Remember,
STAGING THE
Habblo would not be unhappy to see one
of his t roublesome subordinates
HOBGOBLIN
humbled or killed by a mere Human (or
whatever) - a sign of weakness on their
ENCOUNTER part would undermine their position
and strengthen his own.
(See Map 7)
ROLEPLAYING
HOBGOBLINS WARBAND POLITICS OPPORTUNITIES
OF THE Habblo's Hobgoblin Heroes are officially
STEPPES
on a punitive mission, sent by Chief The primary problem-solving, action
Grunguts of the Grag-A-Mugar Clan in adventure element of this encounter is
reprisal for Dolgan raids on Hobgoblin the conflict between the PCs and the
The Hobgoblins of the steppes are the trade and slave caravans. However, belligerent lieutenants.
most culturally advanced of the Habblo wants to extract a toll from the
Goblinoids in regular contact with Dolgans, along with oaths to refrain from However, the real fun of this encounter
•
Humanity; indeed, some go so far raiding in future. A practical soul, he is an opportunity to roleplay a meeting
as to claim that they are closer to prefers getting rich to fighting any day, of two traditionally hostile cultures -
Humanity than they are to the other and he suspects that the Chief Human and Goblinoid. The PCs arrive
Goblinoid races. will approve. at dusk, and the decision about whether
Hobgoblins of The Ste ppes
to let them cross the ford is postponed The Lieutenants Sample Dialogue: "Oy, Muggerlips,
until the next morning. During the These hot-bloods are like young, getcher face out that pot an' pass it
evening, the PCs have ample swaggering samurai - loud, aggressive, round! Okay, Burnie, so you've come to
opportunity to wander around, examine abusive, impulsive, interested only in learn how to fight, huh? Best place for
the Hobgoblin camp, and chat with warfare and dominating others. They are it. Starters, we're bigger'n you. An' tuffer.
the personnel. feared and hated by the rank-and-file, but An' meaner. An' badder. An' greener..."
Scholarly PCs can learn a lot about their tough image is generating a Other Hobgoblins put in various words,
Goblinoids at first hand. Warrior types measure of respect for them. Habblo until the conversation shift s into a
will be interested in the unit 's hopes they will live long and hard locker-room chant - "We're mean green
organisation, and the quality of its enough to learn wisdom. killin' machines, the baaadest muthas
soldiers. Students of novel experiences They hope to spark an incident that will you ever seen...'' The chant goes on for
and storytellers will be interested stir the warriors to battle-fervour. If the as long as you can continue to improvise
in chatting with creatures seldom PCs can be goaded into a fight, the words for it, and breaks down into much
encountered in so peaceful an Hobgoblin band will get their battle back-slapping and drinking.
atmosphere. blood going, and Habblo will have a hard
Here's an opportunity to award lots of time restraining them from outright war. Goblin Wolf Riders
experience points for roleplaying. Lean, quiet, competent - the hard-bitten
Sample Dialogue: 'Hah. 'fypical Burnie Hollywood cowboy type. W>lf riders are
Don't miss it. - natter, nattei; natter. (Poke in belly)Soft. rough and uneducated, but surprisingly
And be honest. GMing Goblinoids is fun. (Squeeze Jaw) Good talkers. (Squeeze
intelligent and thoughtful. They stick
What refreshingly crude and cheerful arm) No fight. (Poke at nether regions)
together when off-duty, and use afew,
creatures they are. Nothing there."
well-chosen words when addressing
outsiders. They have an even and
Hobgoblin Regulars professional attitude toward leaders and
GOBLINOID These troops are something like other Goblinoids.
ROLEPLAYING NOTES American football players or Marines. Sample Dialogue: (Long pause)
They are strongly built, towering over "Dolgans raid us, we raid them.
Here are some roleplaying tips for each the Goblins who serve them and taller They stop, we stop. (Pause) Got to look
of the Goblinoid types in the warband. than many Humans. Off-duty, they are after ourselves."
approachable, even friendly to those
Habblo
A tough, shrewd, war-weary line officer,
they consider their equals. In battle, they
are dedicated to being the toughest, the Wagon Crews, Cooks,
loyal to the chief who keeps him and his meanest, the most vicious. and Labourers
family well-fed and well-respected. His At all times they are competitive and These are skilled workers, therefore
growling tone and uneducated accent are mindful of reputation, and banter valuable and decently - if roughly -
pure Goblinoid, but his personality and endlessly among themselves, sometimes treated. They tend to be nervous,
character have some almost Human indulging in friendly fighting. They are intimidated by the rough horseplay of
facets. He always appears to make instant casually contemptuous of puny Humans, the Hobgoblins. They will bait and mock
decisions, but on close examination and think only slightly better of the hot the Humans - from a safe distance - but
these decisions are usually parries to give blooded lieutenants. Habblo ("the if challenged, they run away. They divide
him time to weigh things up. A s a Boss") is admired, trusted and respected, their time bet ween avoiding the
successful leader, he is loved and trusted and the lesser Goblinoids are treated by larger Goblinoids and tormenting the
by the rank-an�le, but the contempt turns as children or as inanimate objects smaller ones.
of his lieutenants could spread into for kicking, throwing, playing catch Sample Dialogue: "Oi, Humie!"
mutiny, and he knows it. with, and so on. (Accompanied by clod of earth, or
Habblo would be content to charge the something less savoury ifpossible) "Not
PCs a crippling toll for crossing the ford. so brave now, iz yer? Not now yer seen
He would also like to give them a greenboyz yer own size an' bigger, eh?''
message for the Dolgan leader, stating his (Laughs all round) "Scared you'll get
terms for allowing the Dolgans to cross smacked? Better talk nice, or the
-one bison for every five people, and an bigguns'll smack yer!" (Laughter, more
oath sworn by each tribal leader to missiles, gestures, etc)
abstain from raiding Hobgoblin caravans
for one year. These terms are steep, but Lesser Goblins
they are modest compared to the
These are unskilled slaves. Al ways
losses involved in forcing a crossing cringing, scuttling to obey, fawning
against the Hobgoblins. in the hope of escaping worse
Habblo will try to protect the PCs from mistreatment. Play these repulsive little
the bullying of the lieutenants - the last beasts for sympathy value. Make players
thing he wants is an incident that might want to free them from their torment -
stir up outside trouble - but he mustn't but make them realise that a bitten hand
appear to be coddling them, or the is the best thanks they could expect.
lieutenants will accuse him of being a These slaves are also a reminder that, for
''Burnie-lover''. all their Human-like aspects, Goblinoids
are cruel and callous creatures, beyond
Sample Dialogue: "Humph. Tryin' to
•
the Human capacity for such vices.
sneak across in the dark, eh? Lock 'em
up, an' bring 'em to me first thing in the Sample Dialogue: "Me do, me do! No
morning. First thing, y'hear? Or heads smack little (name). Good Gobbo, do
will roll." quick, do right, no smack!"
The Goblinoids
THE GOBLINOIDS
Habblo
Krowbag - Habblo's Aide Skills: Disarm, Dodge Blow, Speak Additional Language - Old Worlder,
Specialist Weapon•, Street Fighting, Strike Mighty Blow.
Possessions: Mail Shirt (I AP, bodyhrms ), Helmet (I AP, head), 1\vo
handed weapon•, Sword, Dagger.
Skills: Speak Additional Language - Old Worlder. • Lieutenant no. I has a 2-handed flail, 2 and 3 both have two-handed
swords, and 4 has a two-handed axe. All have the necessary Specialist
Possessions: Leather Jerkin (0/1 AP, body), Sword, Dagger. Weapon skills to use them.
Psychology & Special Rules: Animosity to other Goblinoids, Hate Psychology & Special Rules: Subject tofrenzy, and animosity to
Dwarfs, Fear Elves unless outnumbering them by 2: I or more. Night other Goblinoids. Night Vision 10 yards.
Vision 10 yards.
Goblin Wolf Riders
Habblo's Hobgoblin Heroes
Goblin Troops
•
Psychology & SpecialRules: Animosity to other Goblinoids, Hate
Dwarfs, Fear Elves unless outnumbering them by 2:1 or more. Night
Vision 10 yards.
Hobgoblins At The Ford
---- .
________ -------
------·- _L_/
/�ill
t----.------./- ---.__ -
E� CHERNOZAVTRA
D�ANS�/ (sec scpmtc pl,n. pM�)
fl][Jj T'v1i w
· .E3 � ill
···· ... @
EJ �-----
Be
• ��
A Warm Welcome
There is no safe or practical way to THE HOBGOBLIN CAMP that his character goads a lieutenant into
approach the island except across the attacking, give him a gold star - Habblo
ford. The rapid current around the island W hether under the escort of the Wolf will publicly announce a challenge
makes swimming dangerous for those Riders, or approaching the ford on their match to settle the matter, and will then
with Swim skill, and deadly to those own, the PCs' first view of the camp will chew the lieutenant out in private for
without it. No small boats or canoes are be as shown on Handout 2. undignified conduct.
available. It would be impossible to cross After a few minutes, Habblo, hearing the
the river unnoticed by the two forces The road to the ford leads down through
a narrow defile, and two Wolf Rider disturbance, leaves his staff tent. He
which are now glaring at each other speaks in the Goblinoid language,
across it. camps occupy commanding positions
on the scrub-covered cliffs above. quietly but with authority. Everyone is
Having said that, truly ingenious and Archers at these points are in soft cover, immediately silent. The lieutenants
determined characters could find a way and have a clear line of fire to the ford glower impatiently. If no PC understands
to avoid the Hobgoblins, but it should and the road. his tongue, replace the italicised text
be risky and uncertain in prospect. For with improvised Goblin gobbletalk.
example, building a raft is a crackpot Set back from the cliffs on either side of
"Woz goin' on? I sed bring 'em ter me
idea. Do they have axes? Rope to lash the the road are corrals for the Yak herd
straight off You four better watch
wood? Do Goblin patrols see or hear which supplies the Goblinoids on the yerselves or I'll nailyer to a board an'
them at work? Can they control the rafts march. Close to each corral are the
use yer fer shields. Orright, wot you lot
on an unfamiliar river? quarters of their Goblin handlers. gawpin' at? Aincher got work ter do?
In general, avoiding the ford should be Behind a barricade are the tents of the Get goin."
more risky and difficult than main Hobgoblin encampment. Two large Then Habblo turns to the PCs, speaking
encountering the Hobgoblins, but let the tents stand on either side of the road; on in heavily-accented Old Worlder.
PCs try, if they have a plausible plan. the right the mess tent, and on the left
Then, when the plan fails, let the Habblo's staff tent. "Foller me. Bring yer gear."
Hobgoblins capture them, and get the Habblo takes the PCs into the tent and
victims back on track. The PCs' escort will cheerfully point out
the disposition of the camp. Make sure questions them in private about their
you do this, for three reasons: business. He listens to everything they
A WARM WELCOME First, to impress the Goblinoids' strength
have to say, no matter how ridiculous,
and does not speak until they have
Five Wolf Riders, armed with spears and upon the players and dispel any idiot finished.
bows, approach at a leisurely trot. Four heroic notions they may be hatching;
halt thirty yards away, and the fifth "Orright," he says at last, "Yer stayin' 'ere
Second, so that they will know that the overnight.'' He offers no explanation and
proceeds to within comfortable hailing Dolgans would be slaughtered attacking
distance. They are cautious, and will brooks no argument, simply ignoring
from the ford - this knowledge will be any interruptions.
return to the camp for reinforcements important later on;
at the first sign of hostility. "There's rules", he continues. He counts
Third, as the PCs talk with their escort, them off on his fingers with an ease the
If the PCs do not attack, the fifth rider the players should begin to realise that
addresses them in heavily-accented Old PCs will never have seen in a Goblinoid.
the Goblinoids are not just a nonhuman
Worlder: rabble little better than animals, but an "One: yer weapons stay wiv me. Yer
"Welcome, travellers. What want here?" organised force, and a dangerous, gerrem back when yer go.
If the PCs state their business, the rider competent foe to be respected. "Two: One o' my boyz'll look after yer.
proceeds with his formal invitation and Wiv 'im, yer safe. W ivout 'im, yer dead.
warning. If they refuse to state their The Reception Maybe eaten, too.
business, they only get the warning. As the PCs enter the camp, they are faced "Three: I say c'mere, you c'mere.
Invitation: "Follow please. Captain with a silent crowd of Goblinoids in full Runnin'. No talk, no nuffink.
Habblo want talk. Put away weapons. No battle-array, gathered along the road in "Four: Keep away from them four
harm, Captain says." poses of idle menace and curiosity. A bossboyz. They gimme enuff trubble
Warning: ''This land under protection of short way into the camp, the four wivout you lot addin' more."
Habblo's Heroes. Habblo say jump, lieutenants step out of the crowd and
everyone jump. You start something, we confront the PCs, ordering them off their Habblo ignores any questions about
finish it." horses if they are mounted. They make Chernozavtra or the Dolgans.
the most of this opportunity to goad and "Talk ter Krowbag 'ere. 'E don't tell yer,
His message delivered, the rider waits insult the 'Humies', much to the
briefly for the PCs to follow. If they yer don't need ter know. Geddit?"
amusement of the crowd. For example:
decline to follow, he withdraws with his
fellows, but the PCs are watched "Halt! Drop yer weapons!" (Picking one
constantly thereafter by this Wolf Rider up) "Hah, call this a sword?" (Smashes
squad. Suspicious acti vities are it on a rock) "Pah. No good, is it?"
immediately reported, and two squads "Ugh. You female?" (Prod) "Dear oh
of Wolf Riders are dispatched to dear. Your lot got no future, then."
challenge or attack, according to
circumstances. If the PCs insist on "Right, strip 'em off, see wot they got.
tur ning down the Hobgoblins' An' mind yer look everywhere." (Grin)
invitation, you might have them Continue this abuse long enough to
suddenly find themselves surrounded by allow the players to develop an abiding
•
a horde of Goblinoids with no chance hatred for the lieutenants. If a fight or
at all of fighting their way out. Then the challenge develops, good. If the PCs
messenger rides forward again. keep their temper, or give as good as they
"Captain Habblo wait. You come now." get, good for them. If a player is so clever
A Warm Welcome
•
them - for starters, they're all still alive, (Then, to PCs, in heavily-accented Old 'LESS I TELL YER!"
know what I mean? They just keep Worlder:) ''Allo, Humies. Boss not 'ere In Old Worlder "Humies. Krowbag. My
attacking our caravans. If they keep it up, now. Oh dear. Fun before. Wanna do tent. Now."
we'll rip 'em." surnmink about it?"
Wading The Ford
At Habblo's Tent
The PCs are disarmed (if necessary) and
left with a dozen Hobgoblin guards
while K.rowbag reports to Habblo. After
about half an hour, the PCs are
summoned before Habblo, with their
guards, at swordpoint.
"Right," he says, clearly still fuming, "I
bin sweet as Yakliver ter yers. An' wot
'appens? Yer go an' make me wanter kill
yer. Slow. You tell me why not." He sits
back.
He has already decided what to do with
the PCs, but for now he is going to enjoy
the spectacle of them pleading for their
lives. You should enjoy it, too. Go on -
make the players entertain you for once. Then the PCs are marched into the water. Nomadic Life
The Hobgoblins make it dear that they The Dolgans depend on their herds of
After a suitable interval of pleading, will not be allowed back on this shore.
Habblo silences the PCs with a gesture. cattle and bison for meat. Goats provide
Well, they did want to go to milk and cheese, and wild grain, root
"Yer stayin' 'ere the night. One more Chernozavtra.. . vegetables and berries are gathered.
peep out of yer an' yer gets tied up.
Sunup, yer pays three golds each an' goes The tribe travels in horse-drawn wagons,
'cross the river." THE DOLGAN PEOPLES setting up camps every week or so, while
the riders range with the herds, moving
At any breath of protest, Habblo snaps Dolgan - meaning "the Real People" - them daily to new pastures. A typical
"Old 'em" in the Goblinoid tongue. The is the name by which the various Human camp consists of a ring of tents, with
PCs are securely held by their guards nomad tribes of the steppes call corrals for goats and horses outside the
while K.rowbag systematically removes themselves. Related terms are cbegan ring, and cooking and working areas
six GCs (or the equivalent) from each of (''worthless people'') referring to non inside. Tents are rectangular, made of
them. Habblo continues: Do lgan Humans, and cbetegan leather sheets over light wooden frames,
("worthless beasts") referring to non and are about 15-20 feet long.
"Now, in return fer not killin' yer, you humans. Each tribe carries the name of
lot do a little job fer me." He hands a the chief spirit honoured by their The morning meal is cheese and meat
scroll to one of the PCs. shamans - for example, the Heama left over from the previous night. The
"Thassa message fer the Dolgan Boss. Dolgan revere Heama, one of a number herd, scattered in the night, is rounded
You give it to 'im, an' if 'e can't read, you of fire spirits. up and moved on, travelling 10-20 miles
read it to 'im. Yer can read, cantcher? The Dolgans of the western steppes are
in a day. Herders take a light meal of dried
Wrote it in your natter an' all." If none meat, cheese and black bread in the
generally called "River Dolgans" by the saddle. Toward the end of the day, a beast
of the PCs can read, he makes them Kislevites. This is because their
memorise the message, which is given or two are cut out from the herd and
comparatively short seasonal migrations slaughtered. The prime portions - the
in Handout 3. (100-300 miles) follow the rivers of the "riders' cut" - are cooked and shared out
''Could be they won't like the terms, but western steppes for part of the way. immediately, then the carcass is taken
that's up t'them. They can starve over Occasionally, there is news of inter-tribal back to camp for the evening meal.
there, they can come over 'ere an' get war further to the east, but the River
ripped, or they can do things nice. All Dolgans are peaceful by comparison Daytime activity at the camp includes
the same t'me. You seen the boyz, you with the eastern tribes. Certain tribes repair and maintenance of equipment,
know 'alf them Dolgans won' t even have even come to terms with colonists food gathering, milking, cheese-making
make it 'cross the river. Don't wanter kill over right s of way and traditional and the weaving of the thick rugs and
'em all, but I can if they push it." encampment sites. blankets that furnish the Dolgan tents.
Habblo ignores any further questions
and sends the PCs off to spend the night
under heavy guard. The guards will miss
nothing, and any misbehaviour by the
PCs will lead to their being bound hand
and foot and tethered to a stake in the
middle of the tent.
•
loudly demands the three gold coins
apiece. If the PCs resist, the Hobgoblins ·
hold them down while K.rowbag digs it
out of their gear.
On The Other Side of The Ford
The evening meal is a leisurely, social nature of the clanfather spirit, but will
affair, with meat, bread made from wild be drawn from the lists of Elemental and ON THE
grain, vegetables, cheese and haakt, a
liquor made from milk fermented with
Druidic spells. As GM, you will have to
design clanfather spirits and shamanic OTHER SIDE
crushed roots, fruits and herbs. The
entire tribe gathers for the meal, and it
spell use as you need them, using the
character of Dafa in this adventure OF THE FORD
is here that matters of family and tribal as an example.
business are discussed. The chief and
Elders may make decisions immediately Raiding MID-RIVER CHALLENGE
or may withdraw to the chiefs tent after
the meal for further discussion. Herd-raiding is an accepted Dolgan The PCs are marched into the river by
tradition, serving several purposes: as a the Hobgoblins, carr ying Habblo's terms
After the meal, watches are set, and the controlled outlet for tribal rivalries, as to the Dolgans. If they manage to survive
rest of the tribe retires to sleep. practice for warfare, and as a source of the next few minutes, they may actually
fresh blood for the herd. get to visit Chernozavtra like they
Society Traditionally, raids were a test of stealth wanted to.
Dolgan culture respects strength, and cunning rather than martial prowess. As they are about half-way across the
courage and horsemanship. Dolgan boys The ideal raid is discovered only when ford, a group of horsemen leave the
are trained to ride, fight and shoot as the victim counts his herd in the Dolgan main body and gallop to the river
soon as they can walk, and the tribal morning, and most involved more bank. They dismount, and after a rapid
leader is often chosen from among the posturing than fighting. The Kislevite discussion in Dolgan, they unlimber
mightiest warriors. settlers and Hobgoblins with whom the their bows and start to fire on the PCs.
Dolgans came into contact neither
Girls are normally taught to find and understand nor appreciate the tradition, These are warning shots, intended to
prepare vegetables, tend goats, repair and now the raids often tum into battles. make the PCs stop where they are. For
tents and perform similar tasks. Those Relations between the Dolgan tribes and the moment, none of the arrows will hit
who show fighting spmt and the rest of the world are almost anything. Roll a lot of dice anyway, and
horsemanship may become riders, but permanently strained. make the players understand that they
the fierce competition and emphasis on had better be very careful.
physical strength means that female Inter-tribal relations are also ailing. The
more settled tribes blame their fiercer So there Our Heroes stand, knee-deep
riders are a minority - albeit one regarded in the middle of a river, with barbarian
with awe. Female chiefs are not cousins for provoking wars with their
raids. Inter-tribal raids have become archers in front of them and cheering,
unknown, especially among the less grinning Goblinoids behind them.
warlike tribes. increasingly violent, with crippling
fatalities and some tribes seriously Now what?
A tribe can consist of from five to twenty weakened. Some tribes have adopted
families, each of six to twelve adults, raiding as their main occupation, Well, the PCs might think of shouting to
children and elders. In times of preying on colonists, travellers and the Dolgans, explaining that they're
prosperity, tribes may grow and divide; Hobgoblin caravans, while their herds friendly. W hat happens next depends on
in hard times, related groups may re are neglected. Raiding parties increase the language that they use:
unite and pool their herds. in size, tension mounts all round, and Dolgan: W hatever is said, the Dolgans
though the chiefs and elders are worried, stop firing, assuming that someone
Chiefs are elected by a meeting of the
they have not yet discovered a solution. sensible - at least a furriner who can
tribe, and are advised by an informal
council of elders headed by the tribe's speak real Dolgan - is approaching the
shaman. Sometimes a separate Warchief Warfare island. They remain cautious, however,
may be elected to lead the tribe in battle. Toiditional Dolgan weaponry consists of and insist that the PCs keep their
short sword, spear, shield and short bow. weapons sheathed and their hands in
sight. When they arrive on the island,
Shamans and Religion Though thought to be descended from
the PCs are disarmed, to await the arrival
the Ungol Hordes, the Dolgans no longer
The Dolgans worship a bewildering fight great wars under great Khans, but of Someone Important.
array of spirits under a wide variety of restrict themselves to skirmishing.
names, with no apparent distinction Old Worlder: The Dolganshave no idea
between nature spirits and ancestral Tactics are simple and opportunistic. what's being said. They stop shooting
spirits. Each tribe takes its name from Attacking horse-archers ride up to the and start shouting - but the moment a
one spirit, called the clanfather, which enemy, fire arrows, jeer and ride away, PC takes a step for ward, the arrows start
it especially reveres. hoping to provoke a pursuit. If this fails, flying again. After a while (long enough
a general mounted charge and melee for the players to reach the point of
The typical Dolgan knows little of the follows. Defensive tactics rely on circled despair but not long enough for them to
spirits; dealing with them is the role of wagons, massed bowfire and spirited do anything desperate), one of the
the shaman. The shamans guard their mounted sallies. The advantage in such archers steps forward. He points to the
mysteries jealously. Each tribal shaman battles is to the defender, but while PCs, holds up one finger, and beckons.
has several apprentices, who are camps may easily be defended, herds are One spokesperson is being invited to go
gradually trained to succeed him. more vulnerable unless terrain is ideal and talk - if more than one PC moves,
Dolgan shamans have magic use similar - valley ends, islands, river loops, etc. the arrows start to fly again. One PC is
to that of Druidic Priests. lypically their ·-\ allowed to the bank and disarmed to
await the arrival of Someone Important.
spells include Petty Magic and the
following level 1 and 2 illusionist spells: Any other language: The Dolgans start
A ssume Illusionar y Appearance, shooting for real, assuming that the PCs
•
Bewilder Foe, Camouflage Illusion, are dangerous furriners. This ceases the
CloakActivitiy, ConfoundFoe, Ghostly moment someone demonstrates an
Appearance and Hallucinate. Further ability to speak in a civilised tongue
spell use will depend on the precise .-,s:.__:::...___..LJr::___-"--'M (Dolgan or Old Worlder).
The Dolgans
THE DOLGANS
Dolgan Horsemen
M
4
Skills: Blather, Cast Spells (see below), Dance, Divining,
Dowsing, Identify Plants, Magic Sense, Meditation , Public
Speaking, Read/Write Old �rider, Speak Additional Language
- Old Worlder, Story Telling.
Possessions: Helmet (1 AP, head), Leather Jerkin (0/1 AP,
body), Hand Weapon, Dagger, Assorted bon es, spell
components etc.
Spells
Petty Magic: Glowing Light, Magic Flame, Marsh Lights, Sleep,
Sounds, Zone of Silence, Zone of Wannth.
Battle Magic, level 1: Aura of Resistence, Cure Light Injury,
Fire Ball, Wind Blast.
Elemental Magic, level 1: Blinding Flash, Cloud of Smoke,
Hand of Fire.
Battle Magic, level 2: Lightning Bolt, Mystic Mist.
Elemental Magic, level 2: Cause Fire, Extinguish Fire,
Resist Fire.
Magic Points: 32.
Dafa's Apprentices
•
Apprentice 1: Magic Flame, Marsh Lights, Zone of Warmth.
Apprentice 2: Glowing Light, Magic Flame.
Magic Points: 5 each.
Someone Important
SOMEONE IMPORTANT "You have travelled far to us. You have Dafa the Showman Shaman
come at the bidding of other men, but Dafa has an intuitive grasp of the
After a few minutes waiting, a strange you do not know their true intentions. mumbo-jumbo and showmanship that
entourage approaches the riverbank. It You seek to challenge dark sorcery, but can turn a competent shaman into a
is led by three outlandishly-dressed you do not know its power. You are full mighty leader. He has a talent for
figures - important people obviously, - of the strength of the spirits, but you are improvisation and a sense of timing
and a number of Dolgans who are empty of wisdom.'' which any stage performer would envy,
apparently following them to see what and - combined with his actual magical
"I shall give you that wisdom. Before
they will do. The leading figure is a lean powers - these talents make him a real
you are tested, you must be taught.
middle-aged man wearing a fur hat force among the Dolgans.
decorated with huge bison horns, and Come, sit at the feet of the master, if you
would learn."
a tunic with various strange symbols GMing Dafa
dyed into it. Behind him are two younger Dafa steps forward, rests his hand on the
men; one dressed almost entirely in fur, shoulder of the toughest-looking PC, and - Always pretend you know exactly
with a hawk on his wrist, and the other what's going on. When confused,
gestures over his head, gently directing
with elaborately-stiffened hair who narrow your eyes a little and nod sagely.
the character to follow.
appears to be an avid collector of painted - Speak in vague terms that can be
bones. If the character follows, fine. The
interpreted in various ways, according
entourage, the PC and Dafa are headed to circumstances as they develop. Make
If a Dolgan or native Farsider is among for Dafa's tent. The other PCs, hopefully,
the PCs, the little troupe is identifiable every thing sound por tentous. For
will follow. Other wise, they stand example: "Youlmowyoufacedeath, but
as a particularly powerful and/or around and wait under guard until the
influential tribal shaman. Otherwise, the you do not yet know its face."
other PC returns. If the character doesn't
PCs will have to draw their own move, Dafa makes a pass with his hand - Use your omniscient (heh, heh)
conclusions. in front of the character's face (Sleep perspective as GM to anticipate
The leader of the entourage walks up to Petty Magic spell). You may give the PC developing situations, and pass the
the PCs, slaps himself on the chest and a Magic test or not, as you prefer. If the knowledge on to Dafa. He couldn't
says "Dafa''. Then, he speaks - in Dolgan character falls asleep, Dafa beams possibly have known without magical
if the PCs have demonstrated the ability broadly. powers - could he?
to understand it, in the Kislevite dialect -Always allow Dafa to buy time (to figure
of Old Worlder other wise. ''Fathers!'' he exclaims, ''The visitor has
out what to do next, to avoid difficult
been summoned to Dreamland, to
Interrupting Dafa is a bad idea. He questions, or whatever) by withdrawing
receive his education before the spirits. to the inner part of his tent to meditate.
gestures with a glare, and suddenly the Bear him to my tent, so I may watch over
sky rumbles as if the greatest his dreaming.''
thunderstorm in history were about to
break on the interrupter's head (the Petty If the character doesn't fall asleep, and "WELCOME,
Magic spell Sounds). His followers flinch doesn't offer to follow Dafa, the shaman WHITE-EYES..:·
and look around nervously. marches off to his tent with his entourage
- the PCs will be left standing until they Once one or more PCs are ushered into
go to visit Dafa in his tent. Impatient or
Dafa's Speech belligerent characters may start a fight,
Dafa's tent, Dafa dismisses his advisors
and apprentices. ''We shall be in
"The spirits have sent you to do their but there are plenty of Dolgans on the communion with the Great Spirits. Let
will. My prayers, and the prayers of my island, and if a PC kills a Dolgan, this us not be disturbed.''
tribe, have been answered. All praise to adventure becomes a fight for survival.
the Spirits of the Earth, Sun, Wind, and When only Dafa and the PCs remain,
You could simply let the Dolgans wipe Dafa casts a Zone of Silence spell for
Fire!" the PCs out, but it's far better to have privacy.
