You are on page 1of 24

In pursuit of the Slann...

Author: Orso & Leonidas Vesperini


Homepage: http://
System: War Hammer
Type: Scenario
Category: Fantasy
Requirements:

In this epic story they'll get to learn an mythical person. To cross the dark plans of a
mighty Daemon the PC's will haveto travel a long and hazardous road. At last they'll
be introduced to a person of the ancient, long lost civilisation of former Universe
Rulers: the Slann.

translated by: Frank Lubbers

CREDITS:

This adventure was originally written by Orso & Leonidas Vesperini, it was written in
French and via Oliver Rosenkranz it came to me, Frank Lubbers.

Please don't flame me for thing you don't like in this scenario. I think it's quite good,
although the end can be quite a mess for your players, especially if they have been
playing that character for a long time and lose it. Maybe you'll find the EXP reward
quite high, but hey, they risked losing their lives, didn't they? I took lots of effort in
translating it and hope you guys enjoy it!

NOTES:

My french is quite good, my english is better but my native tongue is DUTCH! Did I
take ALL advances on the interpreter carrier? Due to policy changes I will be
providing additional material on WFRP to anyone who sends me a req. (reqs
accompagnied by scenarios will be answered a lot faster!) Anything previously
published on the net I'll try to spread if I'm asked to.....

DISCLAIMER:

Hmmmm, seems GW still owns WFRP. But don't let that demotivate you, let's keep it
alive and kicking! Put your homewritten stuff on the net... I hope HH won't screw us
as TSR has f@#ked its fans (and customers) before by banning home-written stuff
from the net. So what if it contains some of the copy-righted phrases, real WFRP
players will still buy those books-which- should-have-been-printed-but-still-aren't!

INTRODUCTION

This great Warhammer Fantasy Roleplay scenario is written for an experienced GM


with 4 to 6 advanced players. In this epic story they'll get to learn an mythical person.
To cross the dark plans of a mighty Daemon the PC's will haveto travel a long and
hazardous road. At last they'll be introduced to a person of the ancient, long lost
civilisation of former Universe Rulers: the Slann.

The descriptions of places visited are kept short, so the GM can use his own tale
telling gifts.

PROLOGUE

The Slann, a fabulous civilisation which has fallen thousands of years ago, didn't only
built the two big portals in the polar regions but they also build similar smaller gates
all over the world. They where all closed and of minor importance. Unfortunately a
Magician in Bogenhafen has discovered such a small closed gate. After long
ceremonies and dark rituals the magician has succeeded in opening a small fraction of
the portal. Behind the portal a gate with a diameter of 10 cm to another dimension has
floated for centuries. A Daemon, very gifted with magickal abilities but physically
small, is formed into hole and enters the Old World. After materialization it took
possession of the body of the mage in a very peculiar way. Now the body resembles a
pregnant woman (look at the picture of Sareech and the body he's hosted in). Sareech,
due to the body he posseses, gets to learn a brave adventurer. The man isn't suspicious
at all, being corrupted and transforming into a Warrior of Chaos real soon. Next, the
Daemon has trained some backup men using the chaos tainted dust which blows from
the portal, suprising curious outstanders and poor animals. The first objective of the
Daemon is to open the whole portal, so that other chaotic powers can manifest
themselves in this world. Keeping this goal in mind, Sareech has started a long and
complicated ritual which involves great magickal powers, causing unpredictable
results. The main problem with Sareech, possesing the magician, is it's unvulnerability
to magick. He's practically unrecognisable because anyone who comes near the portal
becomes tainted with chaos by the dark powers that lurk in interdimensional space.
This is discovered on the expenses of a party which is sent on behalf of the people of
Bogenhafen, to investigate the increased ratio of chaos influence in the direct area.
The group returned to the dark vicinity of Bogenhafen, tainted with horrible
mutations.
The only person who has returned, more or less, unharmed is Hans the Magician.
Being the only true survivor he seeks to find his last hope in destroying the mighty
Daemon: finding a Slann, a mythical member of the civilisation whose age is only
equaled by universe itself. This race has the long lost ability to immunize anyone from
the chaos influence spread by warp gates, because they created them and did great
researches on it. Taken into account that a second party led by Hans leeds to find a
Slann, there's still the problem of defeating Sareech. The risks are immense because
the Daemon is well guarded by his new Chaotic followers, all depends on fate!

- 1 - Bogenhafen

There are a lot of possibilities from PC's to meet each other, at the end of autumn near
Bogenhafen. Here are some possibilities:

1. Because of some former 'missions' the PCs did for the Emperor, or any other highly
ranked ruler of the Empire, they are sent to Bogenhafen to meet the only survivour of
a short-cut expedition, known as Hans the Magician. The second group to leave
Bogenhafen for investigation is to be the group of PCs, completed by Hans. The
succes of this mission is of great importance because new Chaos incursions are bound
to sweep through the Empire. The PCs accepted, but to keep their pride discretion is a
must. We don't want to warn every Chaotic follower, do we?

2. Hans the Magician is an old friend of (one of) the players, and has granted them
serveral services in the past. Now he's appealing to the PCs that aid him in times of
great need. All of the members of a party he led to defeat a great thread of Chaos, got
killed in a terrible fight. Hans was able to escape in a miraculous way and is gathering
new 'recrutes' to fight a great danger. So now the players are called to join Hans as
soon as possible.

3. The players seek to destroy Chaos, after having developed great dislike for all
which is involved with it. When passing through the area of Bogenhafen they hear
rumours about increasing Chaos influence. The foul creatures of Chaos have started to
appear in the vincinity of the village and not until recently the taint of Chaos has come
up in Bogenhafen. Stories of murder, rape, destruction and captured villains
strengthen the players to battle Chaos once more.

After obtaining some information from the local authorities the PCs learn about an
expedition set out earlier to locate the source of recent incursions. It turned out to be a
complete disaster, with only one survivour: Hans the Magician. He came to the
conclusion that an conspiration of evil dark creatures is causing all problems. Hans
promised not to rest until the foul creatures have been destroyed, waving all advice to
rest first away. Quite astonished by this remarkable person the PCs seek to meet Hans
the Magician.

