the map - lustria adventure - warhammer fantasy roleplay

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Page 1: The Map - Lustria Adventure - Warhammer Fantasy Roleplay

8/12/2019 The Map - Lustria Adventure - Warhammer Fantasy Roleplay

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The Map

By Roysten Crow

[email protected]/roysten_crow

Soon after their arrival, the port starts to quieten down. he !olly "irate, #eil$ach%s, and #appy &ary%s fill

with 'mperial sailors and the colonists start to thread paths into the wilderness to $egin carving out theirdream from the steaming (ungle. he relevant $usinesses start to ready the supplies that the fleet has

requested for the trip $ac) to *othern and life starts to return to what passes for normal.

"art + Stranded and Stressed

-nce the party are settled, a rather s)inny and dishevelled loo)ing man am$les over. #e has a sling$ag that

he clutches tightly and his clothes are tatty and grimy. #is large $eard and mane of hair are wild and

matted. #is manic eyes are a little red rimmed and )eep darting nervously towards the (ungle.

ou%ve got to help me get out of here, ' (ust can%t stand it anymore. '%ve got to get on one of those

ships. ' (ust want to go home. '%ll sell you this map. 't leads to treasure. "lease, '%m $egging you. !ust a

hundred crowns and she%s all yours,% he says and holds the sling$ag even tighter.

Klaus Heilborn Background  0laus came to "ort #eldenhammer and found a (o$ as a porter on an e1pedition that headedwith purpose towards the mountains and which was led $y a recently arrived e1plorer called 2ieter

3ussmann. he group arrived at a small strange shrine that his employer seemed to e1pect $ut he was

visi$ly shoc)ed to find a human $ody laying there. he e1plorer searched the shrine and found the map

hidden in a covert noo). he e1plorer was very happy with this discovery and they were a$out to continue

onwards to whatever it led too when they were attac)ed $y the monstrous frog things that lur) in the wilds.

0laus gra$$ed the map when the e1plorer was )illed and (ust ran. 4ate smiled on him and he was the only

one to ma)e it $ac) alive.

 Persona #e is terrified of the (ungle. 5very time he loo)s at it, he trem$les and recalls those inhumanamphi$ian faces leering and hac)ing people down. #e feels li)e he is going to snap and (ust wants to go

home. he map is all he has and he is sure that it leads to something valua$le, $ut he does not have the

strength, funds, or courage to go and loo) for it.

M WS BS S T W I A Dex Ld Int Cl WP Fel6 78 79 : 7 6 :9 + :7 76 79 77 78 7;

 Age 76  Alignment  <eutral

Skills Coo), 2odge $low, 4lee=

Trappings Sling$ag, Blan)et, 7d, #andout +.

0laus will let them loo) at the map, $ut will not let them touch it or have it leave his possession. 't is the

only thing of value he has left and it is his tic)et home. #e does not have the a$ility to try to see) whateverlies at the end of the map and is willing to sell it cheap (ust to get away from *ustria.

he map was actually made $y a scout who was wor)ing ahead of the e1plorer. #e found the Slanntemple, drew a map to it so that he would not have to lead them $ac) to it, and headed to the port. #owever,

a dart struc) him as he made his way home and the poison soon started to ro$ him of strength. #e had $een

given the shrine as a reference point to $egin his search and stashed the map there as he started to lose

consciousness. #is hope was that the e1plorer would $ecome concerned at his tardiness and head to thereference point. he e1plorer would have to save him to get the map $ut he died long $efore the e1plorer

arrived along with 0laus and rest of the e1pedition.

'f they accept, some of the locals near$y tut, one of them wal)s away with a muttered they won%t last

a wee) here > gulli$le fools.% 0laus tells them not to pay any attention and not to (udge a $oo) $y its cover.!ust $ecause he is poor, does not mean he is not telling the truth.

 Enquiring about Klaus &any of the locals )now him and are aware that he is a whis)er away from $eing

arrested for vagrancy ?they won%t tell the party that this generally means a trip to the slave colony. #e was

indeed a porter who found immediate wor) with a fellow group of new arrivals and some e1plorer who

+

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came loo)ing for the usual things, li)e lost cities of gold. hey all traipsed into the (ungle and he came out

a few wee)s later, half starved, and a nervous wrec). #e%s tried to palm off his map% plenty of times $ut

until now, there%s not $een a sap dum$ enough to swallow it.

The Target Area &ost of those who sail the river will $e a$le to tell the party for a few crowns where thisarea of river is. hey will also offer to ta)e them there. 't%s a$out three hundred and si1ty miles upstream,

so two wee)s depending on conditions. 3 typical fee is eighteen crowns per person there, plus anothereighteen if they want to $e fed and don%t $ring their own provisions. he captain will moor in the river and

wait at the cost of a crown a day for a prearranged duration. hose who want to come $ac) with him pay

the same eighteen crowns plus the same again for food.

