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The Affair of the Hidden Jewel
The Affair of the Hidden Jewel
REWARD!
Three hundred crowns to whoever can bring the head of
the dastardly brigand known as The Black Arrow to his
Grace, the Count Amadeus Von Drakensberg.
His Grace has means of detecting substitutes.
A Melodrama with a Thick Plot
The Affair of the
Hidden Jewel
Heroes Wanted to go on a quest for
Hidden Treasure.
Some danger, great reward.
Contact Wolfgang Kellermann at the
Sign of the Crossed Lances.
Written by Lewis Page
Updated for WFRP 2nd edition by Michael Congreve
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The Affair of the Hidden Jewel
The Affair of the Hidden Jewel
Credits
Written by Lewis Page
Illustrations by Kevin Walker
Maps by H
Updated by Michael Congreve
Copyright © Games Workshop Limited 2006. Games Workshop, the Games Workshop logo, Black Industries
and their respective logos, Warhammer and all associated marks, logos, places, names, creatures, races and
race insignia / devices / logos / symbols, locations, weapons, units, characters, products, illustrations and
images from Warhammer are either ®, TM and/or © Games Workshop Ltd 2000-2006, variably registered in
the UK and other countries around the world. All Rights Reserved.
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The Affair of the Hidden Jewel
The Affair of the Hidden Jewel
Men At Arms - The Count’s Spear-Carriers
The Affair of the Hidden Jewel can be played in a setting along any long stretch of road
running through the forests of the Empire (or elsewhere in the Old World with some
name changes). It is best to run this adventure when the player characters are travelling
without any element of time pressure forcing them onwards, since they may well need to
make a significant detour from their intended route.
This adventure could provide a colourful interlude in the Paths of the Damned campaign;
this adventure is best set between the events of Ashes of Middenheim and Spires of
Altdorf , again set somewhere along the Altdorf to Middenheim road.
In tone the scenario makes unashamed use of melodramatic situations and astute
readers will note that all the characters are stereotypes. So what? This is a melodrama,
you know. Ham it up!
If you feel so inclined give PCs 5 experience points every time they deliver an
appropriately corny line, such as “So Count, we meet again,” or “Ah yes, the old bomb
down the chimney ploy.”
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BS
S
T
AG
INT
WP FEL
A
W
SB
TB
M
MG
IP
35
30
31
33
32
29
29
29
1
11
3
3
4
0
0
Skills: Heal, Common Knowledge (Empire), Perception, Dodge Blow, Drive, Gamble,
Gossip, Intimidate, Speak Language (Reikspiel).
Talents: Disarm, Strike Mighty Blow, Specialist Weapon Group (Two Handed), Strike to
Injure, Strike to Stun .
Trappings: Halberd, Sword, Shield, Leather Jacket, Sleeved Mail Shirt, Helmet.
Bruno - The Double Agent
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44
29
52
41
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33
45
26
1
15
5
4
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0
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Heroes Wanted
Wherever the PC’s are, they should be looking for a job (or probably just easy money,
knowing most PC’s). And have we got a job for them! Intrigue, blood, fear… but we
mustn’t get ahead of ourselves.
The GM should arrange for the PC’s to see the two notices below. They should come
across them nailed to trees along the road, they could find them upon an adventurers
notice board (such as the Deutz Elm at Nuln), they could simply find them blowing on the
wind, or upon the body of a dead traveller, pinned to his back with a dagger or black
fletched arrow.
The first notice reads:
“Reward! Three hundred crowns to whoever can bring the head of the dastardly brigand
known as the Black Arrow to his Grace, the Count Amadeus Von Drakensberg. His
Grace has means of detecting substitutes.”
A successful Common Knowledge (Empire) Skill Test will know that the Black Arrows
are a band of outlaws who have been plaguing the countryside for some years; so called
due to their habit of using only black fletched arrows. The Black Arrow is their leader. If
the test is passed by two degrees of success (only one degree for an Imperial Noble),
the PC will recall that although the party are currently within the Black Arrows’ area of
depredation, Count Von Drakensberg’s holdings are far from the area of depredation.
The second notice is likewise interesting:
“Heroes Wanted to go on a quest for Hidden Treasure. Some danger, great reward.
Contact Wolfgang Kellermann at the Sign of the Crossed Lances.”
A successful Gossip Test will reveal that the Black Arrows’ raids have been more
frequent in that very region than anywhere else.
Skills: Command, Common Knowledge (Empire), Consume Alcohol, Dodge Blow,
Gossip, Intimidate +10, Perception +10, Search, Sleight of Hand, Speak Language
(Reikspiel), Torture.
Talents: Resistance to Disease, Resistance to Poison, Specialist Weapon Group
(Entangling), Strong Minded, Sturdy, Wrestling.
Trappings: Dagger.