4. The players knew some off the party members who have fallen in their expedition
with Hans. Rumours are, that they became tainted with Chaos before they died.
Seeking revenge and justice the players are determined to slaughter Chaos. A good
place to start, is iwth the only survivour of the former mission: Hans the Magician.

The GM should adjust the introduction to fit with his PCs. Whatever the intro should
be, it should leed to the introduction of Hans the Magician to the PCs.

Meeting Hans the Magician

After walking down the picturesque streets of Bogenhafen with its marvellous small
houses for a while, the PCs reach the wealthier part of the small town. In contradiction
to the other parts of the town, windows aren't barred and the streets look quite tidy.
There's even a small gully which transports the dirt to the sewers down the street. At
last the PCs reach the house of Hans, and after bidding them to sit down Hans starts to
tell his story: ~Bogenhafen is a relatively calm place in the Empire, at least it had been
until some 15 days ago. We had a multiplication of crimes and sightings of the foul
Chaos beings. There have been numberous rapings in the village, some murders in the
direct vincinity and last night a scout reported creatures sneaking into Bogenhafen.
We tried to secure our caddle, but countless cows, sheep and pigs have been stolen.
To face this thread, the Council of Bogenhafen decided to send out an expedition. We
had to patrol 'round the village and kill off anything suspicious we saw. But what we
discovered was terrible.~ Hans stops talking and looks around the rooms for an
instant, then he closes his eyes and puts his hands before his eyes. After pouring you
guys a drink and taking a sip himself, Hans continues his story.

When we were patrolling in one of the worst quarters of the area, our attention was
drawn towards the sounds of a kind of reunion or better, ceremony, in the dale of a
valley. We sneaked over to watch, but unfortunately we got to be spectators in a
horrible act: a pregnant woman, floating above a... a mysterious black hole, which
seemed to spread green and black glimpses of light. The woman was surrounded by
all kinds of creatures, preforming some kind of Daemonic ritual. There were
Beastmen, Chaos Warriors and other foul creatures of the same alignment.

Bound to eachother there were man and even animals, all were led through the
mysterious hole and reappeared behind it. Now horrible mutations sprout out,
combining man and animal, creating foul creatures of chaos which lined up behind the
pregnant woman. The few which were still fighting against the dark powers, were
slaughtered right before our eyes. I hope you understand that this horrible event frose
our guts. In a moment of complete brainloss we charged! Unfortunately most of my
friends got deformed by the time they reached the gate. They were easily butchered by
the woman, who dispurged enornous powers. The only reason for me surviving this
drama, is that I kept distance to prepare myself for using magick. After witnessing the
events I decided to get reinforcements before have a go at destroying this
manifestation of chaos. I've reported what I saw to the Council of Bogenhafen, and
after having done some personal studying I found what I think is the only way to stop
this corruption of our beloved world. The problem is the hole, which resembles a lot
the intergallactic gates the Slann built thousands of years ago. The hole still is small
now, but with the correct incantations of a powerful wizard it may swell and become
large enough for enormous chaotic beings to enter our world. To close the gate we'll
have to approach it, which I held for imposssible until I figured out the following:
according to old runes the Slann were able to render one immune to the evil powers
which lurk around the dark warpgates. Through an old stone tablet, which was
discovered some 8 years ago, I learned that few of this old race still exist in our world
this day. I have already searched for over 5 years to find one, but all has been in vain.
Now, there's an extra pressure to find a Slann to preserve the village of Bogenhafen.
The Slann are believed to lurk in the Loren Forest in Bretonnia. It should be a long a
perilous trip to get there in the first place! To support I have made a copy of the
floorplan of the residence, which was engraved onto the tablet. It's up to you to hurry
down to Bretonnia, find a Slann and return here as soon as possible. The magician
might be able to open the portal every day now, imagine the horrible effects of chaos
spreading through the Old World. We would have our own equivalent of the great
Chaos wastes right here in the Empire. It would become impossible to live here quite
soon. Our mission is of great importance, but it should be kept a well guarded secret.
We don't want Chaotic powers pursueing us, or the Empire breaking in panic. And
then there's the 600 km, to be crossed in approximately less than 12 days. You should
be off to Loren Forest, at the beginning of the Grey Mountains as quickly as you can,
hoping that when you return having found a Slann, chaos hasn't prospered in this area
yet. I respect you for your courage and am offering the following garlands to start
with, offcourse the Council of Bogenhafen will pay well if you succeed in this quest.~

With these last words Hans grants everyone a garland and prays for godspeed on their
voyage. The coach grant to them by the Council will surely aid to the travelspeed.

- 2 - The Voyage

Once the preparations have been completed the group sets off to Loren Forest. Hans
tries to comfort the PCs by sharing his knowledge of the good roads that lie ahead of
them. Afterall, Bogenhafen is situated between Parravon and Altdorf. The first
obstacle to be taken is the Axe-Bite Pass, which crosses the Grey Mountains. Once
they have reached the other side of the Pass, a crossroad should be taken to the South,
towards Parravon. Having reached the city they will have to abandon the cart, because
of the dense Forest of Loren which holds the last part of the journey. Here near the
foothills of the Grey Mountains the Slann should be found. On their way back to
Bogenhafen, the cart will be used again from Parravon to cross the pass again.

The morning the PCs leave Bogenhafen, the skies are dark and rain pours out of the
sky endlessly. The road used to leave Bogenhafen is full of holes and the cart cracks
loudly. The risk of get lost when taking more comfortable roads is simply to big.
There are some small farms and woods beside the road, which disturb the dull
countryside. When the journey progresses the silhouets of the Grey Mountains rise to
the sky fast. Once in a while thick fog covers up sight completely and the temperature
drops fast. Hans tries to keep the PCs at their ease and talks with them. He asks about
adventures they had, people they met, and offcourse thier plans for the future. Scarce
inhabitants look to the passengers with suspicion, rather looking back than
confronting them. That's not strange, as they're being robbed by brigands quite often
and thus are cautious to trust strangers. The only way to get them on your side easily
is by giving them some money, they simply are quite poor. Being generous with
money may actually result in people answering questions about the Pass which lies
ahead. They can learn about the toll which should be paid when entering the Axe-Bite
Pass, and about the hostile bands inhabiting the Pass.