 Exploiting the Situation 0illing or ro$$ing 0laus is easy enough. he sergeant will investigate and demand

fifty crowns for the effort of $urying him and then tosses the $ody in the river. 'f he is ro$$ed, he will $earrested and held in the (ail for a couple of days $efore $eing sold to the slave mar)et.

 It’s A Deal  3s soon as he has the money, he than)s them most heartily, professes his undying gratitude and

hopes that the $lessings of all the gods lead them to treasures for helping him get out of *ustria alive. #e

immediately goes $ac) a$oard one of the $oats, pays his way $ac) to the 5mpire, and tries to start over.

 esearching the !ierogl"phs he e1plorer added the Slann #ieroglyphs after his previous researches into

what others had found in the region. he details have $een pieced together from other e1plorers and theyled him to conclude that some sort of ancient Slann priest was guarding something important. #andout +

 $asically says he shrine of the emerald pond s)in,% and at the temple itself, it says the sacred ponddwelling of "oth%plogh%gughtwip, devotee in the shell>hus) of the oldest, and the elevated essence of

 purity.% he te1t across the $ottom roughly translates as 2istur$ he>who>defies>corruption and em$race

many vivid forms of anguish and death.%

"art 7 he Slann Shrine

't is a (ungle tre) of a$out fifteen miles west to reach the shrine.

 A small hill carries "ou up and the #ungle starts to clear a little until "ou emerge onto the summit$ %ines

reach up and ent&ine a solid block o' ancient stone that has been car(ed &ith numerous strange

hierogl"phs and depictions o' bulbous e"ed humanoids &ith distinct amphibian traits$

By clearing away the vines and growth, they will see various images of a great shining sun and the frog

 people seem to $e worshipping it. angled amidst the foliage at the $ase of the shrine is a human s)eleton

in tattered and ripped clothing. #is $ag holds some rotten rope and a $lan)et, a rusted and useless grappling

hoo), a dried in) pot and a quill, a half full waters)in ?stagnant, a pair of rusted daggers, a small telescope?enc +A that (ust needs the lenses cleaned of muc), and a rusted machete.

"art : he Sacred Swamp

he area around the temple is comprised of soggy pools of mud. he undergrowth $ecomes thin and

comprised of patches of wet weeds, and the e1posed moss covered roots of the trees create a very

treacherous environment.

&ovement is at a third normal $ecause the characters have to thread a path from slippery root toslippery root, or wade and flounder through uneven patches of suc)ing mud and water.

)autious > no penaltyStandard  > I  test +A/hour or * &ound  from assorted scratches, graes and )noc)s.

 unning > I  test/round or * &ound  from cuts, falls and )noc)s

)ombat  > I >9 test/round or stumble and lose all attacks that round and cannot parr"$  Dodging  in this state

or a test failed $y :A or more means the character falls, gaining * &ound . Disi$ility is generally limited to a

yard or two and so missile fire $ecomes useful only as a quic) shot $efore hand to hand ensues.

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2welling in this swamp is a small tri$e of Slann. hey lur) in the waters and mud, and they prowl in search

of food as small groups. hey are not organised and form a loose collective whose only coherent actions

are the attac) of trespassers and the $ringing of food to the wiard.

Slann

 Appearance #umanoid amphi$ians with wide mouths and large $ul$ous eyes. heir s)in has a $lac) and

green mottled pattern and they have we$$ed feet and hands.M WS BS S T W I A Dex Ld Int Cl WP Fel

6 79 ; : 6 E 7A + 7; 7; 76 88 6: 6:

Special ules 2ue to their familiarity with their home environment, they gain 7A on the initiati(e roll

with regard to com$at in the swamp.

Skills Concealment swamp, 2odge $low, Fame hunting, Silent move swamp, Swim.

Trappings Clu$, Shield.

"art 6 he emple of "oth%plogh%gughtwip ?&ap +

't is around twenty miles to the temple from the shrine.

 A hill near the middle o' the s&amp has t&o large stone monoliths 'lanking a rough ca(e entrance$ The"

are car(ed &ith emblems around an image o' a 'loating cross+legged amphibian that is &reathed in glo&ing light$ A set o' stairs leads do&n into darkness$

he Slann who attend him )now the location of the traps and how to avoid setting them off when they

 $ring him food. he passage is old, dar), dusty, and has many sporadic growths of moss and small weeds,

this ma)es detecting the presence of the traps even more difficult.

Spotting the traps his requires an initiati(e test G7A. 'f they are moving at standard another G+A isincurred, if they are running then this penalty is at G7A. 'f they have spot trap s)ill, they get a $onus of +A.

'f they do not have night(ision or decent light, then all tests are at G+9.

+/ he Hall of Spears

5ach character passing this point has a 79I chance of stepping on a pressure plate and causing a row of

eight spears to lance out horiontally at their position and then (er) $ac) in $efore the trap resets. 3n

initiati(e G79 test is required to avoid then ?79 dodge blo&, 7A lightning re'lexes, >+A if moving at

standard rate.4ailure will cause the impact of one spear per foot of height up to a ma1imum of eight. 5ach spear

causes a S  7 hit with a 7AI chance of causing infected wounds. 5ach spear is also coated in poison. 3

 poison test is required for each one, and if they fail, they feel a little nauseous. here are no other effects

 $ecause the poison is virtually inert due to age.

