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A Pain in the Mountains.
Ironstone Pass
Written by Graeme Davis
Updated for WFRP 2 nd Edition by Michael Congreve
Introduction
This adventure is designed for characters in their second or third careers. Due to the high combat
element of the adventure, the party should ideally have 15-20 careers between them, and include some
magical ability, at least a Journeyman Wizard or Anointed Priest.
Ironstone Pass is a short incident that can be run at any time when your players are travelling through a
mountainous region, as a stand-alone encounter whenever you need to spice up a mountain crossing.
This adventure is nominally set in the Vaults, however it can easily be set elsewhere, just change the
place names to something more suitable. And remember that it doesn’t have to be the height of winter
when they make the crossing – bad weather comes earlier, hits harder, and stays longer in the
mountains.
This adventure was originally printed in White Dwarf # 132, and was later re-printed in the Hogshead
Publishing supplement ‘Apocrypha 2: Chart of Darkness’, where it was updated by Iain Smedley. Very
little of the original text has been changed for this, merely updating the original adventure to the
current rules.
Campaign Notes
Originally intended as an interlude in the Doomstones campaign, all the Doomstones adventures
involve quite a bit of hazardous travelling along mountain passes. As the adventures make their way
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from one location to another, they will have to cross through Ironstone Pass and survive an attack
capable of wiping out forces many times their strength. Werner Silbermann and his allies are an
excellent extra hazard to weaken an over-strong or over-confident party. This adventure can be easily
set either side of the Vaults, serving as a menace located in a mountainous region overlooking a
fledgling Border Princedom.
Werner’s Tale
Werner Silbermann was a young and fairly successful wizard in Nuln when an experiment exposed him
to the corrupting influence of Chaos, and he became a werewolf. For the next few years he drifted from
place to place, always moving on to avoid being recognised for what he was and hunted down. As the
years went by he came to terms with his condition and learned to partially control it.
One harsh winter found him wandering through the forest, which fringed the western foothills of the
Worlds Edge Mountains. It had been almost a week since he had eaten, and hunger and exhaustion
caught up with him. He collapsed at the base of a tree, resigning himself to death.
He regained his senses to find himself surrounded by a pack of wolves. Too weak to move, he closed
his eyes and waited for death. He heard the soft footfall of a wolf approaching him, and felt its breath
on his neck. The wolf then began licking his face. It was almost as if the wolves were aware of his true
were-nature and had accepted him as one of their own.
Werner gratefully accepted the hospitality of the wolfpack and lived amongst them as a wolf for nearly
a year. He became their leader, and now he was happy to be a wolf with swift legs, a keen nose, a
warm coat, and deadly sharp teeth.
The next winter was even harsher than the last, and the hunting was predictably poor. As the pack
ranged wider and wider in search of prey, they came across a trade road leading from the Empire across
the Winter’s Teeth Pass to the Vaults, and on to the Border Princes. The human part of Werner’s brain
told him that this was the answer. He established a lair in dense cover near the road and posted
lookouts to bring news of an impending caravan.
Werner’s first attack was a success. In a well-laid ambush, the wolves took two guards and a wagon
driver and disappeared into the forest before the survivors could react. The wolves fed well that day,
and over the following months tales began to be told of the ‘Daemon Wolves’ of Wissenland.
Soldiers and hunters were sent out from Pfeildorf, to scour the forests and hunt the wolves down. They
returned with the carcasses of almost a hundred wolves, but the attacks continued. The stories grew
wilder; giving the Wolves the ability to walk through solid rock, and making weapons pass harmlessly
through their bodies. Wissenland was gripped in near hysteria.
One fateful day, the pack ambushed a caravan in a narrow pass in the Winter’s Teeth. Werner had
chosen the site so that the narrow passage would hamper the caravan guards, enabling the wolves to
strike and escape without meeting any serious resistance. The attack went exactly as planned until an
unexpected rearguard appeared, trapping the wolves between two forces. The wolves fought with
savage desperation, but their doom seemed certain.
Suddenly, one of the wagons erupted in flame, and the main body of the caravan broke as panicked
merchants and guards fled along the pass. The dead rose up, shambling past the wolves to attack their
living comrades. Over the screams and snarls of the battle, laughter rang out: the clear, savage laughter
of an Elf-woman who had appeared beside the burning wagon. The battle turned into a rout, and soon
the woman was the only survivor of the caravan. The wolves were wary of her, but she petted them as
they fed on the dead horses and guards. Still chuckling quietly, she approached the wolf which was
Werner, and he knew that she saw him for what he was.
That day, a strange alliance was born. The Elf-woman was named Syrillia, an outcast from the dark
city of Feiss Mabdon, who had travelled widely in search of knowledge and adventure. The wolves
withdrew to their current lair – an abandoned mine which had given Ironstone Pass its name – and
Syrillia and Werner sat talking and plotting far into the night.