The farmers may also grant the PCs a place to sleep, a night under a clear moon may
result in a cold, a disease or a thief in the night. A tent should also grant protection
from the rain, wind and cold.

The Toll-Collector of the Axe-Bite Pass

The next morning ain't a sight for sore eyes: it's freezing cold and grey fog limits the
sight to approximately 20 yards. The road is getting less and less practical to travel by
cart, getting steepy and full of rocks. After some three hours of struggling towards the
pass the PCs reach the famous Axe-Bite Pass, the only knows passage from Altdorf to
Bretonnia through the Grey Mountains. After entering the pass a small house becomes
visible to the PCs, revealing the blocked passage of the pass, and numberous
humanoid shadows. It surely looks like a tollgate, which frequents the roads of the
Empire. Normally they can be avoided quite easily, but this one can't: it completely
seals off the passage. Furthermore there are some 20 heavily armed men patrolling
near the fence. When the PCs spend some time studying the men, they will also
discover 5 men on horses, at guard as well. The tollkeeper's price is 1 GC for each leg
that wishes to pass. SO that makes 2 per PCs, 4 extra if they are mounted and 8 GCs
for the horses that pull the cart. If they pay the price, there shouldn't be any problems
entering the pass. When they think it's too expensive, they can't sell the horses :) or
fight the toll-keepers. They might even try to sneak past the guards, but whenever they
enter the pass without paying, a group of 5 knights on horses will track them down,
eventually!

The Ambuscade

After perhaps some trouble the PCs will coontinue their journey through the Axe-Bite
Pass. The weather keeps very grim, and from time to time rain pours out of the sky
like a big shower. Now grey fog grows thicker and at the end of the afternoon
temperature has lowered, causing vapour to freeze on the PCs clothes. When the last
few rays of sun reach the PCs they encounter a Goblin Warband, consisting of both
Orcs and Goblins. This group has the simple tactic to let a little Gobbo post in the
pass, while the band awaits a signal to ambush those who cross the pass. The Orcs
have digged hole from which they are allmost invisible to travellers, who aren't aware
of the rocks covering up the holes. When the small Goblin screams like hell, the
warband rushes out of their holes and slaughter travellers in a men-to-men combat.

This also happens to our unfortunate PCs! When a scream is heared, Orcs and Goblins
rush towards them and start to hack'n'slash. An initiative test should be made, to test if
the players are surprised, and thus unable to attack the first round. The test should
have a -10% modifier, for those that haven't got night vision. After some rounds the
wardogs will also appear, being released by the small Gobbo. The wealth of this group
is 5 GC, 4 SS.

After the Fight

If the PCs have managed to keep alive, they can continue their journey. It's possible to
ride into the night, but it would be preferable to rest and continue the journey fresh in
the morning. When they're searching for a place to rest, they might discover a small
cavern in the mountainside. A small goblin resides near the cave, which is obviously
the home of the previously met Goblin Warband. The only inconvience in the cavern
is the horrible stench. Maybe some PCs will become ill, or catch pneumonia. After 3
days of walking down the pass, the sky clears a bit and it stops raining. Even the thick
fog seems to disappear, and travelling becomes little pleasant again. In the late
afternoon a small mansion can be spotted in the distance, resembling a typical
mountain-tavern enclosed by a big fortress. When coming closer, PCs will spot little
activity in the fortress, and the typical decay of the walls. Having searched through the
mansion the PCs can't find a living soul, which could be the result of an assault. There
are several rotting corpses and even dead horses in the mansion. A nice place to sleep
can be created here, although the PCs might recognice the stench of Gobbo's if they
have slept in the cave.
The Count of the Pass

The next morning, the PCs start their 4th day of the journey. Finally the Axe-Bite Pass
is left around noon, and Bretonnia is entered. The road becomes quite clear again, and
the journey progresses one more at greater speed. Large farms and wineyards can be
seen next to the road. Hans urges the PCs not to stop and enjoy the landscape, at least
not before Parravon is reached. People working in the fields however, stop and look at
the travellers with great suspicion. When the PCs stop to talk to some farmer (who is
blocking the road if they don't want to talk...), the farmer will not answer any
questions. He will be hostile towards the PCs, and after some 30 minutes after they
have left, 20 horsemen catch up with the 'strangers' and start asking questions. 'Who
are you?', 'Where are you going?', 'What are you going to do?', etc. After the
'interrogation' is over and the PCs have come up with a reasonable story, the GM
should make a fellowship test, regarding the behaviour of the two representatives of
the group. There should be a modifier to this test, based on the quality of their story
they came up with. Results of the test:
failed 30+ pnts : The horsemen attack the PCs! After half of the horsemen is
butchered, they will flee. Offcourse the PCs will be hunt
down Bretonnia for the rest of their lives. :)
20+ pnts : The PCs are attack for 1D6 turns, after which the horsemen
tell the PCs to come to the castle for interrogation, or
be butchered.
pnts : The horsemen ask the PCs politely to come to the castle
for further interrogation.
succeeded pnts : The PCs are asked to pay 10 GC in order to continue.
20+ pnts : The PCs can continue their journey without futher problems.
30+ pnts : The PCs receive protection and food for the next 2 days.

A Change for the Better

After their encounter with the Count of the Pass, Bargam, the PCs can continue their
journey. After some hours of travel they reach Guisoreux, after which the road
towards Parravon should be taken. Offcourse a good nights rest can be taken at the
local inn, which actually has reasonable prices. When the fifth day of the journey
begins, the weather has improved greatly. The temperature is quite comfortable, and
the sun shine now and then. Along the road many cultivated bits and pieces of land
can be seen. From time to time a small castle can be spotted in the distance. Noble
encountered on the road don't seem to notice to PCs. All seems very quiet and
peacefull, this part of the Empire is least affected by the dark powers of Chaos. After a
couple of days the PCs arrive at Parravon, possibly having had some of the following
encounters. (even better: make up your own, and mail them to the list!)
- to cross a wild river the PCs pay some money to the ferryman. The 'boat' is pulled to
the other side by a rope. Half way the ferryman threatens to cut the rope if the PCs
don't hand him all their money.....