Entourage and bystanders murmur, ''All them overpower them and deliver them
praise! All praise!" to Dafa trussed up like turkeys. Before offering his aid, Dafa would like
to know as much as possible about the
PCs. The more he knows, the better his
bargaining position. As long as the PCs
talk, he'll ask questions - ''Who sent you?
What do you know about the cursed
town? How do you plan to deal with
Dead-Who-Walk?"
If the PCs hesitate or refuse to answer
Daf a 's questions, Daf a will simply
smile and say, "I know things of the
Dead-W ho-Walk . Also, I can stop the
four t ribes of Heama Dolgan killing
you''.
If the PCs are still uncooperative, Dafa
will help them get into town anyway,
because it's in his best interests, but he
won't tell them anything about the tO'·\'n
•
or the Dolgans' experience there, au,1
he'll forbid other Dolgans from speakinr
with the foreigners on pain of tht
shaman's curse.
"Welcome White Eyes"
Once Dafa knows why the PCs want to "Dead men seem too heavy - like two Apa was driven from the tribe for the
get into Chemozavtra and has a rough men in one. Hard to move. Tried roping shame of being so terrified it drove him
idea of their abilities, he offers to aid and dragging one off wall - like dragging mad.
them. "I will tell you of the Dead-Who a tree."
This tale foreshadows the hostile
Walk.'' Frozen water elementals make zombies reaction the PCs will receive ifthey leave
dense and heavy.
The Dolgans and the town ali ve without ridding it of the
undead. If they leave alive, but fail to
Chernozavtra "One brave chopped an arm off and
cleanse the town, the Dolgan presume
threw it down before he was dragged
For the last 20 years, the Dolgans have away. When it hit the ground, it stopped. the PCs are cowards at best, or in league
been trying to rid Chemozavtra of the with the necromancer, and react
Arm was cold - like frost, but warmed
Dead-Who-w.tlk. Dafa has been no more quickly, then began to rot." accordingly.
successful than his predecessors in
ridding Chemozavtra of the undead, but The walls are the outer boundaries of The map Dafa gives the PCs (Handout
he has been far shrewder in justifying his the enchantments. Outside the walls a 4) is based on a map made by an old man
failure as The Will of the Great Spirits. zombie loses its frozen elemental, its who remembers having visited
animating enchantment, and its Chernozavtra in his youth. The map is
Dafa will share his knowledge about
contact with the necromancer. generally accurate in what it depicts, but
the Dolg an's attempts to deal with Annandil has altered the interior of the
Chemozavtra's undead. In addition, he ''Hear horrible voices in strange tongues
provides the PCs with a crude map of late at night inside walls. Demons, tower and barracks.
perhaps.''
the town and offers to take the PCs on
a walking tour around the walls. Other Questions
At night, Gurtbgano's lteutenants
Dafa will also answer questions on
Anecdotal Information confer with the water elementals in the
Dolgan and Hobgoblin culture, though
Here's what Dafa tells the PCs about the wells. Occasionally, the Dolgans
with a decided bias in favour of the
Dolgans' experience of Chernozavtra's overhear.
Dolgans. He'll be vague and evasive
undead. Comments in it:tlics are for your "Old woman, foreigner, tall, dressed like about his own powers and abilities; if
eyes only. Remember, they only know trader, heavy backpack, came here five asked to aid the PCs in any scheme, he'll
Annandil by that name. years ago. Came on foot. Stayed two decline, saying his powers are disrupted
"Fire doesn't work. Wood and thatch weeks. Ate with braves. 'Walked around by the evil magics emanating from the
bum for a moment, smoulder, then go walls, made writing. Did no magic, but town.
out. Dead men don't burn - like wet smell of magic was strong on her. One
wood." morning, was gone. Sent braves to search And what does Dafa know? He has led
for trail, but they found no trace." the unsuccessful efforts to cleanse
Water elementals move from wells to Chernozavtra during the last twelve
walls in one round to smother fires. Sulring Durgul (see page 67) visited summer encampments, and was present
Each zombie is p reserved and briefly in disguise, but chose not to as an apprentice shaman for the
strengthened by a frozen water reveal himself to Annandil. preceding eight years. He was
elemental that inhabits the zombie's "Beastmen were here, many years ago, fortunately not present when plague
body, so fire cannot burn them. but no Chaos now." struck twenty summers ago, but he had
visited Chernozavtra with the tribe
"Can't kill dead men. Must disable by PCs may speculate on Chaos taint as the
during summer encampments since he
shattering limbs. Even then, parts still source of the undeatb curse, but Dafa
was born 38 years ago. He learned the
move about." bas seen no evidence of it.
early history of the settlement from
Cbern ozavtra's undead can't be "The spirit world here is disturbed. older tribe members who had spoken
"killed" by reducing their Wound Spirits will not draw nigh while such evil with learned settlers; his recollection is
points, see p62. forces prevail here. If the stinking hazy on details, but correct in outline.
"Dead men don't have weapons. Grab greenskins didn't block the ford, I might
seek a more tranquil spot to work my What doesn't Dafa know? He doesn't
and drag - where? We don't know. Next know that someone (Gurthgano) took up
day, new dead man on the walls. Not a magic.''
mark on him." s
This is Dafa excuse for his inability to
residence in Chemozavtra in the winter
after the plague. He doesn't know
communicate with the spirits which are anything about the inside of the town
Annandtl's orders are to p reserve the
the source of bis magical power. As GM, (other than what is on his map). He
victim's bodyfrom harm. Z.Ombies drag
you must decide if this is Just a doesn't understand any magic apart from
victims to the cold storage pit (see map
charlatan's excuse, or an accurate the spells he knows.
key) where they freeze to death.
account of the situation.
"Arrows useless. Stones bounce off ' The Hobgoblins and Their Offer
"Dolgan braves have entered the town Dafa is very interested in any details the
Frozen water elementals make zombies - over thirty since I have become Spirit PCs can give about the Hobgoblins'
very durable. Leader. One named Apa even entered strength and deployment. He offers to
and escaped. The others have joined the pay well (a couple of bison each) if the
'Dead men sometimes seem to think. dead on the walls. Getting in is not so
Avert eyes from religious sy mbols. PCs aid the Dolgans in getting rid of the
hard. A group of us stand near the walls Hobgoblins.
Mumble almost like words. But even and draw the dead to one side, then a
when head knocked off, seem to find brave climbs the other side. Apa, the Mad If the PCs mention the terms Habblo has
victims - maybe dead sense life." Hare, said there are many dead within offered for letting the Dolgan tribes
Zombies do have faint glimmerings of the fort. He ran from house to house, but leave, Dafa immediately dismisses the
intelligence, but never enough to come all were filled with the dead. He said he offer with scorn. However, he knows the
to full consciousness. They do indeed was filled with fear and cannot Dolgans cannot afford a fight with the
•
sense ltfe instinctively, even when remember his own name. Apa has gone Hobgoblins, so he begins scheming a
they've lost the body's organs of in search of his ancestors to atone for his way to accept the offer without the
perception. For example, severed bands shame. If you wish, we will help you appearance of a cowardly submission to
crawl toward living victims. enter the town." the Hobgoblins.
The PCs Scout In Town
A Walk Round the Walls As the PCs and Dafa stroll along the east Setting fire to a zombie with a fire
wall, they come upon a large pile of earth arrow or magic: Zombie looks vaguely
After the PCs have asked and answered surprised. Fire smoulders for a round or
any questions, Dafa leads them on a and rubble.
two, then goes out.
circuit of the town walls. As they walk, "Dead men throw earth from the walls
he will be happy to answer any further at night sometimes." says Dafa. "Started Setting fire to a thatched roof with
questions that may arise, passing on twelve years ago. Maybe they dig inside. a fire arrow or magic: The fire burns
information as given above. Strange - outside, you dig only a few feet for a round or two, then goes out.
Walking corpses shamble along the wall to reach water, same level as the river." Lassoing a 7.0mbie and pulling him
top, moving endlessly back and forth like over the wall: Clever PCs will have
enlisted a mounted Dolgan to haul on the
THE PCS SCOUT
patrolling sentries.
rope. Zombie slams against the wall,
THE TOWN
"See?" says Dafa, "Dead town-people, then falls down, out of sight behind the
dead Dolgans - even dead greenskins." parapet . The weight is immense, and
And he's right . All shapes, all sizes, all even a horse cannot haul that dead
ages are there. Feel free to improvise Typical PC Plans weight up over the wall. If the PCs go
whole hog - like they hitch the entire
details - an eye hanging out here, a Prudent PCs may be looking for a tricky
missing arm there - so that the players Dolgan tribe to one zombie - then let
way to avoid going into a walled town them drag the zombie over the wall. It
can get a feel for what their characters where there are lots of dead guys. They
are seeing. t witches, then begins to rot quickly.
may cook up schemes to drag all the Lughom (p71) orders all zombies on the
"They know life," he continues, "They zombies off the wall, destroy them with wall to crouch so they can't be seen or
are drawn to it somehow. When you fire arrows, crush them with thrown lassoed. If necessary, Lughom may call
walk close to the wall, they smell you rocks, burn down the whole town, Annandil to discourage persistent PCs by
and follow. We can use this to draw them tunnel under the walls, or pull the walls tossing some serious magic from the
to one side long enough for a brave to down stone by stone. tower top.
climb the wall, but new dead arrive
It is your job to frustrate their clever Burning down the gate: "We tried
quickly to fill the gaps."
plans and force them to go inside the that," says Dafa , but he dutifully
Dafa will call the PCs' attention to the walls where they can get chased around demonstrates. The Dolgans build a big
walls themselves, indicating the by zombies and have lots of fun and fire at the gate. The gate smoulders a bit,
inscriptions cut into the mortared stone. excitement. Of course, you also want like soaked wood, which it is.
"The old woman looked at these, made your players to enjoy cooking up clever Yelling for Gurthgano: Nobody
much writing. Cut deep, through clay schemes, so give them a good show answers.
into stone. Braves try to cut with knives, before their plans fail.
Aerial reconnaissance: Good idea.
nothing happens. Can't even scrape off Here are some things the PCs may try, Give the PCs details of numbers and
red colour." with some suggested responses: position of all zombies out-of-doors.
•
Inside Chcrnozavtra
•
circus. An interested crowd forms as played at high speed on a tape towards the life, and attempts to
soon as the PCs start to do anything. recorder.Sometimes Lughom and grapple it. The zombies never fight,
They are very vocal in their commentary Ologhugi walk the rounds together and only grapple. They are utterly
and support. bicker in the Goblinoid language. indifferent to any damage they take.
Tourist Guide To Chcrno:uvtra
4. They cause fear in a slightly TOURIST GUIDE TO The lower level is a combination tavern
different way to normal Zombies. A and-kitchen. All the food or drink has
Fear test is necessary whenever a PC CHERNOZAVTRA rotted or been eaten by rats, but there's
comes into physical contact with a plenty of crockery and metal ware lying
zombie (being grappled, jumping or around. The strongbox still sits behind
falling on top of one, etc). Once a The Walls the bar, containing 6 GCs 10/4. The
character makes a Fear test Mortared stone, 18 feet high, with a zombies of the six most dedicated
successfully, no further tests are walkway 14 feet high, reached by stone drunkards of the town still gravitate to
necessary. steps. the tavern, sitting at the table and lifting
the empty tankards to their lips from
Zombie Grapple Attacks The Buildings(Map SA, p132)
time to time.
Each zombie has a 25% chance of Houses 1-10 Upstairs are the innkeeper's private
grappling a victim; characters with Timber-framed, mud-brick structures. quarters. The innkeeper's bedroom
Dodge Blow skill may avoid a grapple on contains a trunk of clothes with 80
Plank doors (T3, D7). Gently-sloping
a successful Initiative test. Note that a thatched roofs, 16 feet high at the ridge shillings hidden in a false bottom. The
zombie may only grapple a character in (Initiative test each round or fall doors to the innkeepers' rooms are quite
an adjacent square. through: 3 yards). sturdy and may be barred (T4, D10),
If a grapple attack succeeds, both perhaps giving a PC some time to smash
Each house has four zombies lying down his way through the thatched roof {T2,
combatants must make an immediate on the dirt floor of the ground level. If
Strength test. Results are as follows:
D5) with a stool and make an escape over
the PCs enter, the zombies take one the wall.
Both succeed or both fail: Neither round to stand up, then shamble after Outfitter (Map BC, pl32)
party moves; they are still grappling and them. At Lughom or Ologhugi's orders,
must repeat the test next round. these zombies rise and march outside to
chase intruders. If any PCs fall through
Zombie succeeds, PC fails: The PC is the roof into the upper storey, the
dragged 2 yards { l square) in the zombies take one round to rise and then
direction of the cold storage pit. climb the stairs to grab them.
PC succeeds, zombie fails: The PC Ground floor storage and workshop
wriggles out of the hold. areas may contain, at your discretion,
farming, blacksmithing, carpentr y,
Damaging Zombies stoneworking, or other craftsmans'
The Walking Dead of Chernozavtra are tools, as well as any goods listed as
extremely durable, thanks to the various Plentiful in WFRP, pp293-297.
enchantments which Annandil has used Remember, this stuff has been sitting The construction of this building is
in their creation. around for twenty years, and may not be similar to that of the houses and the inn.
in the best of shape. Six zombies are getting their beauty rest
Determine success, hit location and
damage normally. Attacks which cause The upper levels were living quarters, on the dirt floor. The lower level is a
1-4 W points of damage simply have no but none of the zombies have gone general store for a frontier town whose
effect. Attacks which cause 5 or more upstairs in two decades, so these areas citizens made their livings by hunting,
points may affect a zombie; roll on the are just the way the tenants left them - trapping, trading and farming. At your
Sudden Death Critical Hit Table a table, some stools, a few trunks full of discretion, PCs may find anything useful
(WFRP, p 125), using the + 1 column for clothes and modest possessions, and in those pastimes, as well as anything
a 5-point blow, the + 2 column for a some rotted bedding. Among these listed as Common in WFRP, pp293-297.
6-point blow, and so on. If a K result is personal effects may be found D6 GCs Upstairs is the comfortable residence of
obtained, the body area in question is worth of coins and trinkets. PCs who the former store owner and his family.
destroyed. The effects of destroyed body tumble through the thatched roofs or run A hoard of silver and gold worth over
areas are as follows: up here may be able to hold off attackers 300 GCs is concealed beneath a loose
for a while, since only one zombie can plank under the four-poster bed in the
Head . . . . . No effect. clump up the stairs at a time. bedroom.
One Arm . . Grapple chance reduced
to 10%. The Inn (Map 8B, p131) The Manor (Map 8D, p130)
Both Arms Grapple chance reduced
to zero.
Body . . . . . Move reduced to 2 yards (1
square) per round if at least
one limb is still intact, or
to zero otherwise.
One Leg . . Move reduced to 4 yards (2
squares) per round.
Both Legs . Move reduced to 2 yards (1
square) per round if at least
one limb is still intact, or This was the residence of the Governor
to zero otherwise. Like the houses, the inn is a brick-and
General of Chernozavtra, a member of
timber building with a gently sloping
Recoil all hit location rolls which indicate thatched roof, 16 feet high at the ridge. the corporation that rebuilt the town.
•
a body area which is already destroyed Characters on the roof must make an This is a brick-and-timber structure with
- for example, if the head has been Initiative test each round; failure a thatched roof 16 feet high at the ridge.
destroyed, no further blows can hit it, indicates a fall of 3 yards to the upper The doors are a little sturdier than
so reroll all further head hits. floor. Most doors are T3, D7. elsewhere in the town (T4, 010) .
MOVEME NT IN CHERNOZAVTRA
Special Rules
Zombie Routine
I. Sense Life
2. Move towards Life
3. Grapple
4. Drag grappled victims at 2 yards/round
5. Lugholm and Ologhugi arrive with reinforcements (sic 'em);
then move from hut to hut, calling out reserves from tower.
MAP 8: CHERNOZAVTRA Manor: Brick with shingle roof. Wide, shuttered windows Inn: Brick walls, thatched roof.
on upper floor; tall, narrow, shuttered windows on ground
Scale: ¼ " = 2yds floor. Ground floor: kitchen and tavern.
Positions of Zombies: • • First floor: Sleeping quarters.
Ground floor: stables, storage, and servants' quarters.
Upper floor, Governor's residence: open porch , Houses 1-10: Brick, t wo-storey dwellings. Low-peaked,
sitting/dining room, bedroom. thatched roofs (16-foot high at the apex). Tall, narrow,
Tower & Barracks: Mortared stone with white-washed, Upperfloor, town administration: staff living quarters and shuttered windows.
clay plaster. Tull, narrow, shuttered windows. Tower height town office.
· 30 feet. Ground floor: storage and workshops.
Upper floor: living quarters.
Ground floor: storage and stables.
First floor: barracks. Outfitter: Brick walls, thatched roof. The Walls: Mortared stone, 6-foot thick, 18-foot high.
Second floor: watch room. Wooden rampart, 14-foot high, accessed by wooden steps.
Roof level: timber floor accessed by trap door; 4-foot Lower floor: general goods and supplies. Inscriptions on outside wall etched into stone and :f
• crenellated wall. Upper floor: storekeeper's residence highlighted with a reddish stain (blood?). 00
Tourist Guide To Chemouvtra
On the ground floor are stables, a tack There is nothing of value here except for This requires an Initiative test with a
room, a storage room, and the servants' three history books and two collections -10 penalty; if the test is failed, a second
quarters. In the stables four poorly ofKislevan fables, somewhat mildewed test must be made, without the penalty.
preserved zombie horses stand in their but still worth 20-40 GC each. If this second test is successful, the
stalls. Four zombies stand around character has stayed on the roof but
looking busy, polishing buckles and The Guard Barracks and Tower fallen through 3 yards to the upper floor;
harness. Ologhugi stands around to (Map BE, pl29) if the test is failed, the character has
make sure they 're working hard. When fallen 5 yards to the street below. If
he hears a commotion outside, he runs necessary, one or more zombies will
out with his four zombies. Ologhugi break the character's fall, reducing
appears outside the stable door at the damage to 1 point (and adding + 10 to
beginning of round five; in round six he their next round's grapple attack). After
begins giving orders to his zombies; by all, braining yourself on the cobbles is
round seven he is running around not a suitably heroic way to die.
ordering zombies out of the other Beneath the guard barracks is a stable,
buildings and into battle. tack room, and storage area. Six zombie
Saddles, bridles, and other gear are in the horses stand in the stables. Six zombies
tack room. The storage room contains stand around waiting for orders. The
chests of summer and formal clothing storage area contains ten sets of shield,
and the other spare trappings of a poor sword and spear for a guard unit, and
noble, all mildewed and worthless, forty spears and shields for a militia unit,
except for buttons and ornaments worth This building is more solidly built than along w ith any other equipment a
3GC. The servant's quarters contain the others - timbers are thicker and bricks frontier guard unit might need. A door
small tables, stools, rotted bedding, and are larger, giving an impression of leads to the Tower and stairs lead up to
chests of servants livery, each with the barracks.
solidity. It is also more difficult to reach
10-100 (DlOxlO) Brass Pennies hidden the roof from the walls. The tower is The Guard Barracks above the stable
amongst the garments or bedding. about 30 feet high at the parapet, and and lower level of the tower sleeps 30
The southern half of the first floor is the while the guard barracks has a thatched troopers and 10 officers. A trooper's
residence of the Governor General - a roof just like the others in the town, it trunk might contain from 10-50 Brass
porch reached by an outside staircase, a can only be reached by jumping from Pennies in coin; an officer's trunk might
sitting room, a bedroom, and the another roof. contain 5-10 Shillings.
Governor's personal office. This area is
now the home of Lady Amrunmiriel and
her two ladies-in-waiting.
The Lady sits before a mirror in the
bedroom and combs her tresses (which
Annandil patiently glues or staples back
in after she tugs them all out). Her two
ladies-in-waiting are two rather plain STABLES
looking female zombies in ill-fitting,
tastelessly misarranged, but expensive
looking garments. Neither the Lady nor
her ladies-in-waiting will chase the PCs;
they are exceptions from the general
zombie commands. UPPER LEVEL
Note: Any PC who bothers the Lady
Amrunmiriel with an axe or broadsword
is not going to be popular with Annandil.
This is his girlfriend, remember. Besides,
she's not doing anyone any harm ... BARRACKS
The Gover nor's personal office
connects with the bedroom and with the
staff offices next door. In this office are
the personal papers of the Governor, his
diary, which gives a full account of the
last days of the colony, and various TOWER LEVEL 3
official documents. In a wall safe
concealed behind a painting are 500 GC
and an Imperial seal of the Tsar of
Kislev (the possessor of this seal could
forge some pretty interesting
documents, I'll wager).
The northern half of the first
floor contains the b usiness offices
of the Governor-General. Here the
Governor and his staff ran the
affairs of Chernozavtra and the ladder to tnpdoor ill roof
surrounding region. .__________________________....J�
Encountering Annandil
•
worth 20,000-50,000GCs to another and seek Annandil in his tower anyone to leave here alive. Here are some
Necromancer. On the open market, laboratory. Confident of his powers, sample responses to likely PC questions.
they might earn 500 GCs and a free trip Annandil refrains from blasting them "ls Gurthgano Gorthaudb here? Can we
to the gallows. until he has found out why they are here. speak to him?"
Encountering Anmndil
3. Uninvited Guests
If the PCs are trying to break into the
tower through the trapdoor or the roof,
or if they have entered Annandil's private
quarters without invitation, Annandil's
first reaction is surprise, then
indignation. he calls to the rude PCs in
Fan-Eltharin, the Wood Elf language:
"What do you think you're doing?" PCs
with Dwarf or Elf language skills should
note that the voice is clearly Dwarven,
but the language is clear, unaccented
Wood-Elven.
Annandil can understand any response
in Old Worlder or any Eltharin dialect.
"Oh, yeah, the Boss is called by that Even if the PCs don't try to question If the PCs adopt a polite, apologetic
name sometimes - but he answers to Lughom or discuss their mission, he will tone, he is easily mollified, and invites
'Annandil', mostly- leastways round 'ere. note that this is an interesting bunch of the PCs in.
I dunno. He's pretty busy. Why would captives, and report to Annandil
he want to talk to you lot?" before letting them freeze to death. If the PCs don't respond, or are
So after tormenting them for a few aggressive or threatening, Annandil
"Why are we in this pit?" minutes, Lughom leaves, returning becomes angry. He becomes invisible
"Re-fit. First, yer frea.e t'death, then the about ten minutes later. He looks and uses the tactics described in the last
Boss catches yer souls an' sticks 'em back vaguely perplexed. section to put his unruly guests to sleep.
Then he has them delivered to his lab
in, an' does some necro-summink-or "Right, you lot," he says, "The Boss where he can give them a good tongue
uvver, an' then y'll be Grade A deadboyz wants a word, right? Now you all drop
yer weapons, right? All of 'em. An' then lashing for their terrible manners.
jus' like me. Then the Boss'll give
yer a job." I pull yer up on the block'n'tackle one
at a time, right? An' I tie yer 'ands, right? 4. Unspeakable Acts
"You're dead?" An' anyone tryin' anyfink funny goes If the PCs have done something awful
"Yer. 'Urts a bit at first, but yer get used back in the 'ole, right?" like chopping Lady Amrunmiriel into
to it. The Boss sez I'm one of 'is better little bits, well .. . things will be a bit
Lughom is as good as his word, hauling sticky. By rights, you could have
jobs - could last a couple 'undred years. the PCs up one at a time and searching
Can't be bad, eh? Bit slower than I Annandil kill all the PCs, animate them,
them and tying their hands. Then, he and kill them again, over and over until
yooster be, but then I got lots more time and a guard of twenty or thirty zombies he thinks of something worse to do to
now, eh?" march the PCs upstairs for an audience them. But it would be a shame for it all
with Annandil.
''Please tell your Boss that we're here to to end here.
talk to him about Su/ring Durgul." One alternative is that Annandil has a
''Huh?''
2. Pest Control hysterical breakdown; he flies around
Shrewd, dedicated and destructive PCs and sleeps all the PCs as described above,
"Sul-ring Dur-gul. He's someone the may cause more trouble than Lughom shrieking wildly about making them pay
Boss knows. Just tell him, right?" and his zombies can handle. For for their crimes with torments beyond
"Yer, s'pose so. Don't go 'way now, example, a party could stand inside a their wildest dreams. Then, when the
hur, hur." Zone of Sanctuary spell for an hour, PCs awake, they find themselves in
burning and smashing things, and none Annandil's lab. Annandil has cooled off,
Obviously, some of this dialogue will of the zombies or Elementals could do has realized that his obsession for Lady
change if you're not playing this very much about it . Or the PCs might Amrunmiriel has driven him mad, and
adventure as part of the campaign occupy a fairly secure defensive position has decided to forgive the PCs for
•
sequence, but if the PCs make an with limited access, and start their actions. Or perhaps he has
intelligent attempt to persuade Lughom methodically chopping attacking managed to repair the lady, cooled down
to let them talk to the Boss, you should zombies into pieces as they approach a little, and decided to let the PCs off
let it succeed. one at a time. with an earbending.