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Spring and summer came and went, and by the time that winter closed the higher passes, the two allies
had turned Ironstone pass into a death-trap. The few travellers who came that way were easily
overpowered, providing riches as well as food. The two spellcasters grew in power, trading arcane
knowledge, and amassing wealth from those they robbed.
Setting the Scene
The map shows the layout of Ironstone Pass. The adventurers approach the pass from the right
side. It is important to know the characters travelling order: are they in single file or two
abreast, who is in front, and so forth.
It is also important to describe the weather. Emphasise the cold, the wind, and the snow. Build
this up as the adventurers travel along; ideally the PCs should be feeling utterly miserable even
before the encounter begins.
1 – Snow Trap
Beneath a crust of soft snow, the ground drops vertically 5 feet. Unless the party have thought
to probe the snow in front of them, the lead characters are taken by surprise, and drop 4 feet
into the soft snow (due to the soft impact, the falling characters suffer no damage from this).
Characters on horseback must pass a Ride Test to stay mounted (even a character with the
Trick Riding Talent must test, though he will get the usual +10% to the Ride Test). Characters
in deep snow may move at one-quarter rate until they are clear of it (and may not run or charge).
They may perform no attack actions or cast spells, and may not use the Dodge Blow Skill . All
attacks against characters mired in deep snow are Routine (+10%) .
2 – Wolf Lair
This is where the wolves wait until the attack starts. The entrance is fully camouflaged with foliage
that has been covered with snow, making a Perception Test to discover the entrance Hard (-20%) .
The inner chamber is used by cubs and nursing mothers. There are four females and seven cubs
here, none of which will participate in the attack.
The lairs entrance is two feet high and six feet wide, while that to the nursery chamber is two feet
high and two feet wide. The females will fight to the death to protect the cubs, and count as
Frenzied while doing so.
3 – Mine Entrance
The original iron doors which sealed the mine entrance are still in place, but the area behind
them has been blocked by a rockfall. It requires a Hard (-20%) Strength Test to break the doors
down, but even in this case, it is impossible to proceed any further beyond them.
4 – Undead pen
This small cavern has been altered to serve as a holding pen for the Undead forces commanded
by Syrillia. When an attack is not in progress, all the Undead will be in this cavern, in an inactive
state.
5 – Entrance
Victims are intended to find this lightly concealed entrance. A loose rock standing to the side
of the pass has a hidden space behind it. An Easy (+20%) Perception Test will detect this
“secret” passage. A Challenging (-10%) Strength Test is required to shift the stone, revealing
a passage 4 feet high and 5 feet wide. For each additional character assisting in the attempt to
shift the stone, reduce the test difficulty by one step.
6 – Killing Zone
Characters who survive the ambush outside and discover the entrance in area 5 will find themselves
entering this chamber. It is here that surviving victims are scrutinised to decide who merits further
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investigation, and who should be killed out of hand. The concealed door in area 6a has a spyhole to
facilitate this process.
7 – Living Quarters
If forced to fall back from his position at
the door, Werner uses his Crystal Mist
Power Crystal to cast the Shadow Lore
spell ‘Illusion’ in the corridor. This
creates the image of a deep chasm
spanning the full width of the corridor,
six yards long, and six yards deep with
spikes at the bottom, and a drawbridge
sealing off the rest of the passage. If the
characters have cause to suspect this is an
illusion (which they shouldn’t), a
successful Intelligence Test will allow
them to see through the Illusion.
Force of Nature
Type: Arcane
Arcane Language: Magick
Magic: 2
XP: 200
Ingredients: Sacrifice of a wild mammal, 1lb of
raw clay, 100 crowns value of powdered gemstone.
Conditions: Perform ritual naked within a circle
inscribed in bare earth. The caster must remain in
contact with natural earth or stone throughout
ritual.
Consequences: Ritual completes, but the Elemental
acts as though the Willpower test was a failure.
Casting Number: 12
Casting Time: 8 hours.
Description: Summons a Minor Earth Elemental
within 12 yards of the caster. Caster must make a
contested Willpower Test . If failed, the Elemental
acts freely for 1d10 rounds before vanishing. If
success, the Elemental is bound to perform three
services for the caster. As a half action, the
Elemental can be called forth and dismissed
between services (though each calling must include
a performing of a service or the bond is broken).
The Elemental takes one round to fully manifest. If
a service would place the Elemental in danger, it
may attempt a Willpower Test , success breaking
the bond of service.