- the party is ambushed by a wild dog. Unfortunately wounds caused by the dog may
inflict a terrible disease which breaks down the nervous system. (HiV)

- the PCs are asked by some locals to help them get rid of a Giant which regularly
rages through the village. This could be a great chance to make some new
friends/compagnions.

- a really big army of mercenaries (1000+ men) rages through the country and kills
anything found in its ways. The PCs should remain quiet, or the army might stumble
upon the small group of armed men.....

- the group is attacked by a warband of cut-throaths and is facing a major disaster,


when suddenly a big Ogre come to the rescue. He helps defeating the warband and
introduces himself as Grodur, an extremely lawfull Ogre which has the habbit of
expressing himself in verse only.....
~I came by this little group of men,
And thought to myself I'll help if I can~
~My name is Grodur, warm is my fur~
~I'm glad to meet you guys, hopefull light glares in my eyes~

Parravon

At the end of the eight day the PCs arrive at Parravon, the famous city of Bretonnia.
It's situated near the banks of the great river Grismerie, where numberous people can
be found having their monthly bath. Parravon consists of several small houses in
various colors, with little streets passing through all parts of the city. The city is
situated on a kind of raised platform, surrounded by large cultivated field and wine
yards.

The sun is already sinken deep into the horizon when the PCs enter the city.
Everywhere are merchants praising their warez :) to the new customers, shouting and
screaming to draw attention. In the various side-streets lots of (drunk) men can be
seen, all in a humourous state of mind. All people encountered greet the PCs and act
very polite, not showing a sign of animosity to the foreign visitors. The PCs may
wander through the streets for about an hour and may buy anything the GM would
want them to have, they can also chat a bit with some of the locals.
But when the sun has finally disappeared behind the mountains, all seems to change at
an incredible rate. (The GM should make this obviously clear) With the fading of the
sunlight people leave the streets in great haste, and after a fraction of a second, (NO,
they don't collapse dying :) the streets are completely cleared. Soon complete silence
rules the city of Parravon. Hatches are bolted and doors are locked, Parravon has
seemed to have entered a state of ghost town.

The PCs should try to get into cover a.s.a.p., and may try knocking on some doors,
which will remain closed. After trying some doors a man may decide to open his door
and grant the PCs entrance to his humble house. With a short sign of his hand he
winks the PCs to enter his house. After the PCs have entered the man hurries to firmly
close the door behind them again. Inside he bids the PCs to sit down the small table.
When the PCs start asking questions the old man, who has practiced hair-cutting for
years, will only partly answer the questions. He will always conclude that Parravon is
a dangerous place to be, at night. He will also remark that the PCs should be from
outside, not knowing of the perils of this city in the dark of the night. The old man
will ask the PCs to pay for their stay, at least the food should be paid. The food is
surprisingly good: fresh fruit and a large plate of hors-d'oeuvre. After finishing the
fruit the man will pose some questions like: where are you guys going, what are you
doing here etc.

At once, the old man suddenly stands up and looks towards the PCs with great hate in
his eyes. With a raw voice he whispers: I have to make you a little confession, the
main dinner are you! At this moment the old man transforms into a werewolf. Without
hestitation he attacks the nearest person. A fight to the death. After killing the man the
PCs can safely stay at the house for the night, and thus be escaping further danger this
night.

Loren Forest

After their stay in Parravon, at the beginning of the nineth day the PCs can continue
their journey towards Loren Forest. In fact, their goal is approaching rapidly now. At
midday the PCs could get into some trouble with the toll-keeper when they need to
cross the Grismerie. If the PCs keep up their pace, Lorest Forest can be reached at the
end of this very day. A small, nice looking taverne is approached where the PCs
would surely want to spend a good nights sleep. But surprisingly the whole thing
vanishes as they reach the frontdoor: this has been an illusion. A fraction of a second
later a voice sounds loudly in the air: Drop your weapons, you're surrounded and
several arrows point towards you guys!

If the PCs try to handle this thing with diplomacy, soon a Sylvain Elf will jump
gracefully out of a nearby tree. The Elf is 1.80 m tall, dressed in green clothes and
wears a longbow. He starts observing the PCs closely, like if he is trying to get aware
of their thoughts. After some time the Elf presents himself as Spitzohr, leader of the
finest archers of Loren Forest. He asks the PCs to their business in the forest. The PCs
should not hav to much trouble in convincing the elves of their good purposes,
althought that people daring to harm the Wood will be mercilessly removed from their
territory. Spitzohr believes that such a small group can be safely let into the forest, as
the Sylvian Elf settlement in Loren Forest includes 1000+ members. So if the PCs
don't act to arrogant they will be let in Loren Forest, on the condition that they will
leave it after max. 3 days. The group will also be closely watched.

The PCs may spend a single night at ease at the road under the huge trees. The next
morning the journey must go on once more. To get an indication of the direction they
have to travel to find the cave, Hans takes out his tablet and studies it carefully. After
some time Hans concludes that the forest has changed eversince the tablet was made.
Thus the magician is unable to locate the location of the entrance to the cave. The PCs
should soon come to discover that the only way to find the cave, is to call the Elves to
help them. This should not be a great problem, as they are watched as Spitzohr has
told them. Negotiation with the Elves is a little harder this time, Spitzohr will soon
admit he knows the exact location of the entrance of the cave. As there lurk evil
Chaos Dwarf in the cave, which aren't of any interest to the Elves. Spitzohr decides
that his help should first be earned by the party, they should gain the complete trust of
the Elves. To accomplish this the PCs have to complete 3 tasks:

- rebuild a destroyed treehouse, locateted some 8m above sealevel in a great tree.


Major benifit from skills like Construction, Carpentry and Engineering to accomplish
this task with succes.

- fight a giant monster which embodies the evil presence in Loren Forest. The bug can
easily be killed by elves theirselves, but it will be used to test the courage of the PCs
now. The monster they have to face is a mutated insect, a giant Locust.