An Audience With The M1Stcr
AN AUDIENCE WITH "Everyone says necromancers arc evil. "I corresponded with the man for
THE MASTER
I don't know. Perhaps I am evil, but I'm several years before I learned his real
no worse than the princes, emperors and name - Sulring Durgul. He explained that
The precise course of the interview will tsars whom the people honour and obey, he had taken another name to escape the
depend on why the PCs come to or the priests of the cruel gods that rule results of some past indiscretions... He
Chemozavtra in the first place, which in this world. You have come to me for didn't go into details, and I didn't ask.
turn depends on whether you are information and assistance. I have no "When Amrunmiriel died, in great
playing this adventure as part of the assurance that you, or those you serve, desperation I turned to my friend Durgul
campaign sequence. are not more evil than I am. I'm not for advice. He revealed that he had some
hurting anyone here. These corpses
The Enemy Within Campaign don't object. Some • like Lughom • arc
knowledge of the necromantic arts, and
he offered to share them with me if I
or the Kislev Campaign actually thankful. would keep his secrets. He was able to
The interview with Annandil proceeds "The Dolgans? They're just superstitious refer me to certain individuals practised
in six phases: savages. What claim have they to this in the arts, and arranged for priceless
1. Annandil Invites the PCs to Tell town? They'd leave it deserted and reference texts to be placed at my
their Story rotting for three-quarters of the year if disposal. It is not too much of an
If they don't volunteer any information, they did have it. I just want to be left exaggeration to say that I owe all of this''
Annandil specifically asks them what alone. Is that a crime? (gesturing around the laboratory) "to
they are doing here and why. As soon as "Therefore, I will only help you on Sulring Durgul.
the name of Sulring Durgul is condition that you swear that not to ''My correspondence with Durgul ended
mentioned, Annandil strokes his chin. reveal what I shall tell you to those who when I revealed to him that I was not of
"Well, well," he says in a slightly distant have already judged all necromancers the Elven race, that I was in fact a Dwarf.
voice, ''That's a name I haven't heard for evil, and that you shall not use your I had instinctively avoided mentioning
a long, long time." Suddenly he snaps knowledge against any necromancer this in my letters before. After the letter
back to reality. unless you have earnest proof that that in which I revealed my parentage and
necromancer is evil. past, I never heard from Durgul again.
"You have told me all I need to know," However, briefly thereafter, I was forced
he says, "Now I shall tell you a few "I warn you. Do not swear lightly. The
spell I shall use to bind the oath will to flee Tulabheim, so perhaps the failure
things. I should make yourselves of our correspondence was not
comfortable, as this may take visit a curse on any who prove false
of their word. altogether his fault.
some time.''
"Well? What say you?" "The following details about Durgul I
Use this opportunity to get the players think arc most important. He claimed to
to state in their own words how their Those who refuse to swear are forced to be over 5000 years old. He demonstrated
characters decided to come to leave the room in Lughom's custody. a knowledge of wizardry, necromancy
Chernozavtra and why. This reminds Those who agree to Annanctil's terms and alchemy far beyond my meagre
them of the objectives of their mission, may remain and receive his aid. learning, and had apparently travelled
which they may have forgotten in widely in the Old World and abroad. He
3. Annandil Tells of Sulring DurguI
the excitement of investigating and frequently expressed his hatred and
entering the town. "When I was learning about medicine,
I became interested in the writings of a contempt for his own Elven race, but, at
2. Annandil Tells his Story scholar named Justif ibn Haroon. The the same time, his statements often
Give the players a summar y of the name, as you will notice, is from Araby, revealed a deep reverence for the cultural
information headed The Ugly Elfling but at that time - a couple of centuries achievements of his ancestors.
(page 134), with a few words like, ago - he lived in a town called Parravon, "Durgul's personal obsession was his
"Here's a summary of the long tale on the Bretonnian side of the Grey search for the secret of immortality. He
Annandil tells. When he finishes his tale, Mountains. His knowledge of the assured me that the problem was a
the sun is coming up. Annandil brews a medical arts was profound, and it scientific one, not a religious one;
cup of tea for everyone.'' seemed also that he had an uncommon he scoffed at the worship of gods,
After Annandil has handed the cups knowledge of alchemy. calling them no more than particularly
of tea around, he finishes with a powerful and egotistical wizards
short speech. and demons.
•
An Audience With The Master
4. Annandil Offers Some Undead "The second type of necromancy is to control them, say, for military
Lore conjuration. This is basically purposes, where it's important that they
summoning undead from other take orders. If all you want is for them
Annandil offers the PCs a few brief tips
dimensions. This type of necromancy is to wander around and indulge their own
"...in case you ever come up against a
popular for military applications, bizarre impulses, they do just fine
real evil necromancer.''
because it's very quick and requires without controllers.
Note to the GM: Don't get the mistaken relatively little equipment or "Controlling undead is a two-part
impression that the following are training. It does require a lot of matter. First you have to communicate
"rules." These are just charming energy, and it doesn't last long. with them. The type of communication
notions we're putting into the player's I don't go in for conjuring - useless for depends on the type of undead. Most
beads. They can be true or false, just as long-term projects. undead can't hear, or can't make sense
you like. Suppose Annandil tells the PCs of what they hear, or something. So, with
"The third type - as I mentioned before
that you can melt a zombie by putting - is spirit summoning and binding, which bound-spirit undead you need to use a
salt on it. Maybe that happens in your sort of telepathy to communicate
is my speciality. Some say this is a sub
campaign. Maybe it doesn't happen. directly with the spirit; with animated
discipline of demonology and theology,
Maybe it depends on what process was meat undead, you need to invest them
considering demons and gods as spirits
used to make the dead guy (alchemical with some kind of artificial senses and
on a larger scale. I don't bother too much
engineering, sorcerous animation, intelligence - which can be tricky.
with the theory - but I'm totally
necromantic conjuration, etc). It's up convinced that in practice there's a
to you. Also, let the players make notes "Having communicated, you have to
considerable difference between the persuade the undead to take notice. If
during Annandil's little lecture - and
humanoid, animal and ethereal spirits I you want to give orders, it's best to use
let them get by with just that later on.
use and the great big hairy ones that some sort of compulsion magic; all
If they 've written something down
demonologists mess around with. necromancers and cult undead
wrongly or misinterpreted an
important point, that's their problem. "For example, the zombies you have controllers have some sort of magical
seen here are all animated by spirits, ritual or spell that handles this. If you
The Three Basic Technologies of many of them by the original spirit that understand undead psychology, and are
Necromancy: ''The first type is meat inhabited the body in life. In some cases content to persuade rather than
animation. That's one of my specialities. - as with my lieutenant Lughom - the command, you don't need magical
Just about anything can be animated spirit was only separated from the body compulsion. All my Chernozav tra
using more or less the same technique: for a brief time, so there is minimum undead are under a general compulsion
stone, wood - or meat. You can either trauma in rejoining the body and spirit, enchantment field generated by the
use enchantment - pure magical force, with the result that the zombie retains runes on the walls, but with smart
articulated through runes, spells or most of the personality and skill - and zombies like Lughom, I get better
whatever - to do the animation, or you sanity - of the original being. Good perfor mance and motivation if I
can bind a spirit to your matter. work, that. I'm quite proud of it; don't explain what I want, rather than give
Enchantment is more complicated and know any other necromancer who's specific commands.''
time-consuming, but the practice is been so successful with this process. Combat T ips: ''A few things t o bear
pretty well established and documented.
"By the way, the reason this summoning in mind:
The spirit binding process is actually
much quicker and easier, but it's not process is not more well-known or 1. "Fire is not a very effective weapon
at all popular - but I'm getting ahead popularly-practiced is that it requires against most undead. They don't feel
of myself. some fairly exotic apparatus, much of it pain, and fire doesn't disable the body
enchanted by fairly obscure rune magics,
to perform the procedures with any
reliability. Without the apparatus, and
the appropriate literature on rituals and
safety procedures, the spirit is just as
likely to possess the summoner."
•
this idea that undead need a 'ff}/' lY. f. ·" '
necromancer to tell them what to do, or
they become quite useless. Nonsense.
.,.,,_,/lL<U
•�/ft,
111.� ;-�
Z½'/:. ·Ii•
"i,'ii'
i:i:1; 1
You only want a controller if you want ffil
An Audience With The Master
very quickly. However, more intelligent centuries-old Elven research. I've immunity is that tbe sword's wielder
and aware undead may retain a fear of considered a visit to Lothern, but I doubt becomes unable to see or bear any
fire from their earlier lives, and may they'd be welcome a Dwarf. undead creature upon drawing tbe
avoid it, so you can use it as barrier in sword, and accordingly incurs a -20 'to
some cases. 9. "I've read nothing on the subject of bit' penalty. When tbe weapon bits an
Chaos and undead - for instance, what undead creature, however, it causes
2. "Often it is quicker and more efficient double normal damage.
to encumber or restrain undead than to kind of undead would you get from a
destroy them. Many are so dumb they Beastman? It's an interesting subject, but
hardly safe to study. A wand of black wood, carved to as
can't open a closed door. Hang a rope to resemble a crow sitting atop a stake
across a corridor, and they may only be 10. ''Any creature can become undead, or post.
able to break through it by sheer mass provided that it has been alive at some
- they may never think to go around or point. Oddly, there's relatively little Any corpse touched with tbe wand
under it. knowledge on the subject , but the
becomes completely useless for any
principles are fairly simple. No reason necromantic purpose, including being
3. "Use the zombies' sense life ability broken up for ingredients for
against them. Bait them into shambling why you couldn't have an army of
undead elephants - if you could find necromantic spells. Tbe wand cannot
into traps and mud and other undo what bas already been done, so
inanimate menaces. enough dead elephants.
it bas no effect on undead, or upon body
4. "When in doubt, go for the legs. parts wbicb are ingredients for spells
5. Annandil Offers Specialist already in operation.
If they can't move, they're no more Equipment
than a nuisance. Halberds are quite
handy at this. "These odds and ends aren't much use A talisman of carved jet, T-shaped with
to me any more, but you might find a broad loop through which a silver
5. "With summoned undead, keep away them useful." chain passes.
from them. Let instability do your work
for you - sooner or later they'll vanish. Tbe information in italics is for tbe The character wearing tbe amulet gains
GM's eyes only, at least until tbe players a + 20 bonus to all tests made as a result
6. "Animated meat-style zombies are have worked out what each item does. of undead, except for magic tests
ver y durable, and therefore quite If asked about tbe properties of any against spells cast by undead
dangerous when properly commanded. item, Annandil will simply say "It will spellcasters. Additionally, tbe wearer is
Try to slow them down, and outflank help - what do you think it will do?" permitted an unmodified WP test to
them to get at their controller. rather peevishly. avoid loss of Strength points to
Wigbts, Wraiths, and other undead with
7. "Bound-spirit zombies are generally A sword, with a pommel of solid jet and similar abilities.
as durable as standard dancing-meat the guard set with car nelian and
types, but may also have varying levels chalcedony. Any character who wields A quiver of six arrows, whose heads have
of intelligence. Theoretically, right up to it will realise on a successful test against been dipped in silver and inlaid with a
all the mental and physical faculties they WS that it is superbly balanced. strange symbol in gold.
had in life. I'm nowhere near that level These magical arrows have no 'to
of achievement myself , but who Tbe wielder of the sword is immune to
all psychological effects caused by bit' bonus, but will cause any
knows what other researchers may undead while belsbe is holding tbe undead creature they bit to make
have achieved. sword drawn. This immunity extends an immediate instability check. Tbe
8. "Most of the extant scholarship and to such abilities as tbe hypnotic stare of check must be made regardless of any
technology on necromancy comes from a Liebe, and so on. Tbe reason for this protections that tbe creature may have
•
An Audience With The Master
against instability. Rolls of 1-4 have ''Hmmm• I suppose that if people came 'Tm doing no-one any harm here," he
their normal effect, but on a roll of 5-6 here to check out your report and found says, ''And I honestly think that you'd
the creature does not become stronger no trace of zombies and necromancers, have some difficulty in destroying all my
• instead it suffers normal damagefrom they might conclude that you're lying zombies and myself as well. I suggest that
the arrow. and you might get into trouble. I could you go back wherever you came from
always leave a letter behind, explaining
and tell them that there are too many
that you were telling the truth • would
Unconnected Adventure that help at all?" undead here for you to cope with. They
At the beginning of this adventure we might mount an expedition or
Annandil will make no at tempt to something, but by the time they get
listed a couple of reasons for the PCs to detain the PCs, and they are free to
be sent to Chernozavtra without here we'll all be long gone. There are
eave Chernozavtra, as covered in the
involving Bogdanov, Sulring Durgul and other places."
next section.
the main thread of the campaign
sequence. If you have taken up one of
these reasons, or invented one of your The PCs are ordered to clear the If the PCs insist on trying to destroy all
own, then obviously the interview with own of undead the undead in the town, or if they attack
Annandil will go a little differently. In This is clearly impossible. If the players Annandil, he will react as described on
any event, he will be quite happy to sit haven't worked this out for themselves p66, capturing the PCs, giving them a
down with the PCs and tell his story over by this stage, Annandil will take good talking-to, and then suggesting
a cup of tea • see the section headed them aside and gently point out that rather pointedly that they ought to leave.
Annandil tells bis story on p67. he'd be rather upset if they indulged in Leaving Chernozavtra is covered in the
Annandil's reactions to a few possible PC such vandalism. next section.
motivations are covered below.
THE INHABITANTS OF
CHERNOZAVTRA
The Zombies
•
look a bit comical on the hulking Hobgoblins. If confronted Special Rules
by the PCs, Lughom might initially pretend to be the big See WFRP, p2 54. The Elementals are each in control of a large
necromancer, though a casual interrogation reveals him as an number of lesser Elementals (size 1). These are sent out to deal
impostor. Ologhugi is too dumb to lie. with fires and similar threats in the town.
l.uving Chcmouvtr,
CHERNOZAVTRA
no fear, for Annandil will helpfully
incorporate the upper half of a Human
skeleton into their mounts, which will
Well, things haven't turned out too badly hold them firmly in the saddle so that
for Our Heroes, have they? There they they need not make a Risk test.
were, thinking that you were inexorably Once the PCs and their equipment are
railroading them into taking on a whole loaded onto these strange mounts,
townful of very-hard-to-kill zombies - I Annandil will go up to the parapet of the
wouldn't be surprised if a couple of the town wall, directly above the main gate,
players came right out and accused you and cast a Wind Blast spell on the area
of trying to wipe the party out. Sigh. But directly in front of the gate and across
now the PCs are equipped with all kinds the ford. l'wo zombies will stand in front
of top-drawer information on undead, of him, to shield him from any incoming
and a small armoury of bits and pieces missile fire.
for dealing with them. And they didn't
As soon as the spell takes effect, the gates
get wiped out. They're probably feeling will be opened, and the PCs' mounts
very good about it all. gallop out of the town and across the
There's just one tiny little problem. How ford, assisted by the magical tailwind.
are they going to get out? The wind also pins down the Dolgans
and Goblinoids, and prevents any missile
You see, the Dolgans are still outside the fire against the PCs.
town. They think that the PCs went in
to deal with the undead once and for all. Annandil will drop the spell as soon as
Now if the PCs haven't wiped out every the PCs are clear of the Goblinoid
last undead thing in the town, and yet encampment. By the time the first wolf
they come out alive, the Dolgans will riders set out in pursuit, the PCs will have
a lead of about 150 yards. If nothing goes
naturally conclude that the PCs have
wrong, they should be able to get away.
probably changed sides. So they will
kill them. However, there are a couple of things
that can go wrong. The wolf riders are
It would be churlish to spoil their shooting arrows at Our Heroes - with
moment of triumph, so let the players more enthusiasm than accuracy, it has to
discover this for themselves. Let them be said, but you never know. And then
come up with various plans for getting again, now that the undead mounts are
out; if they come up with something that outside the walls of Chernozavtra with
absolutely can't fail, fine. Here are a few their anti-instability enchantments,
of the ideas they might have: there's every possibility that they
might go unstable right there in the
Sneaking out at night won't work, - whether the Goblins have given up and
middle of the steppes. W hich could
because the Dolgans have a 24-hour broken off the chase.
be embarrassing.
watch posted - being caught between
Each PC takes an individual turn,
Hobgoblins and undead, they are You can play this all out in detail using
running through the following turn
understandably alert. the standard rules if you want. But if
sequence from beginning to end. The
that sounds too much like hard work,
The PCs will probably be able to arrange character with the highest Initiative
you can use this streamlined blood
a diversion if they try, but there are an score goes first, the lowest last.
and-thunder last-reel chase system
awful lot of Dolgans outside the town, to round off the ad venture with a
and they won't all look the wrong way Movement
bit of excitement. At the beginning of the turn, the player
at just the right time.
nominates a number of squares, from
Sneaking out invisibly might work, The Chase Display 1-6. This is how far his character will
provided: (a) there is enough invisibility You'll find this on pl33 of the pull-out push his mount, in an attempt to pull
magic to go around; (b) everyone keeps section at the back of the book. It is ahead of the Goblins. The further you
very quiet; and (c) the PCs figure out a marked off in 10-yard inter vals, push your mount, the greater the risk
way to avoid leaving footprints in the representing distance from the pursuing that it will stumble.
soft sand or disturbing the water as they Goblins. Cut out one of the blank Roll a D6. If the result is more than the
wade across the ford. counters for each PC and write the PC's number of squares you want to move,
name on it. Then, put all the PC counters you move forward as planned - steadily
After two or three plans have failed,
in the '150 yards' space. widening the gaps between you and the
Annandil offers to help. He will help
earlier if asked, but won't act ually This system works in I-minute turns. pursuing Goblins.
volunteer until Our Heroes have re Each turn, we need to know four things: If the result is equal to the number of
entered the town hurriedly a few times, -how well each PC has managed to keep squares you want to move, you do not
amid a hail of arrows. He will gather ahead of the pursuers; move - the gap stays the same.
together the remains of six horses from If the result is less than the number of
around the town, and animate them for - whether the Goblins have hit anyone
squares you want to move, you move
•
the PCs to use as mounts. The horses all with the arrows they are firing wildly
back that number of squares - you
have a full set of legs, but apart from that after the PCs;
have pushed your mount too hard,
their condition leaves varying amounts - whether any of the PCs' mounts has it has stumbled, and you've lost ground
to be desired. gone unstable; as a result.
Conclusion ind Experience Points
Missile Fire PC hit: Roll D100 for hit location, and Goblins give up the chase. Look at the
The Goblins are firing wildly as they calculate damage as normal. The hit is position of the hindmost character;
gallop along in pursuit of the PCs. This at S3 . the number at the top of the display
missile fire is more worrying than is the number under which you must
dangerous, but there's always the chance Instability roll on a D10 for the Goblins to give up
that someone might get hit. Each turn, after firing, damage and the chase. Note that they will never give
movement have been worked out, have up while one or more PCs are within
After moving, each player rolls D100. On
each player check their character's 150 yards.
a roll of 06 or less, one arrow has hit!
Roll a D6 . On a 1-3, the PC is hit; on a mount for instability by rolling a D6.
4-6, the undead mount is hit. On a roll of 6, the mount is affected Mounts Destroyed
by instability; roll on the following Any character whose mount is destroyed
Mount hit: each time a mount is hit, roll table: must hop on the mount of the nearest
a D6. On a roll of 1-5, the beast is other character - place the two counters
1-2 mount crumbles together, at the position of the hindmost
unaffected by the arrow; on a roll of 6,
the arrow has done some damage - roll 3-4 mount loses 10 yards character. No mount may carry mo1e
on the following table: 5-6 mount gains 10 yards than two characters.
1-3 Mount slowed; move back 10 Breaking off Pursuit Getting Away
yards Finally in each turn, after all the Once the Goblins give up, the chase is
4-5 Mount severely slowed; move characters have moved, been shot at and over, and we have come to the end of the
back 20 yards had their mounts fall to pieces beneath thrilling conclusion to this adventure.
6 Mount destroyed them, you must check to see whether the There - wasn't that exciting?
•
character should get about 30 points per
session for good roleplaying, going Getting away from the pursuing Dolgans .................. 50 EPs
down to zero for bad or ininspired play
and up to 100 for excellent play. per surviving character
The Champions of Death: A Choice of Evils
THE
CHAMPIONS
OF DEATH:
A CHOICE
OF EVILS IN
BOLGASGRAD
INTRODUCTION
"I account myself a man of education
and experience. I learned my letters and
counting in the temple of Verena. I've
stood among the ruins of Praag, traded
in the markets of Altdorf, taken ship to
Araby and Cathay. But I bad never seen
the dead walk.''
Koraski drank evenly of the brandy. He
held the glass up to the light, studied its
colour, then set it down again. Around
the dinner-table, no-one stirred.
•� tower-flanked bridge crosses the
Lynsk to the lower gate' of Bolgasgrad.
I arrived at night; the bridge was
torch/it. The coach stopped, and a man
leaned in to see my papers. Behind him,
there stood - another.
"He never moved. He didn't just stand
still, be never moved. I couldn't see bis
face clearly - for which I'm thankful.
The arms holding the spear were bound
with cloth. W here it bad torn and
unwound, I could see skin, with an oily,
bluish-white sheen. Where the skin was
torn, there was darker. ..meat .. beneath.
"The smell was ... indescribable. The
locals pretend not to notice, but you'll
see them edge upwind, almost without
thinking. They call them 'deaders,' or
'dead ones' - they no longer have names
or identities. But sometimes you'll see
an involuntary flash of recognition.
I didn't stay there for a minute longer
than I bad to, I can tell you. And who's
responsible? Ulric only knows. But
there's naught between Bolgasgrad and
the Chaos Wastes save the peasants of
the Taiga, and precious little between
Bolgasgrad and Kislev itself- God Save
The Tsar! I tell you, the thought of our
first line of defence against raidersfrom
the Wastes being a city full of-, you
know, keeps me awake at nights. Who's
to say which side they'll be on Ifit comes
to it?"
Koraski looked across the flickering
•
candles at bis dinner-companions.
Then his � dropped abruptly to his
glass. Silence stretched across the table
like snow on the steppes. (l;l
Sumnwy
ADVENTURE
colonies have made repeated demands
The colony of Bolgasgrad has seceded for additional troops to protect them
from the 'Isar's rule, apparently under from Chaos, and some have even raised
the influence of one Sulring Durgul. The The Enemy Within Campaign their own militia. But Bolgasgrad has
adventurers are to contact - or discover or the Kislev Campaign gone too far. Dead men are said to walk
the streets alongside the living. Either
the fate of -Julius Olvaga, an agent of the
Tuar in Bolgasgrad, whose reports have The adventurers return from Bolgasgrad has fallen to Chaos from
suddenly stopped after a tantalysing Chernozavtra, and report to Bogdanov within, or it has made the most perilous
mention of the Temple of the Ancient as ordered. Again, they are ushered into allies. Embassies were sent to the Prince
Allies. The PCs must investigate, report a small side-room of the 'Isar's palace. of Bolgasgrad, ordering him to put an
and take what action they can to destroy Bogdanov hurries in, clear ly end to this business, deliver the
Durgul or thwart his plan. preoccupied with something else. He Necromancer for trial and reaffirm his
stops abruptly. oath of allegiance to the 'Isar - all were
Like all the Wheatlands colonies, politely, but firmly, refused. Technically,
Bolgasgrad is constantly threatened by "Where's Gurthgano Gorthaudh?" he
snaps. "You mean, you didn't bring him Bolgasgrad is in revolt.
Chaos. Repeated appeals for troops have
had no effect, and the citizens are back with you?" He closes his eyes and "Because of the - ah - strain on Kislev's
desperate. The ancient sorcerer Sulring mutters something rapid and inaudible military resources at present, we are not
Durgul, now a servant and priest of the - but clearly heartfelt - in the Kislevite able to send a punitive force. Instead, an
Renegade Chaos God Necoho, has dialect of Old Worlder. His mood will agent in the town was ordered to keep
offered them an army of tireless, fearless not improve if the PCs point out that an eye on the situation and report
undead warriors to guard their gates and they were ordered simply to convey regularly. His reports gave us the name
drive Chaos from their lands. It was an a message. of the Necromancer Sulring Durgul, and
offer they could not refuse... Bogdanov listens closely as the PCs relate established that the dead were indeed
Once they establish the facts, the what happened in and around walking the streets of Bolgasgrad.
adventurers are faced with a choice: Chernozavtra. He questions them in He hinted at some connection with
detail about the Goblinoids - their the Temple of the Ancient Allies,
Attacking Durgul could be suicidal; even and promised further information.
if an attack succeeds, Bolgasgrad will be strength and organisation, where they
Then - nothing. That was almost three
stripped of its undead guardians and left came from and their intentions - but months ago.
wide open to the forces of Chaos. appears not to be worried about the
prospect of a Dolgan-Hobgoblin war or ''You are to discover what happened to
Reporting to the Tuar might be no less a lost colony full of undead. our agent. His name is Julius
dangerous. Even if the adventurers can Mikhailovitch Olvaga. If he is lost, you
survive the consequences of telling a ''There will be another time for dealing
will replace him. Observe, report and
powerful ruler that a colony has rebelled with that." he says, "And at least the take what action you can. If you are able
because of his inadequate protection, it Dolgans and the Greenskins will keep to deal with Durgul yourselves, do so;
is unlikely that they could dissuade him each other occupied until Kislev is free otherwise, do what you can to stop him
from sending a punitive force. This force to act. But I was counting on you to enlist or delay his plans - whatever they might
would be severely weakened in Gurthgano's aid - are you sure he didn't be. At the very least, we must know his
destroying the undead, and would be mention anything about going to strengths and weaknesses.''
unable to stand against the hordes of Bolgasgrad?"
Chaos, which would surely not miss Bogdanov pauses for a moment, and
There is a pause as Bogdanov paces up takes a sheathed dagger out of one of the
such an opportunit y to attack the and down the room. As soon as a PC
weakened border. deep pockets of his robes.
begins to speak, Bogdanov cuts him
The simplest answer is to leave Durgul short with a gesture. "I have one thing which may help you.
and Bolgasgrad to their own devices, and Sulring Durgul is an Elven name; this
"Well," he says, "I don't see any other dagger is enchanted to be certain doom
go somewhere a long, long way away. remedy. You'll have to go to Bolgasgrad
Can the PCs live with the knowledge that to all Elves."
yourselves. You say he gave you some
they have left a cit y r uled - albeit This is the Black Dagger, a further
benignly for the present - by a equipment? I just hope it works. Very
well. You people get some rest and magical item to help the PCs in their
Necromancer and his undead minions? mission. It is described on p76.
Probably. Explaining to the Knights prepare yourselves for the journey. I will
Panther why they chose to desert in the speak to you again tomorrow.'' With that, the PCs are dismissed. They
course of a mission may be more of a The PCs are billeted in a stable belonging are provided with a guide to take them
problem - and once they fail to report to the Order of the White Wolf. The within sight of Bolgasgrad, and it is clear
back, the Knights Panther will be very stable has been cleaned hastily, and a that they are expected to leave the
interested in finding them. . . bunk for each character has been moved following day.
in, but that is all. The PCs are fed in the
servants' hall, and have the opportunity An Isolated Adventure...
to replace any equipment they lost in In K.islev
Chernozavtra. The PCs might become involved in this
Shortly after dawn the next day, a dozen adventure in a number of ways. Here are
Knights of the White Wolf rouse the PCs three suggestions:
and escort them to the chamber where
I. The PCs might be recruited as a special
Bogdanov is waiting. mercenar y force by the Tsar's agents. The
•
"Very well," he says, with a slight air of second part of the introduction above
resignation. "This situation is not of my can be used as it stands, and in addition
choosing, but we shall all have to make the Temple ofM6rr in Kislev will supply
ml the best of it. certain specialist equipment (see below).