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The Affair of the Hidden Jewel
The Affair of the Hidden Jewel
At the Sign of the Crossed Lances
Sleeves - The Captured Halfling Servant
If the PC’s wish to go to the Crossed Lances inn (and they ought to), they can get there
easily enough by road. Although the journey should be as eventful as any (you may
care to throw in the odd horde of Beastmen or Greenskins to break up the tedium, but
not attack them with any human bandits, the PC’s may think they are the Black Arrows
and get sidetracked). They will most probably arrive in the evening. See the map on
page 10 for the layout of the Crossed Lances.
The bar, at this hour, will hold the usual mix of customers for a coaching inn –
travellers, coachmen and teamsters, a roadwarden or two, perhaps a gambler or
raconteur, and maybe a pickpocket if you feel particularly mean.
In addition, there are a bunch of hard-looking men-at-arms seated in one corner. These
are the retainers of Count Von Drakensberg, who is staying here incognito: he will
remain in his room. A successful Gossip Test in the bar will reveal that they are
mercenaries, and the Count is their Captain.
WS
BS
S
T
AG
INT
WP FEL
A
W
SB
TB
M
MG
IP
27
42
26
24
43
30
43
43
1
9
2
2
4
0
0
Skills: Academic Knowledge (Genealogy/Heraldry), Blather, Common Knowledge
(Halflings), Dodge Blow, Evaluate, Gossip +10, Perception, Search, Sleight of Hand,
Speak Language (Halfling), Speak Language (Reikspiel), Trade (Cook) +10.
Talents: Flee, Etiquette, Lightening Reflexes, Night Vision, Resistance to Chaos,
Specialist Weapon Group (Sling) Super Numerate.
Trappings: Dirty Apron, Frying Pan.
Wolfgang Kellermann - The Former Leader
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Wolfgang and the Blue Flame
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If the PC’s ask the bar staff for Wolfgang Kellermann, they will be told that he is the
owner, and taken to his room. At their knock, the door is opened by a lean, scar-faced
man with a drawn sword in his hand. He eyes them suspiciously and says, “Well?”.
This is Lauengram, an employee of Wolfgang Kellermann. He also has additional
loyalties, but we will come to that later. He should be viewed as a kind of crazed Guy
Fawkes. He is given to prowling, suspicious stares, evil chuckles, and best of all,
sputtering bombs, but again we are getting ahead. During the parties meeting he is a
good man to play up, so the party can hate him so much more later on.
If the PC’s explain that they came about the job, a voice will call from behind him. “All
right, Lauengram, let them in – but keep an eye on them.” The scar faced man steps
aside, revealing a table placed in the centre of the room. Behind this are sitting two
men, one fat and bearded, and the other muscular and with an air of command, with a
wooden peg where one foot should be. The room’s shutters are closed and bolted.
Lauengram shuts the door after the PC’s and stands behind them. Then the one-footed
man speaks again. “I am Wolfgang Kellermann,” he begins. “I have a job for you. But as
you may have guessed” – here he eyes the shutters and Lauengram – “I would be most
unhappy were the details of it to be made public. Therefore I must insist on your utmost
secrecy.” He pauses to let this sink in.
“The job involves finding and bringing to me a certain gem, a diamond named the Blue
Flame. This was stolen more than twenty years ago and has not been seen since, but I
have information that would enable you to find it. I would pay you 200 crowns each for
its recovery. Do you want the job?”
If the PC’s say yes, and they should, he goes on. “Very well. I will tell you how the stone
Skills: Animal Care +10, Animal Training, Charm, Common Knowledge (Empire) +10,
Concealment, Consume Alcohol, Dodge Blow, Drive, Evaluate, Gossip +10, Haggle,
Secret Signs (Thief), Perception, Read/Write, Ride, Scale Sheer Surface, Swim, Silent
Move +10, Speak Language (Reikspiel).
Talents: Acute Hearing, Ambidextrous, Dealmaker, Etiquette, Master Gunner, Mighty
Shot, Rover, Savvy, Sharpshooter, Specialist Weapon Group (Fencing), Specialist
Weapon Group (Gunpowder), Strike to Stun, Swashbuckler, Trick Riding.
Trappings: Good Craftmanship Clothing, Leather Jerkin, Rapier, Pistol with powder
and ammunition for 5 shots, Inn, Peg Leg.
Special: Lost Foot (-1 Move, -20% to all tests involving mobility).
Count Von Drakensberg - The Villain
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Skills: Academic Knowledge (Genealogy/Heraldry), Blather, Charm +10, Command
+10, Common Knowledge (Empire) +10, Consume Alcohol, Evaluate, Gamble, Gossip,
Haggle, Performer (Actor), Read/Write, Ride, Speak Language (Reikspiel) +10.