- a group of young warband members of the elves have to be trained in the combat
skills. It's a hard days work and could be very dangerous as the young elves are very
ambitious.

After accomplishing the 3 tasks SPitzohr takes the PCs to the entrace of the cave they
seek.

The Infested Cave

Hans can't keep quiet anymore when they approach the entrace of the cave, after all
they're gonna have an encounter with a fabulous creature. A living legend. The only
problem left are the Chaos Dwarfs which inhabit the cave. Hans has directed all his
hope to the plan of the cave he posseses, let's hope it hasn't changed to much with the
years. The GM should hand out a copy of the plan of the cave, keeping the real plan of
the cave as it is today for his own use. The Chaos Dwarfs have dug new galeries and
changed various passages. If the PCs act a bit intelligent they should try to avoid as
many enemies as possible. THe Chaos Dwarfs are different from other dwarfs as their
teeth are shaped pointy and they're very agressive but well organised. When the PCs
enter the cave a chant is sung: ~Lets go, Lets go, Chaos Eoh, Chaos Eoh!~ The
dwarves will eventually charge the PCs and a hand-to-hand combat is invoked. After
dealing with this little problem the PCs will finally reach the Slannish Portal.

- 3 - The Slann

The portal is situated in a big wall of some material which resembles rocks. It's some
2.5m high, 1.5m wide and seems extremely tough. The door is engraved with various
runes and a 4cm wide band of some strange metal. Assumed that the dwarves also
noticed the portal they have never managed to open it. They smashed their weapons at
the door, but it remained shut. After some knocking on the door by the PCs, some
brutal force etc. Hans lays his hands on the door and starts to speak.

~The Slann have adopted systems of great technological knowledge beyond your
comprehension. With their incredible knowledge they made mechanisms to resist all
kinds of pressure to open the gates. Each gate has its specific mechanism, which is
mostly explaned by the runes which are engraved onto the portal. Let me translate this
rune sequence.....

Above the Band of Runes, there you turn 4 times.

Like in this writing, the beginning is situated at the start of the unit of measurement.
To find the remaining 3, you should divide by 2 each time.~ Hans stops reading and
looks puzzeled to the PCs, now what could that unit of measurement be, he wonders.
It should be a size that was easy to estimate for the old Slann. Then Hans thinks of his
tablet and finds out its exactly 24cm long. This should lead to the solution.

Now the GM should give the PCs a sheet of paper, with 2 marks on it. They should be
24cm apart. Ask to PCs to continue and mark the paper where they touch the band on
the portal. The correct solution is 24cm, 12cm, 6cm and at last 3cm from the left side
of the paper.

If the PCs have solved the problem and touched the band on the right spots, the door
starts to vibrate and after some seconds the door slides open. At first the PCs are
blinded by the light in the tunnel, but as their eyes have adapted to the lightlevel again
a fragile shadow can be seen in the hallway. Hans throws himself to the ground and
bids for the goodwill and aide of the creature. The creature approaches fast and speaks
to the PCs in normal Reikspiel. ~Please do enter fast before some of the little bastards
try to enter my domain again~

This characterizes the Slann, whose name is completely unpronouncable for member
of other races, as being a creature of a great intergalactical race. His filosophy is that
all action in the universe are linked to eachother, and thus can be foretold if all other
factors influencing an incident are known. Having practiced this for thousands of
years the Slann got very skilled in predicting outcomes of certain thing that happen.
The Slann decided to remain in his safe haven, until he knew all factors influencing
life in the Empire. This is something which takes ages to be completed, what doesn't
seem to bother the Slann.

The residence of Slann is one of great beauty, or maybe even more of exciting strange
materials. It seems to have been constructed of severel metal cylinders, which are only
lit at the ceiling. All forms seems to relate to either spheres or cylinders.

The Slann invites his visitors to join him in a large sphere. High in the air a small kind
of planetarium can be seen, with smaller spheres lightening up, and others
disappearing again. If the PCs should ask about this, the Slann will start a long, and
boring, explication of studying the universe to detect the small chances of colliding
solarsystems. Obviously this should only be understoot by characters with appropriate
skills, so use some heavy vocabulair here :)

It's extremely hard to understand the sophisticated Slann, who is skilled at


understanding the PCs. He will even understand phrases spokes to him, which aren't
even finished. The Slann won't bother about this little inconvience, he enjoys his
guests to much. If they start to talk about the warpgate which has opened up near
Bogenhafen, the Slann will interrupt and start talking about the gate. He declares that
the name of the Daemon, in Reikspiel, should sound something like 'Sareech'. The
probability that this Daemon will leave again through this interdimensional gate is
some 99.86% After some incomprehensible utterings and gestures the Slann accepts
to aid the PCs in closing the gate again and banishing the Daemon back to the Void.
The Slann will help in 3 ways:

- he will give the PCs additional information about Sareech. He explains the
embryonal state of the Daemon, which has to manifest itself inside a body which is
possesed. The body should be female, and pregnant! When the body is destroyed the
Daemon is banished to the Void. The Daemon is extremely skilled in the mystical arts
and will be a strong opponent.
- the Slann grants all a small bracelet which protects the bearer against the influence
of a warpgate. He warns that even this bracelet won't protect anyone much longer
when extremely close (3m) to a warpgate.

- he learns Hans a difficult ritual to close a warpgate, and gives him a small device
which should aid in this difficult task.

The Slann invites the PCs to gain strength again for the return to Bogenhafen, as there
is a 90% chance of the Daemon having opened the gate in 10 days. This the Slann has
calculated on a strange looking device. This depresses Hans, as he is aware of the fact
that travelling back to Bogenhafen should take at least as much time. Then the Slann
notices Hans' expression and tells the party of another possibility: a secret pass from
his residance, right through the Grey Mountains to the Empire. This passage hasn't
been used for hundreds of years and could thus be dangerous. Some fast calculations
show that there's a 50% chance of the tunnel collapsing when there passing through.
Hans hesitates no longer and greedily accepts the offer of the Slann to show them the
secret passage, after regaining some strength.