This chamber is the main living quarters
of Werner and Syrillia. A couple of piles
of silks and cushions, looted from various
caravans, serve as makeshift beds. In the
centre of the chamber is an ash-filled fire
pit, and against the far wall stands a small
shrine, with three human hearts slowly
rotting on top of it. A successful
Academic Knowledge: Theology Test
will identify the shrine as being dedicated
to Khaine, Lord of Murder (Since this
altar is dedicated to Khaine in his role as
the patron deity of the Dark Elves, Elves
treat this test as Routine (+10%)).
The fire-pit has a loose slab at the bottom,
located with a successful Search Test,
which lifts up to reveal a cache of
treasure. There are 10 crowns, 30
shillings, and 414 pence, a silver statuette
of Myrmidia worth 30 crowns, and two
small rubies worth 5 crowns each.
Freezing the Fog
Type: Arcane
Arcane Language: Magick
Magic: 2
XP: 200
Ingredients: A clear gemstone worth 100 crowns.
Conditions: Must be performed outside. Must be
performed in the morning as fog forms. Ritual must
end within the last hour after dawn.
Consequences: Gemstone is destroyed, caster must
roll on the Minor Tzeentch’s Curse table.
Casting Number: 14
Casting Time: 6 hours.
Description: The gemstone is transformed into
Crystal Mist – a Power Crystal of the Grey Wind of
Magic.
If the bedding piles are searched
thoroughly, the one nearest the entrance
will be found to have four books buried
under the assortment of cloth. The first is
Werner’s grimoire detailing his studies
and learning at the Grey College. Written
in Classical , this book contains some
information on the workings of the Grey
College (you might want to paraphrase
sections from the Tome of Sorcery to an
inquiring character), but is of otherwise of little use. The Grey College would of course be
grateful for its return, and no doubt Witch Hunters and Grey Magisters would take a dim view of
itinerant adventurers carrying around information on one of the more secretive Colleges of
Magic. The second and third books contain rituals for the summoning and control of a minor
Earth Elemental, and for the creation of Crystal Mist (A type of Power Crystal specific to the
Grey Wind). The final book is a blasphemous tome detailing the rites and observances of the god
Khaine (Syrillia has been attempting to indoctrinate Werner) written in Eltharin . Anyone
reading this book will gain much useful information on the Cult of Khaine, and may purchase the
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skills Prepare Poison and Torture for 100xp, but must also pass a Challenging (-10%)
Willpower Test or gain 1 Insanity Point .
Staging the Encounter
Magic Alarm spells have been cast to ward both
entrances into this section of the pass (as
indicated on the map). When Werner becomes
aware of victims entering the trap, he proceeds
to area 7 to watch the killing zone through the
eyeslits. He immediately summons the bound
Earth Elemental, and orders it to wait in the
ceiling of area 6, ready to trigger a rockfall on
his command. Meanwhile, Syrillia goes to area
4 and repeatedly casts the Necromantic Spell
‘Raise the Dead’ on the bodies stored there until
all Skeletons and Zombies are active.
The adventurers’ first intimation of danger is
when they encounter the hidden drop at area 1.
As soon as the first characters drop into the deep
snow, the wolves come pouring out of their lair
at the rate of 1d10/2 (minimum 2) per round
until all fourteen are in the fray. This should
force the adventurers forward, further into the
pass. Sensible travellers will just run away from
the wolves, rather than wait until they are
overwhelmed. As the victims get level with area
5, the Undead lurch out of area 4, sealing the
other end of the pass. The two forces close in,
and the adventurers are forced closer to area 5.
They will then find the “concealed” door, feel
lucky, and take shelter in the caves.
Once in the caves, the party will be naturally
herded into area 6. Werner orders the Earth
Elemental to cause a rockfall in the area
indicated on the map, sealing off the escape
route to area 5. Anyone still within 4 yards of
the collapse suffers a Damage 3 hit from flying
stone fragments. At the same time, the Undead
have returned to area 4 and make their way
along the passage to area 6, with Syrillia behind
them. Syrillia casts the Necromantic spells ‘Face
of Death’ and ‘Corpse Flesh’ to allow herself to
blend into the rear ranks of the Undead. The
Undead stand shoulder-to-shoulder, blocking the
passage to area 4 but making no move to attack.
There follows a pause. The adventurers are
trapped, with a rockfall sealing the exit to area
5, Undead blocking the exit to area 4, and the
exits to area 7 carefully concealed. Werner and
Syrillia examine the party from their hiding-places (both using Witchsight), weighing up whether or
not they are “interesting”. Any use of spells or magical items, displays of unusual fighting ability, or
imaginative responses to their predicament will qualify. This means that, rather than kill them quickly
and efficiently as possible (Syrillia’s Fire spells, a more direct rockfall, etc.), the two will try to dispose
of the adventurers without damaging any equipment they might have.
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