Stuting The Mw:nturc
•
almost to his waist. He is unhurried of said to be a powerful Necromancer, and blessing in the Temple of M6rr if they
speech and action, and has a very deep to be many times older than is seemly wish; they will receive no further
and resonant voice. His responses to for a mortal. He is sometimes said to be information, but their chances of gaining
some common questions are as follows: of the Elven race. He is rumoured to be a blessing are as follows:
Hurried Preparations
Base chance 1% What do you know about Sulring Questions and Answers
Initiate of M6rr 2% Durgul? "Who? Oh, yes - that wizard Enquiries here will be met by Valentina
Cleric of M6rr, level 1 3% or whatever he is. Almost nothing. I Lupovna, one of the junior Clerics. She
level 2 4% should try the temple of Verena." is about thirty years old, with dark
level 3 5%
6% General Information brown hair that is beginning to show
level 4
The PCs will quickly realise that there flecks of grey and light brown eyes. She
Hours spent in prayer (not cumulative}: is very little new information to be is of medium height and compactly built,
1 +1% gained here. Magda will be happy to and wears a black cloak trimmed with
2 +2% allow anyone to pray here, though, and grey wolfskin. Her responses to some
3 +3% will pray alongside any follower of Taal common questions are as follows:
4 +4% or the Old Faith if requested. If there is
all-night vigil +10% a Druidic Priest in the party, she will be Can you help us? "You have already
aware of his or her spirit familiar, and been given all the help that is available.
Grigoriy prays with PCs +5% the familiar will take to her immediately. Beyond that, you must rely on your own
She gets on particularly well with cats, resources.''
You should also take into account each squirrels and otters.
character's past actions, and how well
they accord with the precepts of M6rr's Prayer What do you know about the cult of
cult - adjust the chance of a blessing by Any character may pray for a blessing in the Ancient Allies? ''Little. It is a closed
up to 5% either way. Note, however, that the temple; the chances of obtaining a organisation, and members are
Necromancers and characters of Evil or blessing are similar to those given for the committed - or impelled by some means
Chaotic alignment will not receive a Temple of M6rr above. If Magda prays - to give themselves over to it body and
blessing under any circumstances. A with the PCs, she adds +5% to their soul. After a member's death, their body
blessing will last for D6 uses, rather than chances. Again, blessings last for D6 uses continues to serve. There is an oath of
for 24 hours after it has been received. rather than for a fixed time. secrecy, which is enforced by a curse of
some kind. The temple is guarded by live
The Temple of Taal & Rhya The Temple of Ulric and undead guards. Our agents have
At the foot of the Hill of Heroes is a small The main Temple of Ulric in Kislev is been unable to penetrate their security.
walled park, a remnant of the forest within the palace complex, at the heart The Temple of Verena is the best source
which stood on the site before the city of the barracks of the Knights of the of information."
was built. A collection of circular White Wolf. The domed roof rises above
drystone buildings in a clearing at the battlemented walls, each decorated with What do you know about Sulring
centre of the park forms the chief temple a wolf's-head relief in the centre. The PCs Durgul? "An Elven name, apparently
of Thal and Rhya in Kislev. will be allowed to consult and pray here, referring to an ancient sorcerer. Again,
but - as always in the palace complex - the Temple of Verena is the best source
Questions and Answers they will be escorted by a dozen fully
armed Knights of the White Wolf. of information."
Enquiries here will be met by Magda
Irenovna, one of the senior Clerics of the
cult. She is a slightly plump, matronly
looking woman in her forties, with a
permanent twinkle in her grey eyes and
a speed and precision of gesture and
movement which is seldom seen in those
of her age and build. Her answers to
common questions are as follows:
•
come out about what they teach and
what they do. I should try the Temple
of Verena - if there's any more
information going, they'll have it." L__�i...wos.:J.L-__Jt...:i....:..._..:.:t.11>......-' _,__._._..___,_.®
Hurried Preparations
General Information: The Order of "Map, one copy.'' (GM: give the players Do you have any more information?
the White Wolf favours a direct assault Handout 7) "About a hundred years old, ''Well, I've put together what I can from
on Bolgasgrad - perhaps not surprisingly I'm afraid, but it should give you the the library and records office here; it's
- but the lsar has made it clear that troops general idea. The Lynsk forks here not much, but it's all we've got. I could
are not available. Little information is (point), and the town is in the fork, cast around the other Temples of Verena,
available here, and the priests will not protected by the river on two sides. The and see if anyone else has anything, but
generally be amenable to interrogation. Erengrad road, here (point) isn't much it could take weeks. And it's unlikely to
Those who wish to pray here, however, more than a track these days; I assume turn up anything new - we're nearest to
are quite welcome to do so. that's the way you'll approach. The the site, you see, and we're the mother
south fork (point) is only navigable for temple for Bolgasgrad, so all information
Mission Objectives a few miles east of Bolgasgrad, but the should come to us first.''
After the PCs have finished asking north fork (point) goes clear to Praag;
questions, Valentina Lupovna looks each it's an ideal site for a trading colony, apart What do you know about the Cult of
of them in the eye, and says with quiet from the threat from the Chaos Wastes. the Ancient Allies? "What I've told
intensity: you. From the lack of information, we
''The town sits in a little hollow between
''Find the heart of this cult of the Ancient two hills (point, point). Temple grounds can infer that they are secretive. Which
Allies. Find it and cut it out. Destroy on the west hill, Prince's manor, leads to the supposition that they have
everything you can. Let the world see stockade and watchtowers on the east. something to hide. Beyond that, it's all
how the White Wolf deals with rebels." The ground drops off sharply to the meaningless conjecture.''
north, south and west, with marshy
Prayer land along the river. East and south What do you know about Sulring
Any character may pray in the Temple beyond the river is passable farming Durgul? "Linquistically it's an Elven
of Ulric. The chances of obtaining a land, I'm told. name linguistically, and it's been linked
blessing are the same as given for the with several necromantic incidents -
Temple of M6rr. Note, however, that no "The bedrock is a softish sandstone. mostly of a minor nature - over the last
priest will pray with the PCs; the cult of Early settlers dug little caves in the hills,
few hundred years. One source dates the
Ulric in Kislev is even more but they're almost all abandoned in
first appearance of the name at five
individualistic than elsewhere in the Old favour of cosy stone houses.
thousand years ago - an outstanding
World, and the PCs are expected to trust ''Walls and towers were all timber when lifetime, even for an Elf. Sulring Durgul
in their own prayers alone. Blessings, if last we heard . Timber is cheap and could be one person, or a succession of
received, last for 06 uses rather than for plentiful, and stone walls don't keep people using the same name. What does
a fixed time. Chaos out any better. It seems they've that give us? An Elven Necromancer- or
put a pair of towers up on the bridge one using an Elven name for some reason
The Temple of Verena over the south fork (point) since the - maybe several thousand years old,
This colonnaded building stands almost Secession - looks like they're more afraid maybe not. You knew that already. In
directly opposite the Tsar's palace. The of armies from the south than the hordes fact, we don't know for sure that he's
Tilean-style architecture characteristic of of the north. involved in this business. All we know
the Temples of Verena contrasts strangely ''l'wo inns, here and here (point, point). is that he's in Bolgasgrad - the rest is
with the other buildings. Both supposed to be tolerable - if you conjecture.' '
don't mind dead people handling your
Questions and Answers
food (chuckle). Yes, they do all the Mission Objectives
Enquiries here will lead to the Chief menial work, it seems. Incredible, eh? "As you can see," says Stefan, growing
Librarian, who is introduced merely as Waiter, there's a thumb in my soup - HA suddenly more serious and intense, ''We
Brother Stefan. ha-ha-ha ... ahem. Seriously, though, know very little of what is happening in
Stefan is a small man of at least seventy, some travellers have found the water Bolgasgrad, or why it is happening. We
but the brightness of his button-black disagrees with them, so be prepared to know little of this Sulring Durgul and
eyes and the birdlike swiftness of his have the runs for a couple of days. little of the Cult of the Ancient Allies.
movements are somewhat at odds with
his venerable appearance. He greets the "You can also stay at the temple of the "If you can uncover any information -
PCs briskly and cheerfully. Ancient Allies (point) - dull, but cheap. anything at all - that will fill the gaps in
Seems you have to sit through all their our knowledge, lose no opportunity to
"Ah, the Tsar 's agents - welcome, mumbo-jumbo looking polite. The do so. If you manage to bring the
welcome! I've been preparing a few Prince is also said to welcome guests of situation to a satisfactory conclusion, the
snippets for you!" education and breeding .. . (looks PCs information you bring back may allow
If the PCs express surprise that Brother narrowly up and down) ". . . hmmmm. us to identify similar problems before
Stefan knows who they are without Since the Secession, he's probably had they arise, and enable us to take
being told, and that he seems to have few aristocratic visitors, so he might be appropriate action to prevent them. If
known they would visit the temple, he quite hospitable to strangers with news. you cannot resolve the situation
smiles a slightly mischievous smile. ''Condensed history, one.'' (GM: give the yourselves, your information will be of
"Well, really," he chuckles, "The Temple players Handout 8) "I've written in inestimable value to us in deciding what
of Verena failing in knowledge? That Reikspiel, so you should find it easy to to do next.
would never do would it? Dear me, no.'' read, if a little dry. Read it at your leisure, "I fully appreciate that you are agents of
it may help or it may not. Right - any the lsar, and answer to him. He has given
With that, he leads them into a small questions?"
book-lined office to one side of the you his orders already. But where you
•
annexe which houses the temple's Sample answers for common questions can do so without compromising those
library. He sorts rapidly through a small are given below; despite his manner, orders, please find out and bring back
stack of papers, and then launches into Stefa n knows little more than he has everything you can. Documents of any
the following discourse: already told. kind would be particularly valuable.''
Preparing The Cover Story
Prayer
THE
JOURNEY TO
The PCs may pray for guidance and/or
blessings in the Temple of Verena if they
BOLGASGRAD
wish. No further information will be
forthcoming, but the chance of
obtaining a blessing is the same as given
above for the Temple of M6rr (p78). As always, you can play the journey out
Again, a blessing will last for D6 uses in full, adding one or more sessions to
rather than for a 24-hour period. the playing time of the adventure, or you
can simply tell the players that the
journey is uneventful and get straight
PREPARING THE down to business. We'll assume that
you're going for the latter option, but
COVER STORY feel free to make up any incidents or
encounters you like.
It should be obvious that the PCs will
need a plausible cover story, rather than
simply marching into Bolgasgrad
unprepared. If they overlook this, a
ARRIVAL (Map 9)
suggestion from Bogdanov is in order. The first sight ofBolgasgrad will be from
The cover story should give the PCs a the Erengrad Road to the southeast. Here
good reason to visit Bolgasgrad. They the South Fork is a rapid, deep river with
may travel as a party, or as several groups marshy banks covered in high grass. If
of individuals. Any equipment which anyone mentions that their character is
might arouse suspicion must be keeping an eye on the grass, give them
concealed, or in keeping with the cover an Observe test to spot the occasional
story. The Tsar is footing the bill, so the movement.
PCs can be fairly lavish in the trappings The PCs may decide to try and sneak into
they request. Any necessary documents town undetected. However, Bolgasgrad
will be provided. expects Chaos raids or reprisals from the
Tsar almost daily, and preparations have �-------------�®
One possible cover story, using the PCs
provided with this book, is given below. been made: Let them try sneaking in a couple of
You should encourage players to come Thirty zombies (identical to those times, and drop hints about the defences.
up with their own cover stories, making encountered in Chernozavtra - see p71) Let them catch glimpses of what looks
suggestions through an NPC only if you sit in the long grass, at random. They like an army of zombies hiding in the
think it's vitally necessary. sense life at 20 yards (Hide tests have no grass. If they wait for darkness, let them
effect on this), and move to grapple (Use hear the riverbanks resounding to the
Rolland: a merchant in the fur and rug
the rules on p61). Grappled characters howls of the guard dogs as they catch
trade. some hapless small animal.
are dragged to the bridge and dumped
Walter: Rolland's business partner and at the feet of the waiting guards. Each Or let them hear a call from a tower:
travelling companion. sneaking character has a base 75 %
Guido: servant and valet. chance of being able to evade them,
modified as you see fit according to the "Ho, strangers! For your own safety,
Ruby: servant and cook. character's actions. stay on the road! There is a defence
cordon in the long grass! And by the
DolganJim: driver and animal handler. In daylight, a character who is within way, there are n ow two dozen
Krogar: bodyguard and labourer. sight of a tower must make a Hide test crossbows pointing straight at you!
at -20 or be spotted by the sentry in Advance to the bridge, if you please!"
Necessary Trappings: at least one the tower.
wagon for goods and shelter, tents, Okay, two dozen crossbows may have
horses, rugs and furs, money, appropriate At night, dogs are released into the
marshes. They always find intruders, if been a slight exaggeration. But the PCs
clothing, and coaching from merchants won't know that. The guard wants them
in the fur and rug trade. the zombies don't find them first.
Approaching characters should roll a D6 to come quietly along the road to the
In the course of preparation, each each round. A roll of 6 indicates that D3 bridge, and if that means telling a little
character makes one Int test. If the test dogs have spotted the character, and white lie, so be it.
is successful, the character gains one skill attack immediately; a further D3 dogs By whatever means, then, let us assume
from an appropriate career. For example, arrive every round, attracted by the that you've persuaded the players to
in the cover story detailed above, Rolland noise. After D3 rounds, the zombies keep to the road.
might gain Haggle or Evaluate skill. arrive in force and grapple the
The players may spend more time on this characters; the dogs leave, being trained Encounter on the Road
exercise than you expect, but you to avoid zombies.
The road is blocked as a flock of sheep
shouldn't worry. They will enjoy being These defences are for use only if the PCs is herded across by a tattered and
spendidly devious, you shouldn't have persist in trying to sneak into town. You moderately decayed figure. Puffing on
to do anything more exhausting than should encourage them to stick to the his pipe, a contented-looking farmer
watching and chuckling, and everyone road, so that they can encounter the leans on the open gate. In the
should be happy. When you feel like farmer (see below) on the way. Besides, background, a horse draws a plough (or
•
getting the adventure back on the road, sneaking in like thieves or spies would harvesting scythe, according to the time
you can always have Bogdanov or blow the elaborate and exquisitely of year), guided by another stiff-legged
someone like him pop up and tell the PCs detailed cover story they spent so figure. The farmer pulls on his pipe and
to get going . long concocting. addresses the characters affably:
The Town of Bolgasgrad
THE TOWN OF
better, of course. But a few warnings are
''Just meat , they priests says. Pa's got no in order:
BOLGASGRAD
further use fer it, an' 'appen he'd not
mind his body bein' useful to them he's "The laws against disturbing the dead
left behind. Better'n shovin' it down a have been extended to protect the
hole in the ground, right enough. Waste animated dead that guard our town and The notes on Bolgasgrad are not
not, want not, says I. Makes a change, perform other useful tasks. It is a crime exhaustive, since we don't intend this to
'avin' priests do the ordinary folks a to interfere with them. If you have strong be a 'town adventure' in the same way
good turn, an' no mistake. Didn't seem feelings about necromancy, it is best that as Shadows over Bogenbafen or Power
right at first, like, but when ye thinks it you keep them to yourself. There's no Behind the Throne. However, they
through an' gets used to the idea, I law against free discussion, but the should be sufficient for you not to be
wonder why we didn't do it donkey's people of Bolgasgrad have had enough caught off-guard if the PCs decide to
years ago." of preaching from outsiders. explore or turn the place upside-down
in a misguided search for something
"The only temple here is that of the or other. And, of course, there's nothing
Challenge at the Bridge Ancient Allies, but you are free to to stop you putting in some extra work
The one-wagon-wide wooden bridge is practice your own faith in private. You' re and covering the town in super-detail.
flanked by enclosed three-storey timber welcome to visit the temple, but we
expect you to abide by the restrictions We have also included some sample
towers on each side of the river. Each encounters, exploiting the novel effect
tower door is guarded by two zombies it places on non-believers.
of a town where zombies walking
armed with spears. The top floor of the "All are welcome in Bolgasgrad for one around is the normal state of affairs. Feel
tower is open, and is manned by one week. You will report to me each day, free to amend or ignore these, and to
•
crossbow-armed guard. The spears are either here at the bridge, or after dinner come up with your own. This is a unique
for show; the local undead generally at the Prince's house. For a longer stay, opportunity for the PCs to learn about
don't know how to handle weapons you will need the Prince's permission; undead without having to fight for their
unless they had such skills in life. appointments are arranged through me. lives all the time. Make the most of it.
Bolgasgud
BOLGASGRAD
This section details several locations of
interest and importance in the town.
The numbers refer to the GM's town
map (p83).
1. THE PRINCE'S
MANOR
Set in extensive walled grounds, this
imposing two-storey building stands on
the eastern hill. The gatehouse is
manned day and night by four of the
town's militia, and strangers will not be
admitted unless they are accompanied
by Katya Villanova (see p81)
Prince Alexis II lives here with his wife,
her sister, and seven servants. All the
residents here are well-versed in the Alexis Chokin II, Prince of Bolgasgrad
Etiquette skill, and characters without
this skill may have to make frequent Fel
tests when dealing with them. The
Prince is more tolerant and worldly than
the others, and will have more patience Skills
with outsiders and members of the lower Blather, Charm, Engineer, Etiquette, Heraldry, Luck, Public Speaking, Read/Write,
orders - although this patience is not Ride - horse, Specialist Weapon - fencing sword, Specialist Weapon - firearms, Wit.
limitless.
Possessions
Sneaking around the manor looking for 2 pistols, fencing sword, dagger, the full resources of Bolgasgrad.
clues is not a good idea. Even if the PCs
manage to avoid the ever-watchful
servants, there are no clues here. All The Ladies - Princess Annya Dobryovna
records, documents and other clues
MAP9
BOLGASGRAD
\
DINING DRAWING
ROOM SISTER'S MASTER
ROOM
BEDROOM BEDROOM
FOUNTAIN
•
CATES
1------------------------------------�
� LOCATION I : THE PRINCE'S MANOR
.sf
Locations 3 - 5
•
No NPC details are given here, but if you
Possessions need them, all three ladies have standard
Spear, Hand Weapon, Sleeved mail shirt (1 AP, body/arms), Helmet (1 AP, head). Human profiles with a selection of skills
as you see fit.
Location Maps 3 - 7
BARRACKS
-----N
w
PARLOUR/DINING ROOM
�
OBSERVATORY
•
LOCATION 7 : VLADIMIR SLEPOV'S HOUSE
locations 6 6 7
7. VLADIMIR SLEPOV.
WIZARD AND DIVINER
Slightly larger than the other houses of
the town, Vladimir 's residence is
distinguished by the small tower which
has been built onto one side. Vladimir
is a rangy, hawk-featured man in his
forties, with long, straight black hair and
penetrating dark eyes. His moustache is
very long and straight, the ends reaching
a few inches below his chin, which lends
him an almost oriental appearance.
Vladimir receives a handsome fee for his
services as tbe magical arm of the town's
defences, and supplements his income
with a little fortune telling, insomnia
treatments (Sleep spell) and other
magical odd jobs. lbis leaves him ample
time for his studies and experiments, but
he feels somewhat in the shadow of the
power that provides the town with its
undead troops.
Vladimir is one of the few residents who
do not belong to the cult of the Ancient
Allies - 'Never have anytblng to do with
an oath curse, Vladimir,' my old teacher
said. '1Hcky business, a lot of fiddling
and interpretation.' Besides, cults and
gods - you never know when priests are
putting words in their mouths to suit
their own purposes.'
Vladimir, a ver y modern thinker,
thoroughly approves of Bolgasgrad's
6. THE PHYSICIAN up in a book - could be invaluable to posture on politics and necromancy.
physicians everywhere.'' "The Tsar says look after yourselves -
Aleksandr Gapon is the local vet and Alex may comment as follows on the fine, but we'll do it our way and he can't
zombie repairman as well as the only health of these citizens: change his mind later. Besides, the
doctor. He's good enough by rural Alexis II: "Fit as a fiddle - for such an priesthood - they preach against Chaos,
standards, and pleasant-natured. old man, of course. Got quite a few years but what real effect have they had over
Alex is in his fifties, slightly below left in him, if he takes care of himself.'' the centuries? No, we need some fresh
medium height, and of medium-heavy (a lie to protect Alexis and the town). thinking. Their solutions have failed -
build. He has shortish grey hair and a they should stand aside with good grace
neatly-trimmed moustache. When the Alexis III: "Haven't seen him since he and allow other avenues to be explored.''
PCs arrive, he has a zombie with a took his vows and retired to the temple. The Historical Extracts (in Handout 8)
shattered leg laid out on the table, and Nothing wrong, I'm sure, or I'd have
fit in with his attitudes on the situation.
is experimenting with splints, wire and heard.'' (Mostly true, though It glosses
bolts, trying to get the deader back in over bis suspicions about Alexis III's "Would I practice necromancy myself?
working order. mental health). Not without proper training. And the
Alex is quite happy to chat to the PCs as Julius Olvaga: "Some kind of siezure, priesthood has driven that underground
he works, mainly about the fascinating I think. Hard to tell. He's in a bad way. very effectively. Result - a small number
opportunities his work with zombies has I can seldom make out what he's saying, of half-trained deviants with only half
given him. He has an exceptional if he's saying anything at all. Could hang an idea of what they 're at, running
practical knowledge of mechanical on a bit, or go tomorrow. You never around causing all sorts of grief. Which
anatomy now - ''One day I'll write it all really know in these cases.'' reinforces the association of
necromancy with evil, which drives it
Aleksandr Gapon - Physician further underground. The whole thing
feeds off itself. I thought about joining
the Ancient Allies cult, just for the
training possibilities - there's a very gifted
necromancer in there somewhere. But
they insist on this oath curse before you
Skills
even find out what you're getting into.
Animal Care, Carpentry, Cure Disease, Heal \lbunds, Manufacture Drugs, Prepare
I'm not going into it blind - wouldyou?"
Poisons, Read/Write, Scroll Lore, Secret Language - Classical, Surgery.
Vladimir has made an extensive study of
Possessions the undead of Bolgasgrad, and can fill
Medical Instruments. the PCs in on any details they may
have missed if they express an interest.
locations 7 6 8
�------
-i--STUDY
•
LOCATION 8 JULIUS OLVAGA'S HOUSE
L------------------------------------�:sr
Location 8
•
buyers (merchants), all from Kislev; one try to talk to Julius. Julius is moaning town market getting some fresh
tailor; one horsebreaker-cum quietly to himself, and a Listen test (30 % vegetables, the house is not locked, the
blacksmirh, with a forge, a small stable for a soft noise) is necessary to make out neighbours are looking the other way,
and an apprentice. what he is saying. and the map is easy to find.
Map 10: The Temple of the Ancient Allies
*
special reason for dropping dead on top 18.
of them. This won't be easy, so give the CONVEN
players the benefit of any doubt. After TRICLE
ll.
•
all, no-one in Bolgasgrad knows that 10. KITCHEN
Julius is a spy or that the PCs are his ABBOT'S QUARTERS
contacts. On the other hand, if the
players insist on being clumsy about
.
\
things, or if they are good at fast talking,
you might want to make them sweat a BACK .
little. But you should make sure that, one DOOR SECRET DOOR
way or the other, they get the map. They - opened by prmng
will need it for the adventure in the 2 stones al bee height
temple.
If the PCs are caught with the map, the
*e =• INITIATE
locals realise that espionage is afoot, the
•
Militia and a squad of zombies are
-------------------------��
summoned, and the party are politely
but firmly taken to the old barracks ZOMBIE GUARD �
for questioning.
The Temple of the Ancient Allies
•
site of the temple - it grew into a shrine while Bolgasgrad stands, then Kislev has lot. So we can't discount the possibility
and hospital over time, and some of the a certain amount of protection from that a player will discover a hitherto
older parts of the temple are the remains Chaos. People have a habit of forgetting unsuspected way of getting past this fail
of those buildings . that fact when it suits them. safe system.
Getting into the Temple
•
caught sneaking into the temple, and the normal forms of magical compulsion. alarm. Then the PCs must either stage
place from which they may be permitted But it's not a perfect world, and there a fighting retreat, die fighting or be
to escape in order to continue is always the ghost of a chance that you captured and imprisoned in the
the adventure. might need to invoke the curse after all. Holding Cell.
Getting into the Temple
•
pages 119- 120. Detailed information (see p86), who comes once or twice a a -50 penalty to spot footprints or other
about the Cult's two Renegade Chaos day to examine patients in the Sanitarium signs of use unless Olvaga's map is
Gods (Zuvassin and Nechoho) appear on or make repairs on corpses in available; this has both door and
pages 97-98. Quarantine. Impersonating such a mechanism clearly marked.
Map Key - Locations I 6 2
•
and the Backcrtag midnight service to Chaos may be accepted as a follower of
"See you soon. 'fry to take this in the Zuvassin, as well as many of the private Zuvassin. Even if not accepted as a follower,
proper spirit, and enjoy your work. meditations of the temple's priests and a sincere Chaos fighter may receive the
Good luck." initiates, take place in this hall. blessing of Zuvassin (see p98).
Locations 3 - 5
3. The Shrine of Necoho 3. The subst:mce of the body is preserved Anything that touches the altar
Like the shrine to Zuvassin, this hall is with enchantments. runestonc itself is instantly transformed
a smaller version of the Great Hall. There 4. The contacts with the undead's into pure magical energy. Most of this is
is no altar here, only a single octagonal controllers (clerics, wearers of the Militia absorbed by the stone, but a fraction is
block of wood under the dome, with the emblems and other necromantic adepts) released as light. Viewers are instantly
symbol of the star and crescent moon are strengthened and linked to sustaining blinded; eyesight returns in a few
inlaid in silver. magical power sources. minutes, but Magical Sense and Magical
Awareness do not return to normal for
Nccoho only gives his blessings to those The procedure varies considerably in hours. Characters may not be able to
who mock the gods. Since such details and duration according to the distinguish bet ween magical and
disrespectful treatment of the gods condition of the corpse, the period of
mundane objects, and may completely
generally brings bad luck, Nccoho separation of the body from the spirit,
whether the corpse's original spirit is misinterpret the details and significance
doesn't have many dedicated followers. of the blurred and distorted impressions
And that's just the way Necoho wants it. available for the animation and other
considerations. Generally, within two or they receive.
But any person who's suffered at the three weeks, the undcad guardian is The altar-runestonc is magically
hands of the righteous is likely to cam ready for service. engraved with an incredible profusion
Necoho's sympathy. An appropriate of runes and extensive inscriptions in
blessing might be automatic success for W hen the PCs arrive, a middle-aged
man (cause of death undea:rmincd) and Magick, Arcane Elf, an obscure form of
one Magic test against any clerical magic Old World Classical and an unfamiliar
effect, or automatic success in any Fear a young woman (drowning) are being
raised. Both are animated. The man has language similar to Daemonic Magick.
or Terror test induced by a divine or
proved to be a strong manipulator of Characters with good memories or
daemonic power.
spirit power, and is being given special sketches may recognise several runes
attention to achieve the greatest similar to those worked into the walls
The Hospital and Lower Hall exploitation of his potential. The young of Chemozavtra.