The Tunnel

The existance of this humid tunnel has been forgotten ever since the Slann left the Old
World. There are no creatures found in tunnel and progress is made fairly fast. After
some hours (equal to M*2 of the slowest person) the other side of the Grey Mountains
is reached. Only some minutes after they have left the tunnel the Slann proves to be
right, and the tunnel collapses.

- 4 - The Return

The PCs are completely new to this part of the Empire, but have to return to
Bogenhafen as soon as possible. The tunnel they used brought them to the other side
of the Grey Mountains, close to the borders of the Ubersreik. A hilly landscape,
grown with dense forests which permit a sight of max 20m. If Grodur still
accompagnies the group he will start will sing the following verse:

~Look there's no tollhouse here,


But the inhabitants we should dearly fear.
If we want to cross safely this part of wood,
We should surely watch out good.
I propose we travel without lights,
As the light will get us into some fights.~
If the group decides to take Grodur's proposal of travelling without light for granted,
the journey through the wood takes 8 days, in stead of the normal 6. However, the
chance of a deadly encounter will be reduced to 20%, while lights attract creatures
and give 30% chance of some encounter. The following table can be used to
determine the type of encounter.

D6 type of encounter
1 Beastmen
2 Goblins
3 Warband of Dogs
4 Nightdogs
5 Unicorn
6 Bloodsedge

After the PCs have left the forest it should be fairly easy for them to find the route to
Bogenhafen again. Maybe a small inn is encountered so they can rest one more time
before they complete the journey.

- 5 - The Lair of Sareech

When the PCs have returned to the place where they left the village some 2 weeks
ago, hordes of people have gathered to greet them. The town council has prepared a
great feast for the returned heroes. The PCs are free to party, but Hans chooses to rest
and meditate before they enter the pits. If the PCs choose to party, they suffer a 5%
penalty on all characteristics on the day chosen by Hans to confront Sareech.

The next morning Hans pulls the group together again, he feels a strong vibration of
evil presence in the village. This can only mean one thing: the foul Daemon is
certainly about to open the portal. Accompagnied by some guards the PCs are lead to
the entrance of the Lair where foul creatures are seen very often. Once they have
arrived here, the guards hurry back to the village bidding the PCs good luck and
godspeed.

The entrance of the Lair is located in an old ruin of a large tower. In the ruins an old
tunnel to a submerged cave can be found. To continue from here on the PCs have to
swim through a tunnel which leads to a newly formed tunnel system. There are 2
cases now, the PCs can or can't swim:

- if they can swim a risk test should be made, with a -10% for each AP worn. A failed
test results in D3 wounds.

- PCs who can't swim will have to follow a rope which Hans drags behind him.
They automatically suffer D3 wounds. Having made it to the next cave, the group
continues through a 3m wide and 2m high tunnel for about 15 minutes. Meanwhile
strange sounds can be heard which might scare the hell out of the PCs. Then Hans
announces that their is a great hall in front of them. Now there are 2 possibilities of
attacking Sareech.

- the PCs might choose to from 1 frontline and attack as one. In this case all the
Beastmen must be killed before the main cave can be entered. The other problem is
that only 2 PCs can attack at the same time, and after 5 rounds some Beastmen come
up to the rear of the group via the other tunnel.

- the PCs can split up, and attack at 2 fronts. The group which takes the alternative
tunnel is able to directly attack Yod and Sareech.

It is to be noted that Sareech stays in a range of 3m of the portal. When the PCs enter
the main cave, they start taking a WP test each round with the following modifiers:
the person
- is a halfling: +10%
- is a human: -5%
- wears a bracelet of Slann: +60%
- is closer than 3m to the portal: -30%
- has a Chaotic alignment: -30%
- is of evil alignment: -10%
- is of lawfull alignment: +10%

Each time the WP test is failed, the person changes drastically. Their appearance
could change like that of a Beastmen (WFRP pag 216) or their alignment could be
changed. PCs with a neutral alignment will become Chaotic and start to attack to
former friends. Characters with a good or lawfull alignment may choose to keep their
alignment but mutations may make their lives quite miserable in the future, so they
can also choose to reform to a Chaotic alignment. PCs with changed alignment will
fight their former friends until Sareech in killed, afterwhich they may also choose to
flee. If the adventurers succeed in banishing Sareech Hans will perform the ritual to
close the gate, if he's still alife ofcourse. The victory of the PCs is complete now!

If Sareech is banished, but Hans is killed and can't close the portal the PCs have only
partly succeed their mission. This means that the cave will have to be guarded forever
now.....

- EPILOGUE -
If the PCs have succeeded in sending Sareech back to the Void, they will be
welcomed as true heros when arriving in Bogenhafen. As a token of their gratefullness
the council decides that the PCs will have month of free food, beer and a nice room in
the local inn. To complete the gift they're all given 800 GC as reward for freeing
Bogenhafen of the evil Daemon. Hans will also teach a wizard a spell as a token of his
friendship towards the players. If Sareech has survived the attack of the PCs he will
regain his strength and Daemonic creatures will pursue the ones who have invaded
Sareech's Lair.

- EXPERIENCE POINTS -

The main objectives of this scenario grant the PCs 200 EXP each:
- destroying Sareech
- closing the portal

Other small objectives are good for 50 EXP each:


- resolving how to open the Slann portal
- becoming friends with Grodur
- killing the Chaos Warrior Yod

- PROFILES -

* PROFILE Hans the Magician, level 3 Battle Wizard

Hans is a human, 39 years of age. He's quite tall and very skinny. The colour of his
skin is extremely pale, but can't be mistaken for the dreaded 'cadaverous appearance'.
As a magician of 'good' alignment (in fact he is lawful) he hates Daemonologists,
Necromancers and all other practitioners of Dark Magick. Therefor banishing Sareech
back into his own dimension has become a great obsession for Hans. Taking this into
account, Hans is a great compagnion for the group. He can supply them with extra
firepower and take the heat of the PCs if they sould get into some real trouble. He also
posseses 3 magickal items: a Tablet which declares the existance of the Slann, a Wand
of Absorption and a Bag of Choice. These will assist the PCs in their quest as well.
M WS BS S T W I A Dex Ld Int Cl WP Fel
5 42 38 4 4 10 64 2 50 57 59 48 50 36

