Warhammer 3ed - A Day Late, a Shilling Short.pdf

(3162 KB) Pobierz
206490243 UNPDF
®
TM
A D A y L A t e , A S h i L L i n g S h o r t
A D e m o S c e n A r i o f o r
W A r h A m m e r f A n t A S y r o L e p L A y
206490243.017.png
®
TM
W o r L D A W A it S
The great Twin-Tailed Comet, a portent tied to both Sigmar and
the Empire, has been seen in the sky. To some, it is a sign of hope.
To others, the harbinger of doom. Tensions rise, as the efects of a
ruthless winter and poor harvests are felt across the Empire – vil-
lages and farms ind it harder than ever to scrape by, and supplies
for the Empire’s constant war eforts dwindle ever lower.
With more players, some people may need to share components,
and each player may have slightly less time “in the spotlight” for his
character and his own personal storyline.
g e t t i n g S t A r t e D
If you’re new to Warhammer Fantasy and the Old World and Em-
pire, you may want to read more about the setting in Chapter 10:
The Empire in Warhammer Fantasy Roleplay ( WFRP ) rulebook. If
you plan on being a player, you will want to read through this rule-
book to learn about the main concepts and gameplay. If you plan
on being a GM, you will want to become familiar with all the books
eventually, but should start by learning the rules found in this
book, and the Game Master information in the Tome of Adventure .
To many citizens, this can mean only one thing. The End Times
are at hand. Fear is rife. Another Great War is coming. Beastmen
are growing restless, attacking villages with greater frequency and
ferocity. The Chaos cults are rising up, summoning daemons, fo-
menting rebellion, and instigating insurrection throughout the Em-
pire’s cities. Bands of Chaos marauders scout further and further
south than usual – some even penetrating as far as the Reikland to
test the Empire’s defences for the coming conlict.
In addition to a number of cards, custom dice, and special compo-
nents, Warhammer Fantasy Roleplay includes four game books. Be-
fore running the adventure in this booklet, it is recommended the
GM become familiar with the main rules and concepts introduced
in the following two books:
In the midst of this bleak, brewing turmoil, the adventurers are
beacons of hope. Fate has called to them, binding them with the
silvery threads of destiny and fortune. Together, valiant humans of
the Reikland, wood elves from Athel Loren, high elves from distant
Ulthuan, and the dwarfs of Karak Azgaraz face the formidable
threats of the Old World.
t h e W A r h A m m e r f A n t A S y r o L e p L A y r u L e B o o k
The Warhammer Fantasy Roleplay rulebook has important infor-
mation on the basics needed to run the game. In particular, players
will want to learn about task resolution and the core mechanic,
how action cards work, and how combat is resolved. This book also
provides a great deal of background information on the setting,
particularly the Empire, the region of the Old World where the
events of the game are focused.
Can these brave few fulil their destinies as Fate’s champions in
this, the Empire’s time of greatest need?
A B r i e f o v e r v i e W
Warhammer Fantasy Roleplay provides an exciting way to expe-
rience roleplaying games. In a roleplaying game, players work
together to direct the action of characters they create in order to tell
interesting stories and have a good time with friends. In Warham-
mer Fantasy Roleplay , these characters embark on adventures in
the perilous Old World, a setting rife with conlict and intrigue,
scarred by war and the forces of Chaos.
Of particular note are the following sections:
Chapter 1:
Characteristics & Abilities ( WFRP page 13)
Chapter 5:
ª
Playing the Game ( WFR P page 39)
ª
Actions & Manoeuvres ( WFR P page 48)
Chapter 7:
ª
Combat, Damage & Healing ( WFR P page 54)
t o m e o f A D v e n t u r e
A g u i D e t o g A m e m A S t e r y & r o L e p L A y i n g
The Tome of Adventure ( To A ) contains additional rules and infor-
mation for the player who will be running the Warhammer Fantasy
Roleplay sessions as the GM. It includes suggestions and guidelines
for managing long-term campaigns, handling character develop-
ment, and creating adventures.
The boxed set for Warhammer Fantasy Roleplay is best suited to
a group of four players. One of the players assumes the role of the
Game Master (abbreviated as GM), while the other three players
take on the roles of individual heroes, the main characters in the
group’s ongoing stories. These players are called hero players, and
their characters are often referred to as adventurers or player char-
acters (abbreviated as PCs). More players can certainly participate.