The massive sandstone walls of this woman is not a pretty corpse, and the
original spirit is resisting binding into its The Magick inscriptions include many
building date back 400 years to the Necromantic and Elemental spells, as
construction of the shrine and hospital old body; apparently, her death was
quite traumatic. well as dozens of other spells unfamiliar
of Shallya. The crudely-shaped stones of to the PCs, but phrased in a strange and
these walls contr:ist sharply with the
more durable, finely-crafted stones used 5. Necromium unfamiliar way. The Arcane Elf
The power source, governors and inscriptions (other ancient Elven spells)
in the Temple Staff Quarters and the cannot be read by the PCs. The obscure
Library. Gutted by fire in the Chaos magical paraphernalia for producing
Bolgasgrad's undead is located in this Old Worlder Classical dedicates the altar
incursions two centuries ago, the roof
combination shrine and magical to Necoho and invokes his aid and
and interior of the building were restored
workshop. The principle source of protection for those employing the
by Alexis I in the 24I0's.
power and enchantment is the altar magicks in this room; PCs with Secret
runestone. Blessed by Nccoho and Language - Classical skill recognise the
4. Quarantine Zuvassin, and worked with Sulring word 'Nccoho' if they've seen or heard
This chamber is painted white, and Durgul's enchantments and rune it before, and understand the basic
consists of a shelflike walkway around inscriptions, this is a magical locus of purpose of the inscription. The language
a rectangular central pit. The dead are exceptional power and complexity. resembling Daemonic Magick is a form
brought here for animation; most are The altar-runestonc is made of a of Chaos tongue, and dedicates the altar
members of the cult, though a few substance resembling white marble with to Zuvassin; PCs with Arcane Language
corpses of travellers, adventurers, and red and green impurities, but it is a liquid - Daemon ic Maglck language skill
superficially normal mutants, and at room temperatures, and is held in understand this, but nothing of the
occasional skeletons of older burials, are shape by enchantments. Personnel are details of the dedication.
also raised and animated here. protected against accidental exposure to A huge brazier stands to the right of the
this substance by a durable force field. altar-runestonc, burning brightly but
Corpses suitable for raising as undead However, the force field only restrains
guardians range from the young but full organic material (like the PCs); metals, without heat. An assortment of rounded,
grown to elderly people in moderately for example, go right through. knobby metal bars shaped like flattened
good physical condition. The physically dumb-bells or bulbous spanners rest in
less capable - decrepit geriatrics, victims the cold fire. The handles of these
of wasting diseases, victims of violent objects are worked with a variety of
death, and so on - are either animated unfamiliar runes. These tools are used
as guardian reserves or stored as spirit in the various rituals and procedures
power reservoirs. involved in raising, preserving and
powering the undead. Though their
The process of raising the dead follows purpose and function are obscure to the
the following sequence: characters, any initiates could explain
how they are used. Unless the tools are
I. The corpse's spirit (or another suitable
used in conjunction with the altar
spirit) is magically summoned, then runestone, as the initiates might further
bound in. At this point, the corpse is
explain, they don't work - or they melt,
technically a zombie.
or suck the magical energy from all
2. The binding of the spirit to the magical items in a two-mile radius, or
•
corpse is strengthened and refined whatever strikes your fancy. PCs have
by enchantments, then linked to more important things to do than fooling
magical power sources with around with this stuff, so don't be afraid
further enchantments. to make them pay for wasting time.
l.ocations 6 - 17
6. Sanitarium Daemonic Magick - any chancter with If the players get inside and start asking
This is a small hospitu for cult members. the skill can make out, on a successful where all the staff membet5 arc, have the
Originally intended for the treatment of Int test, that the barrel is dedicated to initiates get out and wander around a bit,
Chaos-derived mutations and diseases, Zuvassin, and that it undoes the doings polishing the silver foil in the Cleansing
it is also available for the victims of other of Chaos. Fire or saying prayers in the Great Hall.
afflictions when the surgeon feels that To cleanse a victim of Chaos taint,
regular care and nursing is necessary. disease, or mutation, the victim is placed
It is also used for patients recovering inside the barrel, the lid is sealed and the 9. The Refectory
from the effects of the Oeansing Fire Cleansing Fire of Zuvassin is invoked by This is little more than a large room with
of Zuvassin (7). a short ritual (see below). a series of tables and benches. When the
Infants of cult members arc brought to PCs arrive, the only occupant is a little
the temple, where the parent accepts the 8. The Lower Hall mouse huntq for scraps. In a mdee, the
oath curse in the infant's name, thereby This is the temple's entrance hall. A trestle tables and benches are good to run
making the child a cult member. Then zombie and an initiate arc always on duty around or overturn. Sneaky PCs can
the child is brought before the Shrine of here to receive members and protect the crawl under them and hide.
Zuvassin (3), where any taint of Chaos temple from intruders.
is revealed after a short ritual. If the child The initiate sits at a table where he may
bears a Chaos taint, it is aposed to the read, write or attend to bookkeeping or 10. The Kitchen
Cleansing Fire of Zuvassin. Likewise, any other duties. The zombie stands at the At various times of the day initiates
member of the cult suspected of a Chaos door. When it senses life through the prepare vegetables, cook meals, bake
related mutation or disease is brought door, it shuffles to a position where it bread, wash dishes and attend to other
before the Shrine of Zuvassin, where the can grab any being that enters. Its motion kitchen duties. One initiate is always
taint is revealed, then exposed to the warns the initiate that a visitor has here, day or night, keeping the ovens
Cleansing Fire- approached the door. going and Wlltching the kitchen door. A
At present, the Sanitarium is zombie stands at the kitchen door to
Normally the visitor is a member, who 'announce' visitors through its sense life
unoccupied. knocks, idettifies himself and states his ability (see 8 above).
business. If the visitor does not knock
7. The Cleansing Fire or identify himself, the initiate is to
of Zuvassin assume the visitor is an intruder, and
11. The Abbot's Room
The door to this room is locked at all report to the abbot or sound the alarm,
whichever seems appropriate. The abbot (Viktor Stragoff, p119) is
times. It has T 4, D 10. always found in his quarteis, because it's
The room is completely unlit - there arc The Temple Staff Quarters easier to stage that way, but you can have
no windows, light slits or provisions for him wander around attending to duties,
The south and east walls were built as supervising the meal preparation or
lamps or torches. Set in a stone plinth part of a temple to Shallya (,()() years ago.
is what appears to be a giatt barrel, seven yelling at the initiates if it suits you.
The builders used fine-crafted, durable
feet deep and five feet wide. A wooden sandstone blocks salvaged from the
beam over the barrel carries a rope sling Dwarven ruins on the site. These
and winding mechanism for lowering buildings were gutted by fire during the 12-16. Initiate Quarters
people into the barrel and getting them last Chaos Incursion and reconstructed Two initiates bunk in each cubicle, but
out again. The interior of the barrel is by Alexis I almost a century ago. one of the pair is often on guard duty,
covered with thick, hammered silver doing chores or attending to other
foil, and there is a lid, also covered in General Routine temple business.
silver foil, which seals the barrel almost When the PCs arrive, two initiates arc on
- but not quite - perfectly. guard duty at the doors and the rest arc
Around the lip of the barrel, inscribed in their cubicles, medi� or sleeping. 17. Leonid Barismann's
into the silver foil, is a series of words This isn't very realistic, but it's simpler Quarters
in a language which resembles Arcane than worrying about where everyone is.
When the PCs arrive, Barismann is in the
Catacombs, meditating in the Spirit
Reservoir Gallery (see plOO). The door
fflE CLEANSING FIRE OF ZUVASSIN
to this room is locked (T 3, D 7). The
The Cleansing Fire is not gettlc:_ The barrel is som� like a magical microwave room is smaller than the abbot's quarters,
oven that causes the stuff of Chaos to overheat and boil away. It might even since the abbot is the nominal head of
be able to destroy Warpstone, although no-one has tried this. The more Chaos the temple, even though Barismann is
there is in the victim, the greater the heat and the greater the stress. The heat senior to him in the cult. The following
leaves no physical burns or other marks, but works inwardly, causing a high will be seen in the room:
fever with dderium, aching joints and acute weakness.
The Cleansq Fire causes D6 W (regardless of T, armour or other considerations) Rapid Glance: The room is not
for each mutation it bums away. If the Fire is treating a creature or follower occupied. There is a single bed, neatly
of Chaos, such as a Chaos Warrior, Beastman or Harpy, it causes an additional made, a table and bench. An unlit lamp
4D6 W. This additional damage docs not apply to members of the cult of the and an open book arc on the table_ There
Ancient Allies. Victims taken below zero W must roll on the Sudden Death is a bear-skin rug on the floor. Two trunks
Critical Hit Table (WFRP, p 125). Survivors gain one Insanity Point for every stand near the bed.
W point they lose to the Oeansing Fire_
Careful look: (2 minutes) The trunks
•
After the Cleansing Fire h� taken effect, what is left - be it dead or alive - is contain clothes. The book is actually a
completely ftte of Chaos. Even a Beastman will be completely Human after the notebook full of disorganized, scribbled
Fire has cleansed it. notes in tiny script. Magical Sense: No
magic in the room.
Locations 18 -21
Rapid Search: (10 minutes) The notes Dumb PCs are standing there with the For those who prefer the less subtle
concern the history of Bolgasgrad, but secret door still open when the initiate approach, each panel is T 2, D 6.
are personal notes, not prepared for a peeks out. The initiate sounds the alarm,
reader, and difficult to follow. and the game is afoot.
20. The Library
Full Search: (30 minutes) The walls, Careful Look: (requires light, takes 2 The door to the library is unlocked.
floor, and ceiling are apparently solid. minutes) The air is stale and musty. The
The notebook belongs to a Leonid crates contain stacks of paper, apparently The following presumes 2-4 people with
Barismann, curate of the temple, and daily logs dating from the 2480s and Read/Write skill are doing the searching.
apparently a second level Cleric or '90s. The opposite wooden door is Various skills or shrewd guesses may
higher. One section of the notebook is closed. Eight chairs are stacked carelessly speed the process.
a summary chart ofBolgasgrad's history. atop a table pushed against a wall. A cloth Rapid Glance: The room is lined with
GM: Give the player handout 11. covers a pile of objects in the northwest bookshelves; there contents appear to be
corner. Magical Sense: The cloth as follows: west wall - several hundred
covered pile contains something with a bound books; south wall - folios and
18. The Conventricle faint magical aura, and the room itself large manuscripts; east and north walls
The secret door to the Conventricle is feels as though it has been used as a
locked by a massive bolt mechanism. To - stacks of parchment and paper and
magician's workshop or a shrine. small, manuscript-sized boxes tied with
unlock the secret door, two stones six
Rapid Search: (5 minutes) The wooden ribbon. In the centre is a desk with a
feet from the door at knee height must
door has no lock, and there is no light chair, and there are two smaller tables
be pressed simultaneously. These are
or sound from beyond it. The objects in the north-west and south-west
marked on the temple map. The door
and locking mechanism are rarely used, covered by the cloth are apparently old corners. There are a few papers on
and there is a -50 penalty to spot altar gear, including t wo small carved the desk.
footprints or other signs of use unless figures: one a kind of spanner-shape, the Careful Look: (2 minutes) None of the
Olvaga's map is available; this has both other a dark wooden cylinder inlaid folios or manuscripts is labelled, but
door and mechanism clearly marked. with a crescent moon and star in a lighter
each bears a catalogue number. Most of
wood. Magical Sense: These are the
In this secret room, the original members the books concern the state cults,
source of the faint magical aura. They
of the Conventricle of Chaos met to farming and animal care, engineering
feel like holy objects, but the aura is
discuss heresy and rebellion. The room very weak. and health care. Two smaller collections
was also used -as a shrine for the have historical and theological themes.
invocation and worship of Zuvassin and These items were originally used to Magical Sense: Nothing.
invoke and worship Zuvassin and
Necoho before the offical break with the Rapid Search: (10 minutes) All but five
state cult. Necoho, but they have been replaced
with the more elaborate Shrines (2-3). or six bound books are at least fifty years
There are no lamps or torch holders in The objects might still be used to old. A catalogue of manuscripts sits
the room, so the PCs must provide their communicate with the two Renegade under one copy desk. Observe test: The
own light . Several wooden vegetable Gods, but the chance of a response is handw riting matches Olvaga's
crates containing old temple chronicles almost nil. annotations on his map.
are stacked against the wall by the Full Search: (30 minutes) The objects Full Search: (30 minutes) The catalogue
secret door. lists no references to magical or
are either so tediously mundane, or so
If the PCs provide their own light, or if hopelessly obscure because you know necromantic references, nor are there
they enter the temple in daylight, use the so little about the cults, that you can get any mentions of a Sulring Durgul. The
first Rapid Glance description. If they almost nothing from them. The name state cult references haven't been
can't see what they're dealing with, read 'Zuvassin' recurs - characters with touched in years. Two catalogue
the second Rapid Glance description. Theology skill are permitted an Int test references, labelled 'Local History' and
to recognise the name as belonging to 'Cult References ', lead you to two
Rapid Glance 1: When the key stones an obscure Renegade Chaos God. interesting sheafs of manuscript. GM:
are pressed, the secret door slides open Give the players handouts JO and 11.
with a loud squeal. A chest-high stack
of vegetable cartons totters, then tumbles
away from you. Declare intents for this 21. Storage
round. Passed Initiative tests let the PCs (Entry to the Catacombs)
grab the cartons before they fall. The floor is covered with crates and
Otherwise, the cartons crash and shatter; chests full of old state cult gear - wall
proceed as below. hangings with Ulric and Taal-Rhya
motifs, vestments, altar dressings, old
Rapid Glance 2: When the key stones
19. Secret Passage melted candles, stale incense, holy
are pressed, the secret door slides open emblems and so forth. Four chests filled
with a loud squeal. Something moves in Since the walls of the passage are old with lace hangings and other light gear
the darkness. Declare intents for stone, even an Ore might guess that the
this round. sit in the western half of the room; these
two wooden panels are secret doors. To are bolted to the trapdoor beneath. The
Unless someone makes a lucky guess and unlock a panel, feel around for a trapdoor lock is released by opening the
responds, the crates tip over into the depression in the floor at the base, stick south-west chest lid and pressing a
room, shattering and spilling their a finger in, push down on a thin metal button in the bottom of the chest. The
rod, and the latch at one side of the panel trapdoor swings upwards, and is hinged
contents. The initiate in the kitchen hears
the crash, ponders for two rounds, then is released. Now the panel can be pushed along its southern edge.
gets up and peeks out of the back door. 18" into a recess, permitting characters
to squeeze through into the cupboard You can make the PCs search around for
•
Smart PCs jump into the room and close beyond. To dose a panel, slide it back the trapdoor and its locking mechanism,
the secret door behind them. The initiate until you hear a click. Opening a panel or, if you can't wait to get them into the
sees nothing interesting, shrugs, and takes three rounds the first time, and two catacombs, the last clown through left
goes back inside. rounds thereafter. the trapdoor ajar. Up to you.
The Cult of the Ancient Allies
•
mutations, all psychological effects (such
as Insanity points gained from
encounters with Chaos), and the effects
of Radici's potions (see plOl). l r.:i.
l1!l
Necoho the Doubter
Cult Requirements
Like most Chaos Gods, Zuvassin will
never refuse anyone who is foolish
enough to offer him their loyalty; even
the most exhaustive of terms will not
worry him, as he is confident of being
able to make things go wrong if it suits
him to do so.
Strictures
Zuvassin imposes no strictures upon his
followers, since any character who is
truly imbued with his spirit would be
able to make any instruction misfire.
Spell Use
Spellcasters following Zuvassin may use
spells of any kind, but whenever one of
his followers casts a spell there is a 5 %
chance that he may cause it to go wrong
in some way. In such a case, roll on the
following table:
D6 roll Result
1-2 Nothing
3-4 Reversed
5-6 Different
Different: A different spell, randomly CHAOS GOD one. Certainly it seems (from what little
is known) that Necoho is as opposed to
selected from the same level and type of the idea of temples as he is to the idea
magic, is cast instead of the intended one. Description of deities.
This need not be a spell which the caster Necoho's Chaotic nature manifests itself
actually knows, and Magic Points are in a contradiction which should logically Friends and Enemies
expended as if the intended spell had make his existence impossible: he is a Necoho is generally opposed to all other
been cast. deity who stands against the whole idea cults of all kinds, although it is suspected
of gods and religion. Needless to say, this that from time to time he may help one
Skills means that his following is extremely cult or hinder another if doing so would
There are no special skills associated small, even for an obscure Renegade undermine the cult's credibility or status
with Zuvassin. Instead, whenever one of Chaos God, and his name is only found among its mortal followers.
his followers advances a level, they must in the oldest and most obscure of
lose one skill, selected at random. forbidden tomes. No doubt, this is the Holy Days
way Necoho likes it. As might be None. Every day is equally non-holy in
Trials expected, Necoho almost never Necoho's eyes.
Zuvassin does not set tr ials for his manifests himself in the physical world;
followers. When a trial is indicated by if he does so in this adventure, he will Cult Requirements and Strictures
a roll on the Cleric Advance Table, the take the form of a short slightly plump Necoho requires nothing from his
result should be treated as a roll of 06-10. old Human man, with a permanent followers; indeed, it sometimes seems
expression of ironic amusement. that he would rather not have any at all.
Blessings
Zuvassin hardly ever gives blessings to Alignment: Chaotic. Spell Use
his followers. On the rare occasions Necoho certainly wouldn't give spells to
when blessing are given, they generally Symbol his followers, although he doesn't
take the form of the blessed character's Necoho has no known symbol. appear to object to their using spells that
enemies automatically failing all tests for they already know.
•
one hour. Sometimes, the blessed Area of Worship
character may automatically fail all tests As far as is known, Bolgasgrad is the only Skills, Trials and Blessings
for the same hour, or for the hour place in the whole of the Old World Again, Necoho offers nothing to his
directly afterwards . where Necoho is worshipped. followers, and asks nothing of them.
The Catacombs
THE CATACOMBS If the PCs manage to get themselves The bear has been directed to attack and
captured and put in the Holding Cell, pursue all living int ruders, but it
Long buried by rubble, the ancient everyone goes back to their normal recognises Alexis III and Barismann, and
Catacombs entrance was revealed to the activities, confident that Alexis III will does not attack them.
Conventricle by Necoho, and excavated keep an eye on his prisoners, while
by initiates in 2464. The doors remained negligent Alexis III is casually examining Engraved magical inscriptions on the
sealed by ancient rune magics until the the PCs' gear in his ancient gallery, iron doors in Arcane Dwarf were
arrival of Durgul, who broke the thereby faciliating their escape and the intended to seal the doors against
enchantments. The entrance chamber is continuation of the adventure. intruders and to curse those who would
now guarded by an exceptionally disturb the Catacomb sanctuaries.
powerful and durable undead bear Sulring broke the enchantments - the
- just the thing to give the PCs a nice CATACOMBS inscriptions are worn and charred as if
workout before they enter the lower they have been sandblasted, and then
dungeon levds. MAP KEY (Maps 11 and 12) subjected to intense heat. The perfectly
Originally a series of sanctuaries and balanced doors swing open at a touch,
sacred galleries, the upper level is revealing a spiral staircase carved into the
currently occupied by the Spirit Entrance Chamber sandstone. This staircase leads down to
Reservoir Gallery, the Chaos Herb and The foundations of the modern temple the upper level of the Catacombs.
Vegetable Garden, and the laboratory of rest on the ruins of the ancient Dwarven
Radici the Alchemist . When the PCs temple. The excavated stone walls and
arrive at the temple, Barismann is iron doors of the Entrance Chamber The Galleries
meditating in the Spirit Reservoir itself are of classic High Dwarven design The corridors between the large rooms
Gallery, and Radici is busily engaged in and craftsmanship, contrasting sharply are galleries, with the low ceilings
weird science in his laboratory. The only with the cruder stonework of the supported by squat columns. The walls
guardians are ancient dwarven skdetons, modern temple foundations. and columns were once apparently
animated primarily for use as gardeners, covered with carved and painted panels
but also directed to detain intruders. The Chamber is unlit, and guarded by
a dead black bear - cheap to feed, very and designs, but the soft sandstone has
The lower level - the former Catacombs obedient and a bit tougher than a crumbled over the years, and all details
proper - now includes an improvised have been lost. Sound is muffled by the
living bear.
Holding Cell for prisoners, an ancient soft sandstone walls and it is difficult to
gallery now used by Alexis III for his Don't tell the players that it is an undead understand speakers only a short
meditations and studies, a cosy niche for bear. Just say they see a bear and need
distance away. All Listen tests are made
Creetox, Surling Durgul's pet Midget to make their Fear checks. Thereafter,
at -20.
Dragon, and the private residences and occasionally mention the smell, and
study of Sulring Durgul. From this level, how odd it is that the bear doesn't grunt
there are secret exits leading to the or growl or cry out if they wound it. If Entering the Upper Level
sandstone cliffs overlooking the river, PCs get a close look in good light, they When the PCsarrive on the Upper Level,
permitting Sulring and Creetox to come may notice that flaps of skin are torn and down the gallery to their right they can
and go as they please, without attracting hanging loose, or that the creature is
the notice of the locals. When the PCs see flickering reflected light from
not breathing. Barismann's candle in the Spirit
arrive at the temple, Sulring and Creetox
are out on an expedition, the Holding If they do realize the bear is undead, they Reservoir, and they can hear an echoing
Cell is occupied by an undead Witch can save themselves a lot of trouble by and indistinct murmuring from Radici's
Hunter (yes, that's what I said ...), using necromantic spells or magical labs to the kft. Magical Awareness
and Alexis III is meditating in the devices to ward off or destroy the reveals strong sources of enchantment
central sanctuary. undead beast. in both directions.
STAGING THE
CATACOMBS
If the PCs enter the Catacombs without
alerting the temple staff, they can
waltz right in and surprise the
Catacombs' denizens.
On the other hand, if an alarm has been
sounded, the Catacomb folk will be on
the move as indicated in the Temple
Defence Tactics Chart (page 92).
Depending on how many rounds have
dapsed since the alarm was sounded, the
PCs may meet Barismann and the
undead bears, or Alexis and the undead
reserve along the way. Don't be too fussy
about where and when their paths cross;
•
just make sure Barismann and the bears
are encountered first, then Alexis and his
shambling second-stringers five-to-ten
rounds later. ........""--L:...'------'rm
Map 11 - Catacombs Upper Level
f
Bolgasgrad's undead armies leave the
town on Chaos hunts, this spirit
reservoir provides the magical energy to
preserve and power the undead, and to
maintain control over them.
*---�
0 0
•
that he and his fellow cultists are not
O -PIIL'.R � evil, just desperate people fighting
�.__----------------------------� Rdcr to text for room dcscriptioos � evil with practices forbidden by
ancient superstitions.
The Catacombs - Upper Level
•
approach the room, the skeletons are dwarven, and of great antiquity. Tracks necromantic arts. For details of Durgul's
hidden in darkness in the southern part around the plant plots reveal that the plans for Protorbis and the Undeath
of the chamber, but they pop out and Skeletons probably served as gardeners P lague, see T he Holding Cell and
attack when the PCs start to look around. as well as guardians. Handout 12 page 104 .
The Ciucombs • Ridici's uboutory
Picture Radici babbling cheerily in Tilean what the PCs do to him. Since his sized, jelly-coated spores in a shallow
with Radici:
as he stirs bubbling goo with glass rods services are valuable to Durgul, Radici depression at the top of the cylinder.
and peers into swirled beakers full of might make a nice hostage, but he's Skin contact with these spores causes
steaming, violet substances. He's so nothing but trouble as a captive, a nerve-poison to seep through the skin,
engrossed in his work that he doesn't struggling and cursing and generally entering the bloodstream and affecting
even notice the PCs until they do kicking up a fuss, until the PCs knock the whole body (Poison test or develop
something obtrusive, like poke him, him out or 'kill' him. stage I Palsy, see WFRP, p138).
address him loudly or push over a couple So why do we put quotations around the
of racks of glass beakers. word 'kill'? �II. remember, Radici has
Characterize Radici as a cross between been exposed to Undeath Plague. If he's
a cheery mad scientist and an eccentric roasted, that finishes off him and his
Italian chef. Radici speaks Old Worlder disease, but if he's just killed in some
with a very thick Tilean accent, which other fashion, he goes on making a fuss
you can conveniently portray as a thick just like he wasn't dead. Which he isn't
Italian accent. • 'Say, whatta you do here? - in a way.
You a looka for little Alexis, he'sa The PCs will have to draw their own
downstairs, I tink." conclusions, since Radici isn't going to
Radici works for Durgul because Durgul explain anything to them. Maybe they'll
pays well and gives Radici almost decide he was never really alive, or that The prepared potion is a thick, clear
complete freedom to work on his own he's immortal, or that he's Durgul in liquid with a slight scent of rotting plant
pet projects. Radici couldn't care less disguise or something. Hardened PCs matter. The drinker becomes subject to
what Durgul does with the products of may experiment with the undead Radici, frenzy.
Radici's craft • "Thatsa not my problem, chopping off limbs or using necromantic
I'ma justa doin' ma job, sec?" Sure, it's spells on him. For details on how 3. Strangler tirils. Contact causes the
dark and lonely down here in the Undeath Plague victims handle this sort delicate, curling tendrils of this plant to
Catacombs, but that suits him fine - of thing, see the Holding Cell section wrap around nearby objects
"Who needsa lotta company ? (p104), where Undeath Plague and its (Constriction attack at S 2 - see WFRP,
Yattatayattata alla time, talk about wifes more charming features are explained p214). In process of removing the
in detail. tendrils, the subject may (Dex test) prick
and kiddies, phooey. Here, I getta lotta himself on the poisonous spines hidden
work done, sure." in the hairs coating the tendrils. The
poison causes depression (see WFRP,
Radici isn't at all security-conscious. He's Notes on Chaos Plants
p85).
a little puzzled by the PCs' presence, but
fast talk easily distracts him. If the PCs
and Potions
These plants are found growing in
show interest in his work, he'll chat labelled plots in the Chaos Victory
merrily. If the PCs have gotten into any Garden. Radici also has specimens
trouble fooling around with the Chaos drying on labelled racks in his lab.
vegetables, Radici will bustle about
looking for antidotes, chiding the PCs' The potions made from these plants are
for their ignorance - "Whattsa matta for stored in the short cabinet. Three of each
you, you don't know trembleseed when potion are found in glass bottles, labelled
you see it? Easy, easy, we take-a care-a with the proper and common name of
you right-a way." If the PCs wander in, the plant, and stoppered with corks
look around, chat for a bit, then walk sealed with wax. Unless stated otherwise
out, Radici will go right back to work below, treat these potions as indicated
and never give the incident a in WFRP, pl86, with durations of ID6
second thought. x 10 turns.
The prepared potion is watery, odourless
If the PCs enter aggressively, or try to get 1. Sigurya natans. When disturbed, fluid. It causes immunity to all
these bulbous yellow floating plants psychological effects.
tough, Radici explodes indignantly.
"Whatsa matta for you? Get outta here, yield fine spores, which, if they are
inhaled or are in skin contact, cause a 4. "Cumbumbra" germinants. These
you hoodlums, or I blow you to kingdom parasites are transmitted to the host plant
strong allergic reaction (T test or all
come!" He goes to the potion cabinet, (usually vegetables like cucumbers) by
characteristics halved until D6x10
grabs a few Tirlllus potions, and throws rounds after exposure ceases). spores which tunnel into the vegetable's
them at the PCs. Splatters from the first surface then bloom, sending out root
potion set the luxurious furnishing on The prepared potion is a thick, soupy feelers and bulb-like protuberances.
fire, and in seconds the room is a blazing green, smelling like water hyacinths. It Contact with the plant itself has no
inferno. Radici (and anyone one else left gives a + 30 bonus to all magic tests. unusual effects.
behind) gets roasted to death, and the
contents of the room are utterly
destroyed. Nobody else in the
Catacombs notices anything out of the
ordinary - thick smoke and horrible
odors frequently issue forth from
Radici's lab, and everyone knows to
stay clear.