Alignment: lawful
Power Level: 42
Fate Points: 2 (to preserve his life until the PCs are well on their way)

Skills: - read/write - Magickal Sense


- Scroll Lore - Identify Magickal Artefact
- Rune Lore - Undead Lore
- Herb Lore - Cast Spells: PM, BM 1/2/3
- Daemon Lore - Secret Arcane Languages: Classical, Magick, Slann
- Meditation - Prepare Poisons

Magickal Items:
- Tablet of the Old Slann
- Wand of Absorption
The little gem which was crafted into the top of the wand is able to store
up to 30 MP. It starts of with 20 MP, but can be charged by the owner if he
makes an succesfull WP test. There's an additional bonus of +10 to all
tests concerning magick and willpower.
- Bag of Choice
Hans is able to pick anything from this bag, and still move upto his 5
moves that turn. The item he searches for comes out first 3 times a day,
thereafter the normal penalties count again.

Petty Magick:
- Magickal Alarm - Gift of Tongues
- Exorcisme - Zone of Heat

Battle Magick:
- Aura of Resistance - Aura of Protection - Cause Cowardly Flight
- Fireball - Mystic Mist - Dispel Aura
- Cure Light Injury - Lightning Bolt - Arrow Invulnerability
- Hammerhand - Zone of Steadfastness - Cause Stupidity
- Wind Blast - Transfer Aura

* Goblin Warband

The leader of this small warband is a huge Orc, over 3m tall and weighting some 300
kg, listining to the name of 'Scronch'. This guy has never been defeated in battle
before, his famous fast moves grant strengt to all members of the band. Most of the
Orcs and Gobbo's speak some words of Reikspiel. All carry appropriate items like
clubs, Scronch carries a 2H-flail and Rouge has 3 AP all over his body.

PROFILE Scronch, Orc Leader


M WS BS S T W I A Dex Ld Int Cl WP Fel
5 82 40 6 7 17 59 3 18 69 18 29 39 14

PROFILE Rouge, Second Orc

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 63 44 5 5 14 41 1 18 29 19 25 36 10

PROFILE
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 Orcs 4 43 25 4 4 7 30 1 39 29 20 29 29 18
4 Goblins 4 30 25 3 3 7 20 1 18 18 18 18 20 18
6 Wardogs 6 49 - 4 3 7 30 1 - 43 14 43 43 -
* Count of the Pass

Count Walgar Bargam is an old noble, with a great reputation at arms. He dares to
attack all those who can endanger the safety of his protegees. He's some 1.87m tall,
and speaks a form of Reikspiel.
PROFILE Walgar Bargam, Count of the Pass

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 69 45 5 5 10 52 2 39 79 40 50 30 55

Alignment: neutral
Skills: - Strike to Injure - Strike to Kill
- Disarm - Etiquette
- SW: Lance
Equipment: a warhorse, lance and full plate armour

PROFILE 19 Horsemen

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 39 30 3 4 8 42 2 29 39 30 36 30 45

Skills: - Strike to Injure - Etiquette


- SW: 2H-weapons - SW: Lance
Equipment: a horse, sleeved mail coat, a 2H-flail and a lance

PROFILE Grodur, Ogre

The alignment of this Ogre ain't chaos nor evil. This monster of 4m tall has a true
onble heart, and puts lots of weight into loyalty. Another curiosity about Grodur is,
that his is a vegetarian.
M WS BS S T W I A Dex Ld Int Cl WP Fel
6 79 51 7 7 20 59 3 32 36 44 38 59 69

Alignment: lawfull
Skills: - Strike to Injure - Dodge Blow
- SW: 2H-weapons - Sixth Sense
- Very Strong - Story Telling

* PROFILE Garou, Noble of Parravon

The old man is a member of the group that is called ~those who can change forms~ by
the people of Parravon. He's a chaotic being, a friendly man in daylight which
transforms into a werecreature at night.
M WS BS S T W I A Dex Ld Int Cl WP Fel
9 50 0 5 4 17 54 2 - 66 39 19 35 -
* PROFILE Giant Locust

The GiantLocust causes fear in creatures smaller than 10ft tall.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 53 0 6 4 17 60 3 - 43 4 34 12 -

* PROFILE Chaos Dwarfs

M WS BS S T W I A Dex Ld Int Cl WP Fel


3 50 35 4 4 9 25 2 29 69 29 66 66 24

Alignment: Chaos
Skills: - Strike Mighty Blow - Strike to Injure
- Consume Alcohol - Fleet Footed
- Metallury - Smithing
- SW: 2H-weapons
Equipment: Chaos Armour, Gloves and axes (the armour provides 2 AP)

* PROFILE Beastmen

The PCs might be followed by a group of 1D6 Beastmen, which rule in parts of the
forest. Most of them have the appearance of a large goat.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 40 20 4 5 11 20 1 20 29 14 19 29 10

* PROFILE Goblins

Numberous Goblins reside in Loren Forest, or mainly in the caves found there which
are close to the Grey Mountains. They raid in groups of 2D6+3 individuals, which try
to jump on unfortunate travellers from their favourite ambush spots. They will carry
with them D6 GC and some SS per Gobbo.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 30 45 3 3 7 29 1 18 18 18 18 18 18

* PROFILE Warband of Dogs

In the dark woods lurk big warbands, consisting of 2D6+6 dogs which attack anything
suiteble to be eaten.
M WS BS S T W I A Dex Ld Int Cl WP Fel
9 39 0 3 2 5 30 1 - 10 10 14 14 -

* PROFILE Night Dogs


These foul creatures attack only at night where they battle to death, or until the first
sunbeam heat the earth again. They come in packages of 1D6+1.
M WS BS S T W I A Dex Ld Int Cl WP Fel
9 50 0 4 4 17 50 2 - 70 29 29 39 -

* PROFILE Unicorn

This encounter is only suitable at lonely and distant place where absolute tranquility
rules. A Unicorn can only be encountered once during this scenario while they are
extremely rare. The Unicorn can only be approached by characters of good or lawfull
alignment. If they treat the Unicorn with great care and talk to it endlessly the Unicorn
may deicde to accompagny the party on their journey just until they leave the forest.