Talents: Etiquette, Public Speaking, Savvy, Schemer, Specialist Weapon Group
(Fencing), Suave, Warrior Born.
Trappings: Best Craftmanship Nobles Garb, Best Craftmanship Rapier, Dagger
(Hidden), 200 Crowns.
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The Affair of the Hidden Jewel
The Affair of the Hidden Jewel
Annalisa Kessler - The Black Arrow
may be found, but first a little background is necessary. The man who stole the Blue
Flame was a thief named Otto Kessler, now deceased. He hid the jewel after the theft,
and supposedly never told anyone where. But Bruno here,” he indicates the fat bearded
man, “has cast some doubt on that idea.”
“Until recently, Bruno was chief torturer to a certain Count Von Drakensberg, whose
men recently captured one of Otto Kessler’s oldest companions. Bruno interrogated him
– but he did not pass the information onto the good Count. And it seems from what the
wretch said that Otto Kessler had a daughter called Annalisa, to whom he passed the
location of the Blue Flame. Nowadays she is better known as the Black Arrow.”
“And this is why Bruno came to me. Until this minor problem happened” – Kellermann
gestures towards his missing foot – “it was I who led the band now known as the Black
Arrows. And so I know exactly where their hideout is, and how it can be entered in
secret.”
“The place is an old castle, deep in the forest; nobody knows of its existence but me and
the Black Arrows. But what even they do not know is that there is a secret passage into
the keep from the outside which you, my friends, will use to gain entry. Once inside, you
will find out from the Kessler girl where the Blue Flame is – she probably keeps it
somewhere in the castle. You will then recover the jewel and bring it to me here, when I
will pay you.”
“The castle lies thirty-five miles north of here. There is an old stretch of road leading to
it, which begins a few miles before you get there. The entrance to the secret passage is
in a hollow oak one hundred yards from the gates, and it emerges in the dungeons. You
can have a room here tonight. I wish you every chance of success.”
Unless the PC’s have anything to say now, Lauengram shows them to their room.
WS
BS
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AG
INT
WP FEL
A
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SB
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IP
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34
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52
3
16
3
3
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0
1
Skills: Academic Knowledge (History), Academic Knowledge (Law), Academic
Knowledge (Strategy/Tactics), Blather, Charm, Command, Common Knowledge
(Empire) +10, Concealment +10, Disguise, Dodge Blow +20, Follow Trail, Gossip +20,
Intimidate, Lightening Reflexes, Perception +10, Ride, Scale Sheer Surfaces, Secret
Language (Thieves Tongue), Set Trap, Silent Move, Speak Language (Reikspiel).
Talents: Rover, Sharpshooter, Streetwise, Strike to Stun, Marksmanship, Mighty Shot,
Quick Draw, Sure Shot.
Trappings: Bow and 20 black arrows, Leather Jerkin, Sword, Knife, Black Hood.
Black Arrows - Outlaws
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AG
INT
WP FEL
A
W
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M
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IP
33
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29
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1
13
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Skills: Common Knowledge (Empire) +10, Concealment, Dodge Blow, Ride, Gossip,
Secret Signs (Thief), Perception, Scale Sheer Surfaces, Set Trap, Silent Move, Speak
Language (Reikspiel).
Talents: Rover, Sharpshooter, Strike to Stun.
Trappings: Bow and 2D10 arrows, Leather Jack, Sword, Shield, Black Mask.
The Plot Thickens
Kaspar Lauengram - The Single Agent
What Kellermann doesn’t know is that Bruno did not defect from his master. He was
sent. Von Drakensberg in fact had all the information from Otto Kessler’s erstwhile
crony, including the somewhat bizarre method that Otto used to pass on the location of
the Blue Flame. This was to tattoo it on his daughter’s scalp when she was a baby,
without telling her about it later. He would just tell her to use her head when she asked
where it was.
Odd, yes? But fun!
We, of course, being GMs and thus omnipotent, know that where old Kessler actually
hid the jewel was in the cellar of the Crossed lances. But nobody else does, at least not
yet.
The ex-crony also knew that Annalisa was the Black Arrow, and even that Kellermann
was the man she had replaced after his injury. But he knew nothing of how she might be
found.
So the Count had a problem. He didn’t know where the Black Arrow was, or how to
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A
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Skills: Common Knowledge (Empire) +10, Concealment, Dodge Blow, Ride, Gossip,
Secret Signs (Thief), Perception, Scale Sheer Surfaces, Set Trap, Silent Move, Speak
Language (Reikspiel).
Talents: Rover, Sharpshooter, Specialist Weapon Group (Gunpowder), Strike to Stun.
Trappings: 4 Bombs, Tinderbox, 10 yards Rope, Dagger, Black Cloak, Black Mask,
Tall and Wide Brimmed Hat.
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