•
Otherwise, if prevented from reaching
the cabinet, Radici fights unarmed until
The Catacombs - lower L:vcl
The potion is a clear, odourless liquid. The prepared potion is a thin, watery, 10. Anaclea taludensls: The shiny black
To be effective, the potion must be t:lken sweet-smelling-and-tasting clear fluid. It flowers of this plant emit a radiation
internally, but it is indetectable when causes dementia (WFRP, p84). similar to that of warpstonc. Contact has
mixed with most beverages. It causes no effect, but prolonged exposure (24
sleep as the Petty Magic spell of that hours or more within 5-10 yards,
name. B. Proturbls minor. Contact with these regardless of any shielding organic
delicate mushroom-like vegetables material between the flowers and the
5. Arttsia. The slimy, pulpy surface of relases a shower of tiny spores. In contact subject) may cause mutations (5 %
the curling white-grey-mottled fronds of with mouth or nasal tissues, the spores chance - check once per week of
this fern-like plant is repulsive, but release an oily, toxic substance which exposure). Stone and metal enclosures
harmless. causes immediate and profound of l" or thicker block the dangerous
depression of the nervous system, radiation. The specimens drying in
leading the vistim to contract the Radici's lab are kept in a special lead
Undeath Plague (see pl04). lined box in the tall cabinet.
The prepared potion is an odourless,
shimmering, silver-black substance like
mercury. Radici and Durgul are hoping
to use it as the basis of a medicine to cure
Chaos mutation, but at present it has no
detectable effect on the drinker.
•
shattering the bottle causes the potion occupied by the ancient Dwarfs whose
to ignite instantly like a Fire Ball spell animated skeletons now stand in the
so much for sniffing or tasting this central sanctuary as a frail reserve
potion. Heh, heh. against intruders.
Mip 12 - The Catacombs Lower Level
.r.
Of the treasure that was interred with the
ancient Dwarfs, none remains here in the
Catacombs. Most of the gold and silver
has been melted down and used to fund
the cult's activities and the expensive
0 0
researches of Radici and Durgul. The
few remaining valuables have been
removed by Durgul and Creetox for
0 0 ''safe-keeping''.
t
beyond middle age. Mikhail is deader
0 0 than a door nail, but you'd never know
it to see him pacing about.
0 0
Mikhail is a victim of Undeath Plague.
He managed to sneak into the temple,
0 0 and - once he had discovered the various
N secret doors - he made his way into the
0 0
Catacombs. There he came into contact
0 2 ◄ yds
L-...L....I
with Protorbls spores. He was finally
discovered by Alex.is III, who ran him
through with his two-handed sword.
0 Alex.is dragged Mikhail offto the Holding
Cell before he had a chance to recover
MAP 12
* --ALEXISm
from the shock of surviving his own
death, and he has been imprisoned for
0 0 about three months.
0 0
Radici and Durgul stop by regularly
to study Mikhail's physical and
THE CENTRAL SANCTUARY psychological reaction to being dead.
From their conversations, Mikhail has a
0 0 shrewd idea of what has happened
0 to him.
During his imprisonment, Mikhail has
begun to decompose -albeit slowly in the
0 cool, dry air. His flesh has pretty much
dried out, but the flesh hangs loosely on
his bones, and there are spots -
particularly where Alex.is III chopped
0 0 and skewered him - where he's having
trouble keeping everything held
0 0 together. He uses his clothing and bits
of cloth torn from his cloak to bind
himself up as best he can, but you
0 0
wouldn't invite him to dinner in his
present condition.
0 0
Mikhail has mixed feelings about the fact
that he did not die from this traumatic
0 0 wound. "It's not that I object to
surviving, you understand- not in itself.
0 0 But this has to be some kind of
necromancy, and it's - well,
• 0
embarrassing, to say the least. Early on,
I considered committing suicide, but
then I thought, what if I couldn't? What
___ __
0 0 if I stayed alive and just kept pulling
bits off myself?"
,.;_, ...,,,.....,..
•
.....
10 haddu CXJI
�L________________________,
Refer to text for room descri ptions �
The Catacombs - Holding Cell
Mikhail has been unable to break this woman. Of course I'm sure! No, no, not the other hand, if precautions were taken
mental deadlock, and has pretty much an Elf - perfectly normal ears, at least. and appropriate skill tests passed, PCs
lost interest in the whole business. He "As I was saying, the Tilean and the old might approach, look around and
hasn't got a very fertile imagination or woman were talking about spores of withdraw without being noticed.
much of a sense of humour, so he can't some protuberance plant or something. Carefu l Look: The Skeletons are
appreciate the more philosophically Said I must have breathed them in Dwarven, and standing on their own,
stimulating or bizarrely amusing upstairs, in the room with all the strange but do not appear to be animated or
elements of his fate. He just sits around plants. The Tilean said I had the plague, aware of the PCs' presence.
waiting for something different to all right, and burst into a fit of giggles.
happen to him, with no expectation that Alexis Att2cks: If the PCs have not been
Strange fellow. noticed, they may withdraw or continue
the something different is going to be
pleasant or interesting. "I asked them, what kind of plague lets observing. After an hour - unless the PCs
you wander about with a hole like this make their presence known before -
St2ging Mikh2il in your chest? And without breathing? Alexis apparently senses something. He
the Undead Witch-Hunter The Durgul woman said I wasn't attacks as soon as he becomes aware of
Mikhail is an all-purpose NPC informant. breathing because I was dead. the PCs' presence.
Anything interesting the PCs have missed
"I needed a little time to take that in. As soon as he becomes aware of the PCs,
in Bolgasgrad, the temple or the upper
level of the Catacombs? Use Mikhail to When I came right out and charged the Alexis reaches into a drawer in the table
fill them in. For example, the PCs may pair of them with necromancy, the and pulls out two potion bottles. He
Durgul woman just smiled, but the downs the first in one gulp and rises
not have had a chance to study the
Tilean seemed a little put out and from his chair. In the second round, he
fascinating magical stuff in the
informed me rather sharply that he was draws his sword, shatters the remaining
Quarantine, Necromium, Sanitarium and
an alchemist. Then it struck me that I bottle and pours its contents on the
Cleansing Fire of Zuvassin - here's your blade. In the third, round he charges
chance to describe it in the person of was a Zombie.
Mikhail, eye-witness and first-hand "They were very nice about that, I must the PCs.
reporter. If you've ever had a bunch of say. Apparently I'm not a Zombie at all Alexis wants to destroy the intruders,
PCs stroll unwittingly straight past your - although I am undead as a result of this and he's superbly qualified to do it. The
greatest design masterpieces without a plague thing. A Zombie, according to Artisia potion will ensure that he can
second glance, you'll appreciate an Durgul, is a lump of meat with some catch any PCs who try to run away, and
opportunity like this. magical force keeping it going - she he will simply keep hacking away until
seemed very contemptuous of what she there is no more resistance.
Mikhail is also the PCs' prime informant
(and illustrative exhibit) on the Undeath called the lower forms of necromancy This is a battle to the death - and beyond.
Plague. See below for a sample Mikhail - whereas/ am a dead body still inhabited Alexis has contracted Undeath Plague
monologue on the topic. He has had by its original spirit. I suppose you could (see above), and so, in all probability,
plenty of time to speculate on the say I'm haunting myself. have the PCs. So the combat continues
significance of this disease and Durgul 's "They're still trying to work out why I until one side or the other is disabled.
interest in it, and - if the PCs are slow can't feel anything - not that I mind not Review the critical effects as they are
to recognise the potential uses and being able to feel ragged great holes like received, and use common sense to
misuses of the disease - Mikhail notes this one in my chest, I can tell you - but judge how they will affect the
how it can be used to create instant apparently it's quite normal. Everyone participant's ability to continue the
undead armies or to make a solid exposed to the spores loses feeling, taste combat. For example, if one arm is
promise of immortality for the faithful. and smell, and can't eat or breathe or chopped off, the character can keep
heal any more, but keeps on moving and fighting with the other, but if the skull
W hen it comes to helping the PCs, is pulverised, loss of vision will cause the
Mikhail is pretty apathetic. He hasn't got speaking and seeing and thinking just as
if they were alive. character to wander around, swinging
much to look forward to personally wildly. Note also that the Undeath Plague
other than watching himself fall to "Pardon? Contagious? Damned if I robs its victims of feeling, so that they
pieces, and he's no longer convinced that know. But, chances are, if you were will never be disabled by the pain of a
the Ancient Allies and Durgul are evil - upstairs near the funny plants, you'll critical hit.
in fact, he recognises that they may have have caught it all by yourselves already.
a very effective plan for dealing with the Well, I don't suppose there's any help for Magic spells or potions stolen from
Chaos menace. Mikhail doesn't mind it now - and at least you know there Radici might alter the balance of the
talking to the PCs - he hasn't got any won't be any pain..." combat significantly; a Sleep or Steal
other pressing business - but he doesn't Mind spell might let the PCs take Alexis
feel like doing anything. "Ah," he shrugs, The Central Sanctuary captive, or finish him off, and a couple
"what's the point?" of Tirlllus fireballs might cook him once
As the PCs approach from the north, and for all. Tactics will also play a great
If the PCs have been captured and they can see a dim light flickering from part - for example, all the PCs might
imprisoned here, Mikhail will stir the eastern part of the chamber, and hear grapple him at once and concentrate on
himself to help them escape. If they can't an occasional rustling of paper. separating him from his sword.
figure out a better way, Mikhail suggests First Glance: To the right, hundreds of
that if they pull off one of his hands, it On the other hand, if the PCs are less
Skeletons stand close together near the than-inspired in their tactics or dice rolls
might be able to crawl out of the barred wall. To the left , a man in full plate
window and get the keys which are they could be mincemeat in no time a�
armour - including the helmet - sits at all. In which case, Alexis drags the still
hanging on a hook on the wall next to a table, looking through some papers.
the door. Given Mikhail 's unique twitching remains off and locks them up
The armour's heavy construction and in the Holding Cell. Fortunately, since
perspective on his body as a resource, multiple flanges makes him look like a
there are a lot of unusual jailbreak tricks the PCs are only mangled, and not
Chaos Warrior. unconscious, the scenario continues.
•
they could try. If the PCs were careless in their approach There's a chance that they'll last long
Mikhail on Undeath Plague or made a lot of noise, Alexis III turns enough to chat with Durgul and perhaps
· 'I overheard some babbling Tilean guy around immediately, and the PCs have even escape, even though they're
and the Durgul woman - yes, she's a no chance to withdraw unobserved. On technically dead .
The Catacombs - DurJ!ul's Ouutcrs
•
PC tests for Fear, overloaded by the sheer and vegetables, and - on a chopping explain that the PCs must be p0werful
volume of maglc. Even if he passes, he board - sits tonlght's dinner, a couple of magicians who have transformed
stutters for the rest of the adventure joints of lamb magically kept cool to Creetox's treasure into worthless junk,
maybe the rest 'of his life. preserve their fresh flavour. and then the PCs arc in deep trouble.
The Catacombs - Dur gul's Quarters
St2ging the Encounter Get as much information as they can, Join the Ancient Allies in their attempt
then leave? to Save the '\lorld from Chaos through
After the PCs have looked around in Enlightened Necromancy?
Durgul and Creetox's rooms and had 1l"y to persuade Durgul (by logic or force)
time to discuss what to do next, the to stop practising necromancy in The opportunity to look around in
necromancer and Dragon return, Durgul and Creetox's rooms should
Bolgasgrad? function as a tension-releaser. It's time
carrying a small sack of fresh mint. to take stock of their objectives and
Leave everything alone, rather than mess
Time to Think: We're coming up to the with something they can't judge or resources, and decide how they're going
understand? to resolve this mission to Bolgasgrad.
climactic encounter in the adventure.
The PCs need some time to figure out Don't be shy about calling this to your
what they're going to do: Go back to Kislev with the truth, the players' attention in your GM persona.
partial truth, or a pack of lies - or not "Okay, folks. It looks like Durgul isn't
Attack Durgul? go back at all? in right now. W hat a lucky break. This
(m.______________---"""''----------------J
•
The Catacombs - Our gul's Quarters
gives you a chance to think over what Durgul with it (although this may at any time, Durgul may be provoked to
you've seen and learned since you got precipitate The Final Conflict), but since attack. However, he remains patient and
yourselves involved in this little mission. he is not in an Elven body at the moment, persuasive as long as he has some hope
Maybe it's pretty clear what you have to the rune will have no effect. of convincing the PCs to do as he wants,
do. Maybe it's not so clear, and you ought and as long as it doesn't compromise his
We'll carry on referring to Durgul as be defensive position. For example, he will
to discuss it while you've got a chance.
But, whatever you do, don't forget you and him - he certainly still thinks of not let the PCs sneak up on him from
himself as male, despite the gender of his
have no idea when Durgul might show behind. Any time they draw weapons,
current body, and it's less confusing than
up, and you'd better have everything begin casting a spell or produce an item
changing things at this stage.
sorted out if and when he does." that might conceivably be a magical
weapon, Durgul goes to battle stations.
Durgul's Return Anyone for Tea?
When Durgul and Creetox appear in Step One: What Are You Doing Here?
After you've given the PCs time to think After retiring to the kitchen, boiling
their rooms, Creetox will be all for killing
about where they are and what they 're them there and then - "Look! Burglars! water with a wave of the hand,
doing, and after they've had time to poke telekinetically laying out the tea service,
Can I rip 'em to bits, Sulring? Can I?"
around in Durgul's apartments and get and setting the tea to brew, Durgul
into all sorts of trouble, Sulring Durgul Durgul smiles and shakes his head. politely inquires as to the PCs'
and Creetox return from their little business here.
"Now calm down, Creetox," he says
outing. The exact timing of this is with a smile. ''And I think we should call
completely up to you - they might return Durgul will accept any of three
them visitors rather than burglars. At presentations - the truth (after 5000
just as the PCs are doing something least until we've found out what they're
incriminating or embarrassing, years' experience, Durgul recognizes the
doing here." (turning to the PCs) "Do truth when he hears it), an exceptionally
before they have a chance to indulge excuse Creetox. He does get a little
in any vandalism or at any other clever and plausible lie, or a
excitable at times. Now - why don't I transparently false but polite and
opportune moment. make us all some tea, and we can sit diplomatic lie. Durgul prefers the truth
Durgul and Creetox enter the complex down and talk it all over. Hmrnm?" - he likes to deal with honest folk - but
from the concealed entrance on the cliffs he recognizes that fearful Humans are
Durgul is never less than calm and
above the south fork of the river and reasonable, and it is clear that he doesn't taught to misrepresent themselves in
stroll back to their apartments, chatting difficult situations.
feel threatened or endangered by the
happily as they go. The sound of this is PCs. Have a look at the section headed
somewhat muffled by the soft sandstone, Durgul will not accept a clumsy lie or
The Final Conflict if you want to know a refusal to explain. A clumsy lie insults
so PCs who are engrossed in something
why. Durgul 's calmness should begin to his intelligence, and refusal to explain is
else will only have a 10% chance of worry the players.
hearing the two coming. PCs who are an inexcusable lapse of manners. Durgul
actively listening have a 25% chance of If the PCs have made a mess of his will gently chide the PCs, explain why
hearing them, and PCs who are on watch apartments, Durgul looks around sadly their response is unacceptable and give
in the passage have a 25% chance of and tells them in gently chiding tones them a second chance. If the PCs fail to
seeing them coming. that he really wishes they'd shown better satisfy Durgul after a direct threat and
manners. He waves his hand in a suitably a third chance, hostilities commence.
Durgul and Creetox are allowed normal wizardly manner. Everything that has
Listen tests to hear the PCs moving about
been broken pieces itself back together.
in their rooms. As soon as Durgul notices Some of the items of furniture begin to
that there are strangers wandering about move around the room, picking up the
his home, he will turn both himself and objects that belong on or in them. The
Creetox invisible and surround them
room generally sets itself straight in a
with a Zone of Silence. They will
flashily magical manner.
suddenly appear in the room which has
the most PCs in it. If a PC is doing something he doesn't
like, Durgul will ask him to stop. He will
be very patient and courteous, saying
You're Durgul? please and thank you and not raising his
At this point, there is something you voice. If this doesn't work, Durgul will
must know about Sulring Durgul. He's repeat the request with a little more
no longer an Elf, and he's no longer male. force. Failing this, he will slap a Stand
Because of creeping mutation from his Still spell (level 4 Battle Magic) on the
experiments with Chaos, he is obliged offending character, expending an
to move into a new body every so often extra 20 Magic Points to make sure it
(see Handout 12), and his present abode works (see Spell/Test Enhancements,
is the body of a robustly-built Human WFRP, p 135).
woman in her early sixties. This may
come as something of a surprise to the Durgul's patience is not inexhaustible,
PCs, although Mikhail the Witch-Hunter however. If it becomes clear that reason
(p105) has been primed to break this is not going to get him anywhere with
news to them gently. the PCs, he will proceed to The Final
Conflict (pH)()).
Despite the outward appearance of his
present body, Durgul still has the accent,
mannerisms and attitudes of an Talking It Over
•
incredibly ancient male High Elf, which The discussion and negotiations
the PCs may find a little disconcerting. between the PCs and Durgul proceed in
If they still have the Black Dagger (see three steps. If the PCs become
p76), they can certainly try to kill persistently uncooperative or aggressive @
The Final Conflict
•
critical moment. Prompt each player in Oath plll.
turn for his presentation. When they are
finished, Durgul considers their If Durgul decides that the PCs must be
statements, and makes his decision. destroyed, go to The Final Conflict. .....___...J__...._____....:.:........:...__;,;...i@
Setting ;i Tone for the Deb;icle
If he wants to use a spell, he'll use it; if Snuff 'em With Style When each PC is finished off, the player
it's not one he knows himself, then he'll If your players appear to realise that their is permitted to return to sit with his
either have it in a spell jewel or one of actions are suicidal, but they are fellows, but is told not to divulge the
his Daemon furnishings will supply it for cheerfully embracing their fate as a details of the encounter, since it occurred
him. One way or another, he has access gesture of supreme roleplaying, let them out of the other PCs' presence.
to all the spells in the WFRP rulebook. go down fighting in a final battle of epic
If you 're prepared to do a little
conversion work, he also has access to
proportions.
Life in Prison
Durgul teleports from spot to spot and If your players are resigned to attacking
any spells you fancy from any other
ambushes the characters one by one, Durgul because they feel it is in character
games you happen to own.
using a different magical effect each time for their PCs, but clearly don't want to
He doesn't need to worry about Magic to isolate one of the PCs from the rest lose their characters in a hopeless battle,
Points, either. He has a stock of his own, of the group and finish him off. you may want to soften their defeat.
of course, but between his extensive For example:
collection of energy jewels and the In this case, the plot basically follows the
various Daemonic minions at his •Ping• Durgul disappears. sequence described above, but everyone
command, he's not going to run out in finally ends up in the Holding Cell
The PCs wander around, looking for (p104) where Mikhail the Undead Witch
a hurr y. As a matter of course, he'll Durgul, or for a way out. Hunter is resting.
expend an extra 20 Magic Points on each
spell he casts, thereby reducing the •Ping• Durgul appears in the midst of For example:
victim's Magic test significantly (see them and grabs a PC from behind.
WFRP, pl35). He'll also spend enough •Ping• Durgul appears and takes a
•Ping• Durgul and the PC both victim off to a remote burial chamber.
Magic Points each round to raise his own disappear.
Magic test to 105. Sulring Durgul is a Durgul summons a horde of Lesser
professional - he's going to deal with the At this point, take the relevant player into Daemons, then directs them to take the
troublesome PCs quickly and efficiently, another room, along with the rulebook, PC prisoner, striking only to stun. After
with no messing about. his character sheet and a few dice. Oh, a chorus of groans and whining protests
You should be very careful not to let the
and take this book as well. No disrespect ('�w, c'mon, can't we rip his lungs out?
to your players, but some people just Can't we, please, please?"), the
players know how shamelessly you're can't be trusted.
fudging this combat - you know how Daemons resentfully surround the PC
humourless and sulky they can get in Durgul and the hapless PC materialise in and half-heartedly try to avoid killing
situations like this. ·so - before the a sealed burial vault, where Durgul him while they take him prisoner.
combat - you should make sure that you arranges for thir t y or so ancient After Durgul gives the helpless PC a good
have an enormous stock of dice, at least Dwarven Skeletons with a Summon thrashing or a good talking-to, •ping•
one notebook and several pencils. And Skeleton Horde spell. The Skeletons leap the PC is suddenly in the Holding Cell
a pocket calculator. When things start on the PC in a mass, and soon he is (pl04).
cooking, do a little roleplaying yourself. immobilised and disarmed. If the player
protests, have him make thirty or so tests Thus, after each player is taken into a
Furrow your brow as if you're under based on the average of SxlO and I, one separate room for his character's
immense mental strain. Roll dice to avoid each grapple - if by some freak thrashing, he is sent into a third room,
frequently and in great handfuls. Keep of chance he makes all of them, he has where he may confer with the victims
scribbling unintelligent notes and about half a round to do something who preceded him into the Holding Cell.
punching numbers into your calculator. before the Skeletons leap on him again. Doubtless, they will begin to plan their
Occasionally, repeat a calculation, curse And again. escape at once.
softly under your breath, cross one of
Of course, when Durgul grabbed the When all the PCs have been disabled and
your scribblings out and write character in the first place, he activated
something else. And, above all, keep conveyed to the Holding Cell, Durgul
a special spell jewel which has knocked appears as a projected illusion in the air
leafing hurriedly back and forth through out all the PC's magic items for 24 hours
both this book and the WFRP rulebook. before them. 'Tm ever so sorry about
- so undead-repelling magic items should this little misunderstanding. I'll have to
It's important that you do this make no difference.
convincingly, so the players have the ask you to accept my hospitality for an
comforting impression that the Durgul now has the option to kill the indefinite period. I have some pressing
shredding they're going through is being pinned and helpless PC - he'd probably business to attend to, but I'll return as
run according to some kind of rules. You, use something like repeated applications soon as possible to see if you have
of course, know different ... of Hand of Dust - or give him a good reconsidered my offer of acceptance into
talking to, or simply leave him there the cult of Ancient Allies. If you '11 excuse
while he sorts the rest of the party out. me. . ..'' And Durgul turns, with a gesture
SELECTING A TONE FOR Don't worry about taking some time
sealing the Holding Cell by summoning
a wall of magic-proof stone. Then he
THE DEBACLE over this. The other players will be sitting
there in the other room, wondering
•pings • out, leaving the PCs to cool
their heels for a few eons.
Here are some suggestions for staging the what 's going on and convincing
final conflict. We give you a brief review themselves that it's not good, which will Ask your players to make up new
of the kinds of-tactics Durgul might use, put them in just the right frame of mind characters for the next game session.
with options for how you feel at the for whatever you do to them next. They ''Oh, your characters are just fine - they
time: kind, mean or downright horrible. may even be doing a little thinking. They get plenty of medical attention - if they
Finally, we encourage you to develop may even be coming to the conclusion need it - and lots of food and some
your own ideas for this final scene, that this isn't going to be as easy as they Daemons to play with. But Durgul isn't
•
because this is an opportunity you won't thought. They might go so far as to letting anyone out without joining the
get too often, to present a spellcaster consider surrendering. Don't be afraid Ancient Allies.'' If anyone wants to plot
with almost unlimited power. Make the to give common sense a little time an escape, fine, but such a futile gesture
most of it. to work. is the mark of an incurable optimist .
Swearing the O.ith
Battering Into Submission Useful defensive spe lls: Aura of SWEARING THE OATH
Whether you snuff 'em with style or give Invulnerability • (Level 4 Battle Magic);
them life in prison, you '11 end up with Aura of Protection • (Level 2 Battle PCs who wish to avoid the
a series of one-on-one battles between Magic; Camouflage Illusion (Level I unpleasantness we've just detailed have
Durgul and each PC. In the examples Illusion); Clone Image (Level I Illusion); to accept the oath curse and be accepted
above Durgul summons Daemons or Zone of Life (Level I Necromantic; a as members of the Cult of the Ancient
Skeletons to do his dirty work. Here are great crock if a PC has contacted the Allies before any further discussions
four ways for Durgul to slaughter or Undeath Plague). with Durgul.
subdue a hapless PC personally. • Note: Auras are dispelled by other auras, Since Durgul is on a first name basis with
magical weapons and Dispel Aura, so Zuvassin and Necoho, there's no fuss
1: Animate d Swords
they may not be useful against some about swearing before the shrines of the
Best against warr ior-types. Durgul better-prepared PCs. two Gods, as most cult members must.
animates four or more swords in as many From among the objects in his bedroom
rounds (see the Level 3 Battle Magic spell Arm our, e tc: Durgul could be wearing
Durgul takes a miniature - and slightly
Animate Sword). The profligate robes embellished with Armour Runes,
imperfect - double-Y shaped ebony
expenditure of Magic Points implied is or carrying a magical weapon with the
plaque inlaid with an ivory crescent
an instructive display of Durgul 's power, Protection special ability.
moon and star. Holding it to his chest,
and the melee with four or more Healing: If things look tough, he he simply invokes the two Chaos gods
animated swords can be a prolonged, teleports out and swigs a couple of by name. He then hands it to each
colourful and ult imately hopeless Potions of Healing or casts Cure Severe character in turn and requires them to
gladitorial event in the tradition of Wound (Level 4 Battle Magic) before pledge the following oath:
Christians vs lions. To subdue rather than returning to the fray.
slaughter, Durgul directs the swords to Should I by any means whatever reveal
strike to stun. In addition, Durgul can always summon the mysteries of the cult of the Ancient
up Daemons or Elementals to run Allies, may my soul suffer in
2: Fireball Fricasse interference for him, or use a lllusionary retribution. I so swear by the names of
Durgul alternates between ground-zero Enemy (Level 3 Illusion) to summon up Zuvassin and Necoho. Thus may I be
Fire Balls (Level I Battle Magic), Hand some bogus minions. ever hereafter and henceforth
of Fire (Level I Elemental), and Breathe numbered among the elect of the
Fire (Level 3 Elemental) to roast his Creetox (pl20) Ancient Allies.
victim. Needless to say, he has a warding The fate of those who transgress against
ring which keeps him completely safe Durgul will probably prefer to keep
Creetox out of the final conflict, since this oath depends on who's on Oath
from magical fire. Breaking-Punishment-Duty at the time.
the hot-headed young Dragon is just as
3: "Ele m entally, My Dear Watson" likely to foul things up as he is to actually Zuvassin tends to devise hideous,
Durgul summons four Elementals - one do any good. However, Durgul won't painful, but swift deaths; Necoho prefers
of each variety - sets them loose in the hesitate to use Creetox as a distraction long, lingering afflictions with relatively
same room as the PC, then becomes if he needs to. mild symptoms, but complete disruption
ethereal so he can watch the of normal mental activities (strokes,
Creetox himself will be beside himself amnesia, dementia, senility, etc). See The
proceedings. Review the panoply of with glee if any trouble starts. He will
Elemental Magic Spells for details and Oath Curse, p91, for some ideas.
launch himself at the nearest PC,
flourishes. laughing at Durgul and yelling "Shoulda
4: Shape chaoge let me kill 'em! I told you!" Making Peace with Durgul
This routine is pretty flashy magic-wise, Once the PCs have sworn the oath,
Creetox is not a subtle fighter - he simply
but not particularly awesome visually. Durgul is content to let them go on their
selects a PC and rips into him with every
It's best for dealing with weedier PCs attack form he can use. Once he gets way, without further ado. However,
who wouldn't last long under the other started, Creetox will keep fighting until Durgul says that if the PCs have nothing
three routines. he is dead, the PCs are dead or out of else to do, he can probably find some
reach, or Durgul teleports him out of interesting and well-paying errands for
After applying one of the defensive them. "How about a little hike into the
harm's way.
magical effects listed below, Durgul uses Chaos Wastes? Are any of you folk
the Level 2 Druidic spell Shapechange One final note: if the PCs manage to kill familiar with Dwarven ruins of Karak
to change into one of the following nasty Creetox, they are in big trouble Kadrin? I have a spell-component
critters: bear, boar, dog (war), horse (war) with Durgul. collection concern down in Araby that
or wolf (great). See the Bestiary for stats. could use some looking after. And I'm
For example, Durgul might cast an Aura really not up on events in Lustria, and
of Invulnerability (Level Four Battle can't afford the time to pop over and
Magic) on himself, then shapechange have a look around myself. Anyone
into a warhorse. Trample, trample, interested?"
trample. As far as payment goes, Durgul can offer
Defensive Routines cash or magical treasure - "I have quite
To keep Durgul from being embarrassed a little stash hidden away. What strikes
by a shrewd or lucky PC, take any of the your fancy?" - and he can offer training
following defensive precautions you feel in any magical discipline from alchemy
appropriate. Remember that since to Daemonology.