* PROFILE Bloodsedge

During their journey through the forest the PCs come to a large opening in the forest.
Suddenly the branches of the trees start to move in a pecticular way. All PCs are
allowed to take an I-test to avoid being grabbed by the Bloodsedge and crawl into the
safety of the other trees. The carnivorous plant accupies the complete clearing and
will try to fetch anyone entering the clearing.
M WS BS S T W I A Dex Ld Int Cl WP Fel
0 43 0 5 7 50 60 2 - 0 0 0 36 -

Special rules: WFRP pag 233.

* The Daemon Sareech

Sareech is a Daemon which has infested the body of a pregnant Magician. The corps
of his hostess is 1.60m tall and weights about 45kg. The Magician looks like a normal
pregnant woman to the PCs, until the Daemon manifests itself. Sareech is some kind
of embryonal Daemon, it lies hidden in the lapse of a woman, growing in physical
appearance and power. The Daemon parasites its host and can only be banned if the
body it infests is destroyed. Sareech only trusts a single being on this world: Yod, his
lieutenant of Chaos.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 90 90 5 7 69 100 10 89 89 89 89 89 89

Alignment: Chaos
Powerlevel: 60
Skills: - Rune Lore - Daemon Lore
- Magickal Lore - Identify Magickal Artefact
- Identify Undead - Petty Magick, Battle Magick 1/4
- Herb Lore - Daemon Tongue
- Ancient Slann - Meditation
- Prepare Poisons - Magickal Sense

Petty Magick:
- Exorcism - Gift of Tongues

Battle Magick:
- Immunity for Poisons - Aura of Protection - Cure Heavy Wounds
- Fireball - Mystic Mist - Enchant Weapon
- Cure Light Injury - Cause Cowardly Flight
- Hammerhand - Cause Stupidity

Special Rules: Sareech is able to summon Daemons of his choice, 10 times a day if
needed. The Daemons remain stable for 5 turns afterwhich they are sucked back into
their own dimension. Sareech is immune for non-magickal attacks as the body he
infests takes all damge. All attacks caused by Sareech count as magickal ones.

Psychological Rules: In contradiction to other Daemons Sareech does not cause fear
in living creatures. He takes great pleasure in damaging as many attackers as possible.
He will use various attacks to various attackers, in stead of killing them of one at a
time.

* Yod Fast-Killer, Warrior of Chaos

Yod got his nickname 'Fast-Killer' from the other Champions of battle, who watched
Yod's unnatural frenzied state when killing his enemies. He's an Emperial soldier
without conscience, ready to kill all who dare to block his path. With his incredible
posture, 2.23m high and long muscular arms he makes an impressive impression on
all he faces. Yod's native tongue is Reikspiel, but he also uses Dark Tongue to direct
his troups. When Yod first met Sareech he charged the foul Daemon with unsheaded
sword as 'Yod the Soldier', only to awake as 'Yod Guardian of Chaos'. Sareech has
blessed Yod with 2 marks of Chaos: a Rune Sword and a Chaos Armour which is
typically black. The armour has grown to become a living part of Yod. It's also
enchanted to protect against magickal attacks. The sword, which is engraved with
various runes and religious tokens, is extremely swift while its hits cause additional
damage. Yod has made a pact with Sareech, to protect him with his life and commit
suicide should he fail in protecting Sareech. This makes Sareech complete provider of
Yod's future.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 89 59 6 6 23 99 4 89 89 89 89 89 12

Alignment: Chaotic
Skills: - Strike to Injure - Disarm
- Dodge Blow - Strike Mighty Blow
- SW: 2H-weapons - Sixth Sense
- Lightning Reflexes - SL: Battle Tongue
Chaos Attribute: Initiative +10
Equipment:
- Chaos Armour: the armour has become part of Yod's body and thus does not
encumber. It grants its bearer 3 AP and +10 on all magick tests.
- Rune Sword: this marvellous sword has 4 abilities. The first one ensures
that the sword cannot be taken from its owner as long as he's alive.
Furthermore does it grant an I bonus of +30, an additional attack and it
causes +3 extra damage when a target is hit. When the owner of the sword
dies, the first intelligent creature to touch it, whose alignment is not
good or lawfull, becomes the new owner of the sword. It does not has any
influence on the alignment of the character.

* Beastmen of Sareech

These creatures are under the direct command of Yod, and are extremely good
obeying the orders in spite of the fact that they are Beastmen. The creatures are
formed by Sareech from various men and animals, mutated by the power of Chaos.
They can be split up into 2 groups:
- normal beastmen, these (2 per PC) make the life of the PCs quite miserable
- special ones, only 3 in number but quite powerfull.
These 3 are described below, with their particulair skills.

* PROFILE Normal Beastmen


M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 5 11 30 1 20 19 14 29 34 10

* PROFILE Bouk the Crusher

This Beastman is extremely skilled in using a big 2H-warhammer. He also inficts fear
on all enemies which face him.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 66 25 4 5 12 44 2 33 29 24 29 24 10

Skills: - Strike Mighty Blow - SW: 2H-weapons

* PROFILE Schfain Goatman

He is part man and part goat, completely stupid and lives to charge in combat.
M WS BS S T W I A Dex Ld Int Cl WP Fel
5 41 15 4 5 16 24 1 47 19 10 10 10 10

Skills: - Frenzy

Special Rules: if able to charge Schfain gain +10% WS and D+3, should the attack
fail than a Dex test should be made to see if he tumbles.
* PROFILE Ash the Horrible

Ash is a beastman which sweats out a strong acid, which he can throw at his
opponents 3 times a round. This replaces his normal attack.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 5 11 52 3* 29 29 29 29 29 10

Special Rules: this Beastman can spread acid 3* times a turn, hitting it's target when a
succesfull BS test is made. The hits causes a S=7 hit, and may destroy a piece of
armour if it should not be resistant to acid.

You might also like