7/ he 2enogginier 

he first character passing through this small empty doorway causes a wic)ed $lade to lash out from the

frame at a height of 6% 8J. 'f they are shorter than this, it is whistles overhead and $ac) into the wall toreset. 'f not, they must ma)e an initiati(e test to duc) and avoid it ?>+ per inch over 6% 8J, 79 dodge blo&,

7A lightning  re'lexes, >+A if moving at standard rate, >7A if running. 4ailure results in a S  9 hit to thehead.

:/ *et%s See Hhat%s Behind 2oor <um$erKhere are three old and somewhat decrepit doors with T  +, D 7. 'f they are opened, smashed in, or )ic)ed

down, the trap $ehind two of them is activated.

 Door number A 3 set of $ellows pumps out a cloud of purple dust. he fungal spores have long since

 perished and the cloud causes sneeing and gets in the eyes for a little while $ut does nothing else.

 Door number B 3 small $olt thrower on the other side fires straight forwards. 3n initiati(e test is requiredto avoid it ?79 dodge blo&, 7A lightning re'lexes, 79 if the player stated that their character was going

to duc) aside after the attac). 4ailure results in a S  6 hit that does 6d6 wounds.

:

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6/ he 4inal Cham$er 

 At the 'ar end o' a large stone chamber is a sling o' old netting$ It hangs 'rom the ceiling and creates a

cradle 'or a 'rog+like 'igure &ith bright red skin and black spots$ It has man" 'eathers and strange strings

o' bone decorating its 'lesh along &ith some odd tattoo designs$ Attached to the &ebbing are man" small

bags$There are t&o plinths behind the creature, and the" are situated on either side o' it$ -pon each o' these

is a c"lindrical black metal drum that has strings o' cob&ebs upon it$

'f the wiard will $e too easily overwhelmed, a few Slann are attending him and will rush to his defence.

Poth’ploh’uht!ip

*evel : Slann Hiard

 Background  he duty of guarding the temple and the strange o$(ects it holds has $een passed down fromwiard to wiard for centuries. he truth of why this should $e has long since $een lost $ut the tradition and

the imagined honor it $equeaths remains strong and $inding.

 Persona Ltterly devoted to his duty and he will die to defend the temple.

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

6 6; 79 6 9 +: 9A + 6; EE E; M6 M6 :;

 Age 96  Alignment  <eutral

Special ules 'f his feet touch the floor he will $e limited to level + spells and petty magic until he is nolonger in contact with the ground.

Skills 3rcane language &agic), Slann, 3stronomy, Cast spells "etty, Battle level + G :, 2aemon lore,

5valuate, #er$ lore, 'dentify plants, 'dentify magical artefact, 'dentify undead, &agical awareness, &agic

sense, &ediation, <ightvision +A yards, "repare poison, Read/write, Rune lore, Scroll lore, Swim.

 .agic Points :E

Spells"etty Curse, &agic flame, "roduce small creature, Sounds ?7.

Battle

*evel + Cure light in(ury ?M, 4light ?6, Steal mind ?9, Hind $last ?+

*evel 7 3ura of protection ?:, *ightning $olts ?7, None of sanctuary ?+

*evel : 3nimate sword ?7, 3rrow invulnera$ility ?7.

Trappings 7 small spea)ing trumpets, M pieces of lint, 6 feathers, 9 phials of alcohol, + animal $ladder, :

small iron rings, 7 tuning for)s, + small silver pentagram, 7 turtle shells, 7 swords, #and a1e.

Hand of (et ?Hp test to reduce casting cost $y d6, energy ring 8 &"%s, potion of healing, potion of flight.

Tactics 3s soon as he detects intruders, he gra$s his wand, casts aura of protection ?7 &"%s, animate

sword twice ?8 7 &"%s each, per round, arrow invulnera$ility ?M &"%s as they are getting near, and then

stands ready to lightning $olt them as soon as they appear. 'f pressed he will use wind$last and hope that

other Slann intervene and help. -therwise, he will fight to the death with his a1e when his magic points are

e1hausted.

he 2rumshey have an encum$rance of 6A each and are completely immune to spells and damage. hey have no

mar)ings and no seams are evident.

 .etallurg" hey are comprised of a su$stance of un)nown origin. 't is some sort of metal $ut it is harder

than anything you have ever encountered.

 .agic Sense he drums are charged with magical energy $ut there are no a$ilities or properties.

Hhen they come $ac), the 2octor will $e intrigued as to what they have found from following the porter%s

map. #e will offer the party two hundred crowns for each drum, or will simply offer them fifty to hold onto

one or $oth and analyse them for the party and for his own interest.

5c)hart will run magic sense over the items to discern what they are for 7 FC each and if the partycannot ma)e use of them, he will trade them the items for a potion of fortitude. Hith some $argaining he

will can persuaded to ma)e it a potion of toughness.

6

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