Durgul can teleport, he can •ping• off, This can provide a smooth transition to
cast a defensive spell or two, put on your next WFRP campaign sequence.
•
mithril armour, then pull out a magical Durgul has business and contacts all over
weapon and give it explicit instructions
to parry all attacks. He's far too shrewd \ '· 'Jlf ,.:.,
i' the globe, a perfect rationale for sending
the PCs to the Warhammer Fantasy
to be less than fully prepared. � ' 1 '.-1 \/ 1 • setting of your choice.
CONCLUDING THE ADVENTURE
This adventure can end in various pumped every last drop of information avaricious visions of monetary rewards
ways, according to what has from them . He may even go so far as to to start building up in players'
actually happened: use hypnosis and truth potions, imaginations - before a lackey enters with
explaining all the while that they won't a small, silver-inlaid wooden box, about
The PCs may have gathered what do any harm, and they might help the the size of this book but slightly thicker.
information they can from Bolgasgrad, PCs to recall vital details that had slipped The lackey gives the box to the advisor,
avoided a confrontation with Durgul, their memories. who opens it and holds it in front of the
and returned to Kislev post-haste Tsar - just high enough so that the PCs
to report; After Bogdanov has finished with them,
can't see what is in it . The Tsar
the various temples from whom the PCs
They may have met Durgul, joined the speaks again.
begged information at the start of
Ancient Allies, and then returned to the adventure (pp77-80) will send
Kislev having accepted the oath curse; "The highest honour that Kislev can
representatives crowding round,
bestow is investiture in the Order of the
They may have met Durgul, refused to wanting to know all about the cult of the
Star of Kislev. This honour bas never
join the cult, and escaped back to Kislev Ancient Allies, the chances of re
before been extended toforeigners. It is
by some means; establishing the state cults in Bolgasgrad
my great pleasure to invest you each
and what the PCs have done towards this
They may have met Durgul, joined the with the Order of the Silver Star of
goal already. And, of course, the temples
cult, and decided to work for him. Kislev, by which you shall be known
will expect the return of any magical
throughout the states of Kislev as Heroes
equipment that they lent to the PCs.
These endin� assume that the adventure of the People. Second Class."
has been played as a part of the Enemy After about a week of non -stop
W ithin campaign or the Kislev questioning, the PCs will be given Then, the PCs are motioned to advance
campaign. If it has been played as an expensive court clothes - doublets, one at a time to the foot of the dais on
isolated adventure, certain details may breeches, hose and jerkins for male which the throne stands, and to bow
need changing slightly to take account characters, dresses for female characters their heads while the Tsar places a silver
of the means by which the PCs were - told to put them on immediately, and star medal on a brightly-coloured ribbon
introduced to the adventure (see p75) bustled into the throne hall of the place, around the neck of each.
However, this shouldn't be too difficult into the presence of Tsar Radii Bokha.
for the averagely brilliant GM. As always in the palace complex, they
will be escorted by a doz.en Knights of
the W hite Wolf and stripped of weapons
MISSION and spell components before they are
ACCOMPLISHED... allowed into the Tsar's presence.
•
of several days. They will be treated well, gestures to a lackey, who gestures to a with his current experience points total.
and allowed almost anything they desire, door-guard, who opens his door and At your discretion, other skills may also
but they will not be permitted to leave gestures down a corridor. There is a be available, from such careers as
until Bogdanov is convinced that he has slight pause - just long enough for Mercenary Captain and lemplar.
Concluding the Adventure
•
At your discretion, characters following an adventure hook in front of your the investiture you should give rogues
the more martial ranger careers may be players, you could do worse than use the a + 20 bonus to all Fel tests when dealing
invited to join the Order of the White library. Who knows what obscure tomes, with the authorities in the city of Kislev
Wolf as well. maps, and son on, it might contain. - but don't tell the players this.
Concluding the Adventure
After the Ball and Warbammer Siege, you might be The effects of the oath curse are detailed
After a week or t wo, all the fuss able to develop some interesting and on p91, and the wording of the oath
surrounding the PCs' return will die enjoyable tabletop action from this idea. itself is on plll. You may find it handy
down, leaving you with the question of to copy both pieces of information out
what happens next. There are three A Couple More Things ... for ease of reference.
basic options: It is quite possible that the Tsar will
decide that the PCs can help him out
Going Home with a few more little problems, leading
This option is only available if you have on to more adventures in Kislev. In this
been following the campaign sequence way, you can develop a longer-running
in this book, either on its own or as part campaign in Kislev, or extend the PCs'
of the Enemy Within campaign. stay there before continuing with
Empire in Flames.
The Tsar sends the PCs back to Non-classified Data
Middenheim, with letters for Graf Boris We Have Ways... One early approach will be to ask a PC
Todbringer saying how happy he is with to tell everything he thinks he can tell
the service he has received from the The PCs met Durgul, submitted to the without invoking the curse.
Knights Panther Graf Boris sent him. oath curse and joined the cult of the
Ancient Allies, and then returned to The PCs can explain about the existence
Like the outward journey, the journey of the curse, and what they think it did
Kislev, they are going to run into a
home can be handled abstractly, played to Julius Olvaga, without any danger to
few problems.
out in full, painstaking detail, or any themselves. It's only when the topic of
blend of the two. They may be able to convince the Tsar conversation shifts to the cult of the
What happens when the PCs return to and his advisors that they had no choice Ancient Allies that things may become
Middenheim, though, is another matter, but to submit to the curse, but as a little sticky. As explained on p91, the
and one which is dealt with in Empire members of the cult of the Ancient Allies oath curse prevents a member of the
in Flames, the final part of the Enemy
themselves, they will now be under Ancient Allies cult from revealing any
Within campaign. Of course, you can
deep suspicion.
information about the cult to a non
insert some adventures of your own The PCs will be disarmed and member. That still leaves some useful
between the end of this adventure and imprisoned while the Tsar and his information which the PCs can pass on
the start of Empire in Flames if advisors try to come up with some way without bringing the curse down
you want to. of getting hold of the vital information on themselves.
which is locked away in their memories.
Stop the Rot This will satisfy Bogdanov and friends
They won't give up easily, so the PCs can
for a little while, but not for long.
The PCs are, of course, Kislev's leading look forward to a hair-raising few days
authority on what is happening in as they become unwilling guinea-pigs for By the way, you should be prepared to
Bolgasgrad, so it might be natural for the a series of experiments in magical bomb be an Utterly Ruthless and Nasty GM
Tuar to attach them to a massive punitive disposal. They will be split up for while playing out these questioning
force sent out to destroy the cult of the questioning, so that if - regrettably - one sessions. If a player says something, then
Ancient Allies and raze the rebel colony line of endeavour should prove to have his character said it, and if it's out
to the ground. If you are familiar with fatal shortcomings, the loss of valuable of line, then down comes the curse - no
the Warhammer Fantasy Battle rules informants will be minimised. second chances.
•
�
Concluding the Adventure
•
make it a bit of a devil to turn off; a level out and tell Bogdanov everything he Cure Disease skill in order to diagnose
4 spellcaster examines the PCs using wants to know, you can proceed with the plague, and all Int tests are made at
Magical Sense, furrows his brow a lot, the happy ending detailed in the last a -20 penalty because of the plague's rare
mutters to himself, then shakes his head. few pages. and exotic nature.
Concluding the Adventure
As with drug treatments, it may turn out Prayers at the Shrine of Shallya have
that the plague - or at least the a base success chance of 1-10%
decomposition it causes - can be kept depending on your estimation of ho�
under control by magical means, but that well the PCs have served her purposes
the PCs will have to get regular treatment in the course of this mission.Although
for it; say every month or so. Again, Shallya was not formally a patron of the
though, you have to be careful that this mission and has no especial interest in
dependence does not become too much necromancy and undead, it should be
of a handicap. obvious that she will be less than willing
to grant miracles to characters who have
Or it might be that there is some fabled spent most of their time acting directly
artefact somewhere which will be the against her interests.
answer to all the PCs' problems. This
might make an interesting quest-type As in the temple of Shallya, the base
adventure, since it has the added tension chance is subject to a set of modifiers.
of a time limit - the PCs need to find the Most of these are similar to those given
cure before they decompose away to above for the temple of M6rr; the shrine
nothing.Of course, the less enlightened has three attendant Clerics of Shallya
(one level 2 and two level l}, as well as
people they run into along the way might four initiates.Further modifiers - which
mistake them for r ea l undead and apply only to prayers to Shallya - are
Next, the herbalist or physician must subject them to all kinds of unfair and as follows:
decide on a course of treatment .A course bigoted attacks.
of drugs is probably the most promising, For each 1% of the PCs' total personal
but there could be the need for Divine Cures wealth given for the relief of the poor
expensive and/or exotic ingredients, It may seem to the PCs that only a and sick: ...................+1%
which will have to be obtained from miracle can free them of the Undeath For each day the PCs pledge to
somewhere - giving you another Plague, and certainly there's nothing to working for the relief of the poor
opportunity to send the PCs off on a stop them praying for a miracle if the and sick: ...................+1%
desperate quest.And the treatment itself players think of it. The two deities to For each character who has followed, or
might be almost as bad as the disease - approach are M6rr, who has a large is following, a career as a herbalist or
for example, it might involve near-fatal temple in Kislev, and Shallya, who has physician: ................. +5%
doses ofGraveroot (WFRP, pp 81-82) to a shrine in a side chapel of the temple For each character who swears to
counteract the undead-ness in the to her mother Verena. become a follower of Shallya and train
patient's system. for the priesthood: ......... +10%
Of course, it may be that the Undeath Prayers at the temple of M6rr have Note that characters who break promises
Plague can never truly be cured, and the a base success chance of 1-10%, t o Shallya may find themselves
only thing to do is to suppress it with depending on your estimation of how facing The Wrath of the Gods (WFRP,
drugs.In which case, the PCs are going well the PCs served him in the course ppl95-195).
to need a supply of these drugs for the of this mission. This is modified as
rest of their lives.If the supply ever runs follows:
out for some reason - or if they miss a Character is a follower of M6rr:
dose - then there could be a tendency to .......................... +1%
go a bit crumbly round the edges.So they
can never go too far from a herbalist or Character is an Initiate of M6rr:
pharmacist who can maintain their +2%
supply, and if they get captured or Character is a Cleric of M6rr:
otherwise separated from their ............. +2%, +1% per level
equipment, things could get a little
sticky.You can use this option to make Others are praying with/for the PCs:
their lives hell for some time to come. Initiate of M6rr ........... +2%
Cleric of M6rr, level I ...... + 3 %
Magical Cures level 2 .................. +4%
As with the oath curse, you can decide level 3 .................. +5%
how easy it is to get rid of the Undeath level 4 .................. +6%
Plague by magical means, and how easy
it will be to find NPCs who can pull it Hours spent in prayer:
off.It all depends on how long you want .......... +1 per person per hour,
to play things out for. maximum +10% per person.
The first thing is to decide what it will Thus, if there are 6 PCs, and they have
actually take to cure the Undeath Plague. done well enough in M6rr's eyes to merit
,I
For example, Cause Instability to loosen a 10% base chance, and they then
the undead-ness followed by Cure Severe persuade Grigoriy Smertovitch (level 3
Wound, 'l'reat Illness or Heal Injury to
get things back to proper working order. Cleric of M6rr) to pray with them for 10
Or it may be necessary for a character hours, their total chance of success is
to wear an Amulet of Enchanted Jade calculated as follows:
while being struck repeatedly with
•
Annihilate Undead spells or an Undead Base chance 10
Bane magic weapon.The PCs will need 7 people praying for 10 hours: + 70
to assembl e all the equipm ent and Level 3 Cleric of M6rr + 5
personnel they need, and give it a try. total 85 % �=------" (i;)
Selling Out
If a blessing is obtained, it will be the SELLING OUT Some GMs might get really excited at
complete and permanent removal of the the prospect of running adventures
Undeath Plague from every character in Of course, if the PCs have decided to for a bunch of PC zombies who are
the temple who is smitten with it. Others accept Durgul's offer of employment bound in service to a mega-powerful
will be cured only if the PCs mention instead, this adventure will end quite Necromancer. And, as we've already
them by name in their prayers. differently. They will stay in Bolgasgrad said, it's certainly a great excuse for
doing various odd jobs, and will have the sending them all over the globe - to
If a blessing is not obtained, but you want chance to train up to level 4 in any wizard Lustria in search of Old Slann
to get things sorted out quickly and specialisation. Durgul might even send artifacts, across the Steppes to Cathay
neatly - or if the blessing was so nearly them on errands around and about to re-open the land trade routes, to
obtained that you feel guilty about Bolgasgrad, and they might even still be Araby for obscure magical para
withholding it - then M6rr or Shallya there when the Tsar gets round to phenalia, and so on. So, feel free. Be
might grant one of the PCs or one of their sending a military expedition to raze it creative. Unfortunately, there's just
own followers access to a non-divine to the ground. However, as far as no way we can cover all these
means of curing or suppressing the adventuring goes, the PCs will be firmly possibilities in future adventure
plague, in a dream or by some other tied to Durgul as a patron -although they supplements, so you're on your own if
means (see Oracles and Other Marvels, may get the chance to escape back to you try anything this ambitious - but
WFRP p 194). In return, of course, they Kislev at some time. we're sure you can cope!
might well ask/demand for a small
service...
Other Cures
Players can always be relied upon to
come up with solutions to problems
which no-one else would think of in a
thousand years, so this section cannot
hope to be exhaustive. However, here are
a couple of other things they might try,
with some notes for the beleaguered GM.
•
action; he will almost certainly not
believe any promises which will involve
the PCs in spending the rest of their lives
destroying temples and suchlike. ._________________________________,@
Experience Point Awards
\
Plot Objectives
Concocting a CC2Sonable cover story -
10-50 EPs each, depending on your
estimation of the story.
Getting Olvaga's map without help from
the GM and without causing any
unpleasantness - 50 EPs each
Getting Olvaga's map without help from
the GM, but causing trouble in the
process - 20EPs each
Needing help to get Olvaga's map, and/or
making a real mess of things in that
direction- - 5EPs each
Getting locked up in the barracks cellar
and escaping all by themselves -
20EPs each
Getting locked up in the barracks cellar
and needing to be rescued by Vladimir
Slepov - 5EPs each
Getting an audience with the Prince and
behaving well - 20EPs each
Getting an audience with the Prince and
disgracing themselves - 5EPs each
Getting into the temple of the Ancient
Allies by means of some brilliant ruse -
50EPs each
Getting into the temple of the Ancient
Allies by violent means - 20EPs each
Recovering documents from the temple
•
- 20EPs for each character who thinks
to do so
Finding out about the cult of the Ancient
Allies - 20 EPs each L----======= __________________Jm,
The Temple of the Ancient Allies - NPCs
ANCIENT ALLIES
30 40 40 40 30
NPCs and Creatures
Skills: Control Undead, Read/Write, Scroll Lore, Secret
Language - Classical, Theology.
Leonid Barismann - Level 3 Cleric
Possessions: Robes, Staff, Dagger.
4 43 35 4 4 11 50 67 55 51 62 60
Undead Guards
T hese are identical to the Zombies of Chernozavtra - see p61.
Skills: Arcane Language - Magick, Cast Spells - see below,
Control Undead (see p97), Identify Undead, Magical
Awareness, Magical Sense, Manufacture Scrolls, Meditate, Public
Speaking, Read/Write, Scroll Lore, Secret Language - Classical, Undead Bear
Theology.
MWS8SS T W 1·A tdintdWPFe1
Possessions: Robes, spell components. 4 33 0 4 5 15 10 2 10 10 10 10 -
Magic Points: 32 Psychological Traits: Not subject to Frenzy. Causes Fear
because of its bear nature (no extra Fear check for being
Spells undead, unless you're a really evil-hearted GM).
Petty Magic: Curse, Glowing Light, Magic Lock, Marsh Lights,
Reinforce Door, Remove Curse, Sleep, Sounds, Zone of Silence.
Battle Magic, level 1: Aura of Resistance, Cure Light Injury,
Fire Ball, Hammerhand, Steal Mind, Wmd Blast. Alexis Chokin III, Chaos Warrior of Zuvassin
Battle Magic, level 2: Aura of Protection, Cause Panic, Hold
Flight, Lightning Bolt, Smash. M .\V'SBS
Battle Magic, level 3: Arrow Invulnerability, Cause Cowardly 4 59 49 4
Flight, Cause Fear, Cause Stupidity, Dispel Aura .
Ancient Allies Special Magic: Invoke Cleansing Fire of
Zuvassin, Detect Chaos Taint (see p97). Mutations: Skull Face and Very Resilient•.
M WS. BS s T /\f . I A
4 33 25 3 3
Magic Points: 11
Spells
Petty Magic: Curse, Glowing Light, Magic Lock, Marsh Lights,
Reinforce Door, Remove Curse, Sleep, Sounds, Zone of Silence.
•
Battle Magic: Aura of Resistance, Cure Light Injury, Steal Mind,
Wind Blast.
Ancient Allies Special Magic: Invoke Cleansing Fire of
Zuvassin, Detect Chaos Taint (see p97).
The Temple of the Ancient Allies - NPCs
Special Rules: lwo claw attacks and one tail-lash. Subject Psychological Traits: cause Fear in living creatures, immune
to instability outside the shrine. Causes/ear in living creatures to all psychology rules.
under 10 feet tall. Immune to psychological effects except
when caused by deities or Greater Daemons, cannot be forced Special Rules: while in the temple and catacombs, the
to leave combat except by such beings. Skeletons are not subject to Instability and do not need
a controller.
Sulring Durgul
Refer to Staging Sup er-Powerful NPCs, pl09.
Creetox the miniature Dragon
MW S S
B S T W I A
5 59 0 6 6 20 60 6
(©
Blood-Letter - Lesser Daemon of Khorne
MWSBSS T W I A 14 lnt . Cl WP Fel
4 50 42 4 3 5 60 2 89 89 89 89 01
•
Possessions: none. have to see a Dragon and they fall prey to a strange kind of
psychosis. They just have to kill it. Bearing the mark of Chaos
Special Rules: Mikhail is suffering from Undeath Plague - makes things doubly dangerous for Creetox, especially since
see pl04, he's so sensitive and tends to fly off the handle sometimes.''
BACKGROUND
PLACE OF Bll'nl: DUNKELB ILD
PARENTS OCCUPATION: FATHER: HERDSMAN MOTHER: OUTLAW
FAMILY MEMBERS: BOTH PARENTS DEAD. BROTHER (32): OUTLAW
PERSONALITY: "Krogar's all rlgbt really. Good to bave at your back In a figbt. 'lrouble
Is, be's Impulsive. Especially wben be's bored. And be tends to get bored wben be's notfigbtlng.
Sometimes, bis Impulses get blm In trouble. Tben tblngs tend to get a bit unfortunate for botb
of us.
"But I've bad some good times wltb blm - rarely dull, I'll say tbat. I'd never give It up- I mean
wbat else Is tbere? Regular army's too mucb like bard work - and can you ImaginehJm square
basblng or peeling potatoes? No, tbank you very mucb, I can do wltbout tbat."
Jim has all the skills to be a first-class soldier, but he's too independent, and too bright to follow
stupid orders. He's well travelled, speaks scvcral languages, and is familiar with the customs of
many Old World cultures, by apcrience as well as hearsay.
Jim has an insatiable curiosity, and once he starts on a subject, he becomes obsessive. A quick
and unconventional thinker. he's seldom inlCttStcd in the orthodox method, always preferring
tricky or clever solutions. When a choice of tactics is necessary, he always chooses the off-beat
and unexpected over the direct and conventional.
Jim would make a good officer, but his social station makes it unlikely that a commission will
be offered him, and he is too Impatient with fools and procedures 10 work his way up through
the ranks. His dream is 10 make a name for himself as an adventurer, and somehow conven that
into an opponunity 10 command a patron's mercenary force.
rMi@m&iiiilli�id&h,
-�
[NAME ROLLAND EBERHARDT
,.
BACKGROUND
PLACE OF Bll'nl: ALTDORF C I TY
PARENTS OCCUPATION: FATHER:SCRIBE. MOTHER:PILOT
FAMILY MEMBERS: FATHER L IV ING, SISTER (38):DRUIDESS, SISTER (37):
RATCATCHER, TWIN SISTER (33): SCHOLAR, SISTER (28): BAWD
PERSONALITY: ''Tbere bas been some dreadful mistake. Surely tbere Is no crime In serving
tbe spiritual needs of tbose too wretcbed and too bewildered by tbe obscure cant of callous
eccleslasts toperceive tbe simple message ofcomfort, tbe soul-«mng release ofgenerous cbarlty?
And wbat crime Is tbere In providing for tbe modest pbyslcal needs of a faltbful servant of
tbe gods?
"I will not stoop to discuss tbe vile calumnies beaped upon me by tbosejealous of my erudition.
It Is, of course, untnu tbat I was cast outfrom tbe Brotberbood. I wltbdrew of my own accord
to separate myselffrom tbe oresses and corruptions of tbe fat priests."
Rolland maruigcd to gnduatc from the University of Ahdod, but only by the skin of his ICClh,
and not without numerous allegations of Impropriety from tutors and colleagues.
Rolland is a man of obscure principles. On one hand, he waxes eloquent over the attitudes of
fat and high-ranking priests, but he is not above bending the precepts of his own faith to suit
his ends. At the same time, he has a powerful sense of justice and a strong belief in the essential
goodness of all living things. He even troubles himself over the plight of mutants, Bcasuncn,
and Goblins - although he ls not overly solicitous when his own personal safety is Involved.
At bean, he is a rootless and empty man, in search of a cause, something he can put his bean,
soul and intellect into. In the meantime, he must continue to live by his wits, to do good as best
as he can, and to seek 'Ihlth in all Its obscure and paradoxical manifestations.
r"''.®tiDililhli....,iiir&ih,
\1 WS BS s T w I :\ On Ld lnt Cl \\'P Fd
STARTER PROm.E 5• 30 30 3 3 45• 1 25 30 30 30 30 35
6
I
ADVANCE SOIEME +20• +20• +1 +1• +4· +10' +20 +1· +10 +10• +10• +10• +10• +10
I
CURRENT PROm.E 5 50 50 3 4 10 55 2 25 40 40 40 40 35
I
\10\f\tf",T R \H )O�
Ill sEC�
)0�
\1J",
\1 PH
I
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SWORD CAlTl'IOUS 10 60 2¼
DAGGER +10 -2 -20
120 4¼
I
STANDAID 20
80 480 18
I
IUNNINC
I
SPELL INGREDIEl\:TS SKILLS
I
ANIMALCARE
CONCEALMENT RURAL
CONSUME ALCOHOL
I
EXCELLENT VISION
FLEET-FOOTED'
FOLLOW TRAIL
GAMBLE
LIGHTNING REFLEXES' I
I
ORIENTATION
RIDE -HORSE
ROW
I
SECRET LANGUAGE
• BATTLE TONGUE
-RANGER
SECRET SIGNS
-WOODSMAN'S I
I
-SCOUT'S
SET TRAP
EUL'IP\1ENT TR.\PPISGS SILENT MOVE RURAL
I
SPOT TRAP
BACKPACK (TANKARD, CUTLERY, BILLY CANS, STREET FIGHTER
TINDER BOX, 2 BLANKETS), WATER FLASK,
I
ST1UKE MIGHTY BLOW
CLOAK, 2 ANIMAL TRAPS, ROPE (10 yds), FUR STRIKE TO STUN
HAT & BUCKSKINS, BOOTS, COLLAPSIBLE SPEAK ADDITIONAL LANGUAGE
I
CORACLE -DOLGAN
->cs-'I
\1 WS BS s T w I .\ DC\ Ld lnt Cl WP Fd
STARTER PROFILE 4 25 25 3 3 6 28 1 35 35 38 30 40 32
ADVANCE SCHEME +10· +10 1 +1• +1* +3* +20• +10 +10• +10· +10· +20• +10•
CURRENT PROflLE 4 35 25 4 4 9 48 1 35 45 48 40 60 42
H\"-0 TO H\SO \10\'£\IEST R \TI YDS YOS
I \\S O py \1 PH
\\'£\POSS Ill SECS '-11",
KNIFE +10 -2 -20 CAIJTIOUS 8 48 1¾
QUARTERSTAFF -1
STANDAID 16 96 3½
IUNNJNC 64 384 14¼
Lucky Is a pr:actlcal fellow, hardly a haughty sorceror-typc. He views sorcery the way a gifted
mccbanlc views machlnery • obvious, rcally, If you think about It. He never fancied adventuring,
and has never bad any particularly burning ambitions, except necromancy, which he gavc up
In the Interests of continued survival.
He did not so much want to be a necromancer, but the subject always &sclnatcd him. He always
loved ghost stories and lurid popubr entcn:linmcnts featuring ghouls and shambllng corpses.
He's even tried his band at penning gothlc l:lles, but he never bad much free time to work on
them. The Idea of an adventure with apc:ricnccs he could aploit In golhic l:lles... well, ii would
be just IOO good IO be true.
BACKGROUND
PLACE OF 811TH: TILEA
PAIENl'S OCCUPATION: FATHER: BODYGUARD, MOfHER: SERVANT
FAMILY MEMBERS: BRCYfHER (33): INITIATE (SHALLYA) ; BROfHER (30):
RACKETEER; BRCYfHER (19): HERBALIST; SISTER (24): ALCHEMIST'S
APPRENTICE
BOTH PARENTS LIV ING
PERSONALITY: ''Tbatsa rlgbt. I wasn't noplace nearwbere tbey says. ltsa completeframa
Job. Dambetcba.
''Tbat rat Emilio, be ft= de wbole ting. Wbat lmma gonna do wltb sl.ra bunert sboes? I got
sl.rabunert legs, ltmaJresenM!, but no, sol gotojallanyways-you tblnlla Guardgonna b'llellf!
a Tllean, bub! Nobody screw Guido Mwmlulll and llw to "II bis lttds about It."
Guido Is a stereotypical Tilcan lmmlgr:ant In the Empire - mcrcurial, emotionally Intense, and
(he may hint occasionally) a many-times-removed relative of the don of a famous Tilcan
underworld f:unily. He has been r:aiscd to mistrust the snobbish Imperial citizens and the laws
Ibey seem to have fr:uncd specifically for the persecution of innocent Tilcans. He has sccmingly
endless lists of Injustices, aploitUions, and bctr:ayals of the lower classes by merchants and
arislOCr:ats.
>J long as he's not r:aving about some personal insult or social Injustice, Guido Is a shrewd and
Ingenious engineer of the social processes of lower-class urban life. He Is not a thief, but not
above theft. He Is not an assassin, but he would not necessarily feel honour-bound to warn a
victim before striking from behind, as long as 'the r:at had It coming to him.' On the other hand,
Guido has a queer and romantic notion of honour which occasionally Impels him to heroic
behavior • usually where a fair rcprcscnt:1tlvc of the opposite sex Is Involved. Guido Is a sucker
IM@•iii•di■
for pretty women, and easily dlsttactcd. When he makes the effort, he's rcally quite a charmer.
O •iii■MM RANALD �
�MIMDMiiiilH.....,..di,
STARTER PROflLE 4 2931 3 3 6 33 1 26 30 38 33 27 34
2
ADVANCE SCHEME + 10 + 10 + 1 + 1 • + • +3 +IO' +20 +10• +10• +20• +10• +10· +10
CURRENT PROflLE 4 29 31 3 4 8 43 1 36 30 58 43 37 34
H.\SO TO H.\SD YDs YDS
I \l.S D py \10\'E\IEST R \TI \1 PH
\\'£\POSS lU SECS ,1r.-.
DAGGER +10 -2 -20 CAUTIOUS 8 48 1¾
STAFF -1
STANDARD 16 96 3½
RUNNINC 64 384 14¼
i
LUCK
MAGICAL AWARENESS
MAGICAL SENSE
EQUIP�1ENT TR:\PPINGS
MEDITATION
READ/WllITEI
I
RUNE LORE
·ROBES, DAGGER, STAFF, COMPONENTS FOR SILENT MOVE UilBAN
PETTY AND BATTLE MAGIC SPELLS SECRET LAGUAGE
I
• CLASSICAL
SCROLL LORE
SIXTH SENSE
._________--JI
-><s-1
M WS BS s T \V I De, Ld lnt Cl WP Fel
I
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:\
STARTER PROflLE 4 35 25 3 3 6 30 1 25 25 30 35 35 35
ADVANCE SCHEME +10• + I* +10· +10· I
CURRENT PROflLE 4 55 45 3 3 10 50 2 25 25 40 45 35 45
I
I
I
H.\SD TO H.\SD I D PY \10\'E\IEST R \TI YDS YDS
\l.S �t PH
\l.'f,\POSS 10 SECS \IJS
CLUB CAUTIOUS 8 48 1¾
DAGGER +10 -2 -20
STANDARD 16 96 3½
RUNNINC 64 384 14¼
EQUIPMENT, TR:\PPlf\GS
CROSSBOW & QUAilR.ELS
CLUB
HOOD
LAJtGE OVERCO\T WITH MANY POCKETS
LEATHER JACK
SILK HANDKERCHIEFS
CHEAP JEWELLERY
DAGGE
RUBY DURINSDOTTER � ]
BACKGROUND
PLACE OF 8111TH: MIDDENHEIM
PAIENTS OCCUPATION: FATHER: ENGINEER MOTHER: TUNNEL FIGHTER
FAMILY MEMBERS: BOTH PARENTS LIVING. BROTHER (100): TUNNEL
FIGHTER, SISTER (76): BOUNTY HUNTER
Ruby bdlcvcs finnly, if so�hat incohttmtly, in the principle of class strul!lllc and the libcr.won
of the lower classes from the tyranny of the rich. Her pragmatic, down-� sensibilities arc
unfettered by Inhibiting notions of decorum and good taste. There is link she will not take in
band for the Cause. Wbcrc others fear to tread, Ruby w:adcs in - if thctt's an honest job to be done.
Sadly, Ruby's notions arc not often in accord with those of the est:lblisbmcnt. Ruby fancies bcnclf
quite tidy and smartly turned out in her black leather cloak and flamboyant, mulll-<:olouttd
spiky bain:ut - regardless of the soil, grime and other subs12nces which cling here and there.
Ruby's simple ambition in life is to 'get on' - a notion which includes clctnents of bard work,
fair wages, slow, steady accumulation of savings, and a pleasant place to tttltt in her old age.
She's never travelled outside Middcnhclm, but she'd have little trouble applying her simple
wisdoms to foreign cultures. "Hahl What else d'y'cxpcct from furrincrs? Prissy gits!"
IJifi•&il•UiM -l •ili■MM RA NA LD :]
ri-iiil@Mwiil•ii---,K¥,i:Rhi�
HATE GOBLINOIDS
ANIMOSITY VS. ELVES
-�
BACKGROUND
PLACE OF 8111TH: SOMEWHERE ON THE STEPPES
PARENl'S OCCUPATION: NOT KNOWN
FAMILY MEMBERS: NOT KNOWN
PERSONALITY: "Krogar need borse. Horse cost plenty. So Krogar talte borse. Man on borse
try bit Krogar. Stupid. Krogar pull bead off. Men come. Many, many, wltb long pointy a.,ces.
PblleKrogar,yelllots. 1rytalteborse. Krogarftgbt. Frlendjlm blde. Goodfriend, clever, butwc,ak.
''Goodflgbt. Men tougb. Krogar bave to bit some twice. Tben more men come. Bring net. Catcb
Krogar /Ute badger. DragKrogar tbrougb street. Say bang Krogar. (Spits In contempt.) Fat cbana
Fat ned. HAR-HAR-HAR! Krogar make jolte. Good, bub?" (Peers threateningly).
,1..__.___..,.::-.LI Krogar is simple-minded and cheerful. Easily befriended, be is generous and loyal to companions,
I
though instinctively homicidal when betrayed or cheated. Careless with money and possessions,
he has yet to accumulate the cash to pwcbasc a horse, the basic malCrial need of the steppe nonwl.
I
Krogar and bis companion Dolgan Jim have been wandering around the northern Old 'llbrld,
working as mcrccnmes and seeing the sights. Krogar recently decided to sec bow he'd like being
a bodyguard. He didn't. Now he's back with Jim, and they were looking for mcrccnary employment
I
when a misundcrs12nding over a gcntlctnan's horse got them both thrown in the dungeon.
Krogar wants to go everywhere and sec everything. He likes food and physical challenges -
I
especially man-to-man combat. He trusts Jim completely, and relics on him more than be would
ever admit. Krogar's word is bis bond, and having accepted a task or obligation, be honours
I
it without question or restraint.
I
I IJiiiMMl•UiM 0 ljlHrjffi TAAL :]
I
I
I
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I
\f WS BS s T w I :\ De, Lei lnt Cl WP Fd
STARTER PROffl.E 3 45 20 3 5• 8 20 1 30 50 35 53 55 26
ADVANCE SCHEME +10• +10• +2• +10• +10• +10
CURRENT PROffl.E 3 55 30 3 5 10 30 1 30 60 35 63 55 26
H ,,ll T<> H \'-ll I \t<J\ f,n,r R ,n YD� ) ()�
,ro,�
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EOL'lP\fE�T TR.\PPl�GS
BLACK CLOAK, LANTEllN, SACK, SPADE,
MEDICAL INSTRUMENTS
I
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\f \\'S RS s T '-'" I .\ On Lei lnt Cl WP �cl
STARTER PROffl.E 4 38 25 4 4 7 25 1 31 34 22 37 40 26
ADVANCE SCHEME +20• +t• +2• +10 +t•
CURRENT PROflLE 4 58 25 5 4 9 25 2 31 34 22 47 40 26
\fll\f\!f,T k,fl 'n, '(), \1 PH
I '\ll_� ,11,
2-HANDED AXE -J O +2 CAl1110US 8 48 l¾
DAGGER +10 -2 -20
KNUCKLEDUSTERS -10 .J STANDAID 16 96 3½
IUNNINC 64 384 14¼
UPPER LEVEL
GROUND LEVEL
oI 1 2 3 4 yds
t e I I
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GROUND LEVEL UPPER LEVEL
UVINGROOM Q
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HANDOUf 6
KISLEV/CHERNOZAVTRA
CHASE DISPLAY
2•
□ □ □ □ □ □
3 1 MISSILE MISSILE NORMAL MISSILE FIRE NO MORE MISSILE FIRE
FIRE FIRE +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
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L-------------------------------------�
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OLVAGXS MAP OF THE TEMPLE THE CULT OF THE
I OF THE ANCIENT ALLIES
ANCIENT AWES
I
I
I
{- 'I- --- Faced with the ever-present threat from
the Chaos Wastes and the apparent
indifference of the Tsar. Alexis Chokin I
and other Bolgasgrad luminaries formed
the Convcn1ridc:. a sc:crct society which met
I
to consider remedies for the town's
� problems.
;·
T he culmination of their meetings was a
bold and drastic step. which has served
Bolgasgrad well so far. First. a pact was
concluded with a Renegade Chaos God
named Zuvusin the Undocr. who undertook
M?�"' \
Temr'k }ld(,>lio to undo any influence of Chaos in
r
(
Renegade God c:allcd Nccoho the Doubter.
j
Together. these: two gods arc wonhippcd
as the Ancient Allies.
7.uvassin is COlltCllt to aJJow Sulring l>msufs
necromantic practices. as they undo the laws
of death to a limited extent. and has allowed
the cuh the use of the Fire of Zuvassin.
a magical process which undoes the effects
of Chaos in those tainted by it. Nccoho.
for his part. acts to prevent Zuvassin from
gaining a dangerous amount of influcnce cnu
the cult members.
HANDOUf 9
HISTC>RICAL EXTRACTS
Bolgugnd wua trading post u far back u tbc 19th After the Tsar threatened military actioa in 2◄86, The Chokin Princes
CClltllry, bvt it WU wiped out in the Chaos lDcmsioa the three Chokim. Alexis I. U. md ID. formally
Bolgugnd has been ruled by three genentioas of
of 2302. The Tsar ud his aDies achieved a glorious renoanced their allegicnce to tbc Tsar md to Mother
Kislcv. declaring tbcmseM. md Bolpgnas peoples
the Chokin family, the Princes Alexis I. U ud m.
victory ave, the invading Chao. horrors in 23()'1, but They are bon to have employed a number of
Boigugnd WU 110t rCOCC11pied, U citizens of Ill independent, free city. competent IOfCCICn. alchemists md scientists during
In 2◄88 reports of necromancy were added to the the CCDtllry of Chokin reign in Bolgugnd. None
In 2◄11 a fortress wu built oa the site u put of
list of the Chokins' aimes. Traders reported zombie of those whose names reached The Tsar. however.
tbe Tsar'• Chaos Forts programme. Prince Alexis seemed to have the stature or accomplishment
Chokin L a young lmperw officer. wu placed in guards at the bridge md gates to the city. Undead
neeessary to work magic oa such a wiie scale: u wu
charge of tbc project. were CYCll reported labourins in the fields md inside
witnessed in Bolgugracl.
the ton.
Alexis I wu a distinguished bight ud a brilliant Alexis I is reported to have died md been buried
Tbe following year an lmperi,1 commission visited in 2◄87, two years after Bolgasgrad's anarchist
leader of men. but also rash, conceited and
disrespectful He wu usiglied to the 4'mk Forks
Bolgugrad. demanding that the Chokiu and
Bolgusrad's ci1UJells end their rebdlioa md reaffirm
re\'Olvtio11.
fort u a punishment for insvbordinati011, bv t turned
their loyalty to the Tsar. The Chokins refused. Alexis n styled himself u a democratic leader.
tbc di9pce into a accomplishmc:at He is penomlly claiming to have been chosen by the people of
responsible for the rebirth of Bolgugnd. md its The Tsar has prudently abstained from sendas IIOops Bolgugnd. He lacked his father's energy md flair.
subsequent eCODOmic success. until tbe 1011ree cl. evil has been isolated. Conflicting but wu more moderate md ddibeiate in his policies.
reports suggested that either an ancient necromancer .After his father's death. he did 110thing to provoke
In 2◄51. the Tsar saw fit to withdraw the garrison. - possibly the shadowy figure eal1ed Sulring l>argul further respoase from the Tsar. and seemed eager
Bolgugnd. like many colonies before ud since. - or a Chaos Daemoa or sorcerous senut achieved to be left alone. h wu thought that he might have
protested lllloll8IY at having lo look to its on defence. dominioa over the souls of the Chokin family ud been amenable to reu011, given a pictext for retuming
the citizens of Bolgugnd. to the fold with 110 lea of face and 110 reprisals against
In 2◄75. at the instigation of Alexis ll. the temples Bolgugnd.
of Ulric and Tul-Rhya were defiled and a new
daemonic cv1t established. Tbe Tsar withdrew his Alexis m is something of Ill enigma. He is never
seen in public. but tbc proclamatioas ud pamphlets
support from the coloay and demanded that II!-, sacred
he hu had published confirm him u an anarchist
cv1tl be reinstated immediately. ud that daemoa
in his grudfather's image. He clearly would accept
worship be forbidden according lo the laws of the 110 compromise with the Mother c.ountty or the Tsar.
lud. Tbe Chokins refnsed but 110 action wu taken He goes so far u to recommend that other colonies
against them owing to pressure ·011 other froats. follow Bolgugnd's example.
HANDOUT 8
('1
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-
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I HANDOUT9
t,melme of s,re c. 2000 IC Bona 1s now a
OCCul?_at,on at
the f__oRks of the ly_nsk, as stocka0€0 fORt PROt€Ctm(i
known to SulRmc;, Qa�1c1, moll€ than 40 stooo OW€llm(is
dleKJs II M>b Ill, m� memBERS o[ on th€ saoostooo RIS€aBOVe th€
the COnVEntRIClE. f{>Rks. Ul€ � Roab IS th€
PRlnCIPl€ ROUt€ fOR tRaV€l
-25th eenrwzy IC noRSe O�f 8€tW€al th€ noRSe pmnC€0oms
holy (iQOUOO ano catacomss m anO th€ Un(iOl aOmmstRatlV€
th€ san0ston€ hill. OwaRV€n capital, 0oQOCiO (lalm k1sl€V).
tRaOm<i post (t1mB€R, now
BURIOO BY Rl\1€R-�m maRSh).
c. 2100 IC th€ €R€11(illab Roao
ano Bona 01mm1sh m
lnt€Rm 1tt€nt occupation,
1 mp0Rtanc€ as focus or
asanoonoo m -16th CE:ntURY 1c.
0€\'€lopment Shl�S to l(iOR th€
c. 1900 IC h€Rmlt;aG€ of Shallya t€RR1Bl€'s lmPE:Rlal k1sl€V ano
€staBl1sh€0 on Sit€ of 0� th€ URskoy RIV€R R€(ilOn. a
holy (iROUnO, USIO(i salva(i€0 hospital IS BUllt On th€ Sit€ Of
StOn€ anO 8Ull0m(i on th€ th€ t€mpl€ to Shallya.
founOat1ons Of th€ RUm€0 2302 IC Ul€ lnCURSIOn Of Chaos.
-
OwaRV€Tlt€mple. �t€mpl€ Som€ 8Ull0m(iS all€ (iUtt€0, th€
anO catacoms E:ntRanC€ RE:mam population 01sapp€aRs, s ut
h100€n BY RUBBl€. most stRuctURE:s RE:mam mtact:
a noRS€ tRaOm(i post call€0 2411 IC al€XIS Chokm
Bona 0€V€lops mto a small €sta8l1Sh€S a µ)Rt on th€ Sit€,
a(iRICUltuRal SEttl€ment on th€ RE:fuRBIShl n(i anO R€0CCupy m(i
south sank of th€ South f(>Rk. many ORl(ilnal 8Ull01n(iS.
SuJrins bated bis father for abandoning him. bated and New Worlds in the past five millennia. Of course. After a discoungins review of tbc possible remedies
bis mother for failing to provide comfort and security, Durgul didn't cnsmcer these cvcnts sinslc-bandcdly. milab1c tbrousb aon:crous and medical tccbnologics.
and bated Elven society for its unlovins contempt but be played a sisnificant part in each. Durgul devoted himself to a study of tbc divine
for bim. Called "Dark Elf spawn· by contemptuous Fortunately, Durgul Lu mcllowed in tbc last few remedies. None but tbc CbaJs Gods offered a
rclatnocs. Su1ring witbdrc,, into the IIUdy of bis chosen thousand years. wbicb be Lu spent primarily in suarantced ability to control tbc effects of Chaos.
profession - sorcery. &. apt and obsessive student, traveJins the length and breadth of tbc world. His and Durgul was none too sure of tbc rcliability of
Sulrins sousbt power in any form. rcsardlcss of tbc personal 'YClldcttaasamstthe Elven DCC W dissipated their promises. & a stOMIP measure. be bad been
conscqucnccs to himself and others. into a pbiloeopbial nostalgia for a Hish Elven cu1turc sbiftins to a new body each time a mutation
Growms tired of the sbort-sisbtcd. unimaginative in the .Age of tbc Siano - a period known to him appeared. Unfortunately, sbiftins bodies was
strictures of the academics. and of the spiteful. jealous only in romantic legends collcctcd in bis travels IID0II(! apparently insufficient to bait tbc spread of tbc
censure of bis tutors. SuJrins continued bis studies tbc dcscneratc descendants of the Siano on tbc taint: each subsequent body seemed to succumb
in private. Lnstrian continent. more quickly.
Durgu1 bad become quite dcspcnte wbcn be decided T/Je UDdc,th Plasuc Pro;ect: This project has ·oh. ywi! Sa who?"
to contact Zunssin and see what kind of terms he potential for revolutionising the practice of -Ywi! You md •hit mnyT
coold get. Zunssin and Ncchoho made the most nccromanc:y. Undcath Plague not only produces first. ·shut up ro SIIUck you so 1wd that ,rhea yor,
attractive offer - in fact. the only rdativdy coherent class zombies without the ag ency of a skilled lmd, your dothcs11 be or,tta ushioD."
(X
0DC that <Gdn't entail scmclcss slaughter. In principle. ncaomanc:cr. it also produc:cs a rcmarbbly intclligcnt
Solrillg has particolar objection to slaughter - it
DO and sophisticated zombie. In fact. refinements of the Actually. Crcctox is more mouth than action - he
WU the scmclcancss that bothered him. process may even hold promise of making a form just doesn"t have much sclf-amfidcnc:c. But whcncvcr
of immortality easily and cheaply available. someone makes a reference to his size iSay. you"re
pretty small for a Dragon. arcn't you?"). Crcctox goes
Durgol has agreed to serve u muter sorcacr aiid Of course. social attitudes to ncaomanc:y need to crazy. Give the offending PC one round to make
ncaomanccr for the colt of the Ancient Allies. and change radic:ally before this remarkable scienrific ac:cptionally lavish and sincere apologies or acuscs.
to tutor the priests of Zuvusin and Nccoho in the advance will be g enerally accepted. but new Then, if you figure Creetox isn"t satisfied. he is
ncaomantic arts. He has clay-to-day management
DO technologies often precipitate profoODd cultural subject to frcrJzy and attacks the offending party. H
rcsponsiblities in supervising the colt priests; how revolution& '"We'll cross that bridge when we come Dorgul is 10 disposed. he WI hit Creetox with the
they apply their skills is a matter of lit11c c:onscqocncc to it." says Dorgul 4th level Battle Magic spell Stmd StiO to give him
to him. u long u Zuvusin and Nccoho fulfil their a chance to cool dOWD. but Dorgul may shrug his
bargain to prcscr,,c him from mutations u long u shoulders and pretend to be hdplcss if the PCs have
he continues in the SctYice of the Ancient Allies. CREETox·s STORY hccn rude or boring.
Durgul"s Other Projects Crcctox is an offspring of an ancient mountain Dngoa What is Crcctox doing here with Dorgol?
In addition to fulfilling his contract with lu'YUSUI named Mordax. Several thousand years ago. Mordax Wdl. for Crcctox's part. he's hopime that Dorgul will
and Necoho. Dorgul is working on two other wu the victim of a Chaos-spell that affected his come up with some potion that will cure him of the
important projects with his hireling and collahorator generative organs. and his offspring have been born Chaos taint that restricts his growth. Dorgul says
Radici the Alchemist: warped and Chaos-tainted ever since. he WI do it. and Crcctox - after watching Dorgul
T/Je SurdJ for , Cluos-Mutatioa VacciDc: The Crcctox is a midget - though the use of the word at work - bdicvcs he might he able to d!J it. Crcctox
also regards Dorgul u a sort of father-figure. since
magia1 properties of Aaaclea tJudmsis hold promise •midget" to dcsaihc a creature weighing nearly half Do ul seems 10 old. wise and powerful and treats
for providing partial or complete protection from a ton may seem a bit odd. At 329 years of age. c.cctm: himrgkindly.
is only eight feet from snout to tail. When he stands
Chaos mutation. At present. the process of refining erect on his haunches. he's about five feet tall For Durgul'• part. it"s hccn ccntmics since High Elves
the potion is expensive and timc-<onsuming. and it have ridden Dragons. and Dorgul is quite prond to
is only modestly effective. Howau. if Dorgul and Being a midget has given Crcctox a bit of an inferiority ride around on a Dngon - albeit a small one. Further.
R,dici IIC succcssfol in de,doping m cffectn,e potion. complex. and he has dcvdopcd an exceptionally Crcctox has become Durgul's combination favourite
Durgol WI terminate his contract with the Ancient a88fcssivc and truculcnt personality: given that he offspring/spoilc pet. DorgufI hccn lonely for most
Allies and become a free agent again - something is little more than a toddler in Dngon terms. his of his life. and it"s kind of nice to have someone
he greatly desires. a88fcssion manifests itself in rather juvcnilc ways. to cat dinner with and to laugh at your corny jokes.
Copyright �2018 a..... Wotkahop Ud. -- lo granted to photocopy flY per90nal UN only.
i
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STANDARD NPCS
During the course of their adventures, characters will meet
a variety of minor NPCs. T hese profiles cover a number of
frequently encountered NPCs and can be referred to whenever
HERDSMAN
Skills
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required. Animal Care; Charm Animal; Musician - Wind Instruments;
Specialist Weapon - Sling; Very Resilient•
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Possessions
ARTISAN'S APPRENTICE
Sword; Pan-pipes; Sling(Range: 24/36/150; ES 3); Staff(D -1);
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D3 Silver Shillings
I Skills
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f1,rtl':\l 1�)f\:?®111:�1;?J1t,@�11':l'�ffl:1�
Drive Cart; 25% chance of Very Resilient; 25% chance of Very HUNTER
Strong; lrade-related skill
I Possessions
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Concealment - Rural; Follow Trial; Game Hunting; Secret
Language - Ranger; Secret Signs - Woodsman; Silent Move -
I
Rival
BEGGAR
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Possessions
Bow (Range: 24/48/250; ES 3); Sword; D3 Gold Crowns
I Skills
I Begging; Concealment Urban; Secret Language - T hieves'
LABOURER
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Tongue; Secret Signs - T hieves' Signs; Silent Move Urban
I
Possessions
Begging Bowl; 'nattered Clothes; Stick; Knife; Fleas;
I Skills
Consume Alcohol; Drive Cart; Sale Sheer Surface; Sing; Very
I BODYGUARD (Ex-Labourer)
Strong•
I Possessions
Sling bag with packed lunch; Flask of Herbal lea; LeatherJask
I (0/1 AP, body/arms); D3 Silver Shillings
I
Skills
Carpentry; Drive Cart; Disarm; Specialist Weapon - Fist
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Weapon; Street Fighter; Strike Mighty Blow; Strike to Stun.
KNIGHT OF THE WHITE WOLF (Man-at-Arms)
Possessions
Leather Jerkin (0/1 AP, body); Knuckledusters; Dagger ( +10
I I, -2 Dmg, -20 Pry) or Club; 50% chance D6 Gold Crowns;
D20 Silver Shillings
Skills
Disarm; Dodge Blow; Etiquette; Heraldry; Ride - Horse; Secret
Language - Battle Tongue; Specialist Weapon - Fencing
FISHERMAN Weapons, Two-Handed Weapons; Strike Mighty Blow; Strike
to Injure; Strike to Stun;
Possessions
Sleeved Mail Coat(I AP, body/legs/arms); Mail Coif(1 AP, head);
Skills Helmet (1 AP, head); Shield (carried on back: 1 AP, all
Boat Building; Fishing; Sailing; Swim; River Lore locations); Rapier(! +20, D -1); Dagger(I +10, D-2, P-20);
Bastard Sword (I -10, D +I)
Possessions
Leather jacket (0/1 AP, body/arms); River Boat; Dl0 Silver
Shillings
KNIGHT OF WHITE WOLF (Full Cavalry Knight)
GAME KEEPER
Skills
Disarm; Dodge Blow; Etiquette; Heraldry; Read/Write; Ride
- Horse; Secret Language- Battle Tongue; Specialist Weapon
Skills - Fencing Weapons, Lance, Two-Handed Weapons; Strike
Concelament - Rural; Marksmanship; Secret Language - Ranger; Mighty Blow; Strike to Injure; Strike to Stun
Set lrap; Silent Move - Rural; Spot Trap
Possessions
Possessions Sleeved Mail Coat (1 AP, body/arms/legs); Breastplate (1 AP,
Bow (Range: 24/48/250; ES 3); Sword; Leather Jack (0/1 AP, body); Mail Coif(1 AP, head); Helmet(I AP, head); Two-Handed
body/arms); Assorted snares; D6 Silver Shillings Sword (I -10, D +2);
Coovriaht ©2018 GemH Weruhoo Ltd. Pwnniuion la aranted "' nhatncnrN ftv ,_,,,,.,_, ,_ nn1v
SCRIBE TOWNSPERSON (Middle Class) �
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Skills Skills
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Arcane Language - Magick; Cartography; Linguistics; Evaluate; Haggle; 33% chance of an Artisan-related skill. I
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Read/Write; Speak Additional Language
Possessions
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Possessions Dagger ( + 10 I, -2 Dmg, -20 Pry); Purse with D6 Gold Crowns
Knife or Dagger ( + 10 I, -2 Dmg, -20 Pry); Writing Equipment; and D10 Silver Shillings; 50% chance of Bag of Shopping
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Pouch with D6 Gold Crowns
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TOWNSPERSON (Wealthy)
SERVANT
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Skills
Skills I
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Evaluate; Haggle; 50% chance of Etiquette
Cook; Etiquette; Heraldry
I
Possessions
Possessions Dagger ( + 10 I, -2 Dmg, -20 Pry); Purse with 2D10 Gold Crowns
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lDlO Silver Shillings; Others at GM's discretion. and 2D10 Silver Shillings; 25% chance of Flunky
THIEF WOODSMAN
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Skills Skills
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Concealment Urban; Secret Language - T hieves' Tongue; Secret
Signs - T hieves' Signs; 25% chance of Fleet Footed; 25%
Concealment Rural; Follow 1Hal; Identify Plants; Secret Signs I
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- Woodsman's; Set lhip; Silent Move - Rural; Specialist Weapon
chance of Evaluate. - 2-handed weapons; Spot Trap
Possessions
Dagger ( + 10 I, -2 Dmg, -20 Pry) or Short Sword (equal chance
Possessions
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LeatherJack (0/1 AP, body/arms); 1\vo-handed axe (1-10, D + 2).
of either); D6 Silk Handkerchiefs, D10 + 5 Silver Shillings, 1-2
Stolen Trinkets.
YOKEL
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I
SQUIRE
Skills I
Skills
Begging; Consume Alcohol; Drive Cart; Sing; Story Telling
I
Animal Care; Animal Training; Di;>dge Blow; Etiquette;
Heraldry; Ride - Horse; Strike Mighty Blow
Possessions
Rustic Clothing; Pitchfork (or similar agricultural implement); I
Possessions
50% chance of pet mongrel dog/cat; D6 Brass Pennies
I
Mail Shirt (1 AP, body); Shield (1 AP, all); Pony with saddle
and harness; 2D6 Gold Crowns. I
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CREETOX - THE MIDGET DRAGON I
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�• ◊
�1NORTHERN
HAOS WASTES
TUNDRA
M AP 8 CHERNOZAVTRA 0 12J◄5yd,
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