2
A g r i m , p e r i L o u S
ª
Chapter 6:
206490243.018.png 206490243.019.png
 
The book also contains background and statistics for a variety of
enemies to pit the players’ heroes against. The player running this
adventure as the GM will want to become familiar with the rules on
managing and running NPCs and enemies during encounters.
both) are present in the party to drive the plot. Diedrich Schef-
ler, the Grey Wizard Apprentice, can also be used to round out the
party.
As the adventure begins, Vaerun is expecting a package that was
supposed to arrive on the last coach. Birgitta’s partner, a Road-
warden named Rutger, was escorting the package. The coach, the
package, and Rutger are all a day late. Worried as to what may have
happened, Birgitta and Vaerun head of to investigate. Birgitta is
especially concerned about her partner, while Vaerun is eager to
secure the package.
t h e p L A y i n g A r e A
Make sure to set the game up in a comfortable location with
enough room for all of the players. Each player will want space for
his character’s sheets and cards, as well as access to the custom
dice to resolve checks. The party sheet should be placed in a cen-
tral location, accessible to both the GM and the players.
Of particular note are the following sections:
ª
Game Mastering 101 ( To A page 3)
Especially helpful for players new to the role of GM
Chapter 3:
ª
Game Master Resources ( To A page 19)
Chapter 6:
ª
Enemies & Adversaries ( To A page 40)
ª The Bestiary ( To A page 45)
t h e A D v e n t u r e r S
Before playing this adventure, the person running the demo will
want to assemble the player characters (PCs). Four player charac-
ters have been designed for this adventure. It is recommended the
players use three of these four PCs. All four PCs can be used if the
group does not mind sharing some of the basic components – and
if one of the players is comfortable with the role of an apprentice
wizard who can dabble with the winds of magic.
Chapter 7:
An overview of the playing area for a player character and a central
game space for the party can be found in the Warhammer Fantasy
Roleplay Rulebook , starting on pages 11.
The Grey Wizard Apprentice is a special type of character, with
access to magic power and spells. If the GM wishes to include
the Grey Wizard Apprentice, he should read the rules for magic
found in the Tome of Mysteries book included with the core set. It is
recommended that the person running the demo feel comfortable
with all of the basic rules of the game before including the wizard
character as a PC in the scenrio.
A D D i t i o n A L p r e p A r A t i o n S
The game will run more smoothly if you collect and prepare the
required materials ahead of time.
p L A y e r c h A r A c t e r p r e p A r A t i o n
Assemble the action card decks for each player character as noted
in the character descriptions. Find the corresponding talent cards
from the PC descriptions and give them to the appropriate charac-
ters. Give each character three tracking tokens to represent their
fortune points.
The player characters are detailed starting on page 13 of this book-
let. The person running the demo should take the career sheets
and cards listed in each PC description needed to assemble that
character’s starting proile and should also transcribe the informa-
tion shown on the abbreviated character sheet onto one of the full
size character sheets included on the pad of sheets in the core set.
You’ll need stance rings and activation tokens for each player
character, an assortment of fatigue and stress tokens, and track-
ing tokens for various tasks. Finally, assemble stance meters
for the characters based on the illustrations provided in their
descriptions.
p A r t y i D e n t i t y
After the players have had a chance to review the characters, their
cards, and other information, you should encourage them to
discuss the PCs strengths and weaknesses with each other to help
familiarise everyone with the party of adventurers.
S c e n e A n D e n c o u n t e r p r e p A r A t i o n
Punch out and assemble character standups for the cast of charac-
ters, including the PCs, Rutger Abend, Klaus von Rothstein, the
beastmen, and the beastman leader. You can either use a single
standup to represent the entire Ungor group, or a separate enemy
standup for each individual Ungor.
During this disucssion, the GM should provide the players with
the set of party sheets and let the players choose one of these sheets
to help establish and deine their party identity over the course of
the adventure. If the players are having diiculty deciding, you
may wish to recommend using the Servants of Justice sheet. See
WFRP page 20 for more detail on party sheets.
Gather a selection of location cards, including the Old Dirt Road,
the Forest Glade, and any third card or other suitable marker to
represent the coach. The coach has no special rules, so any token,
card, or other marker will do.
A D v e n t u r e S y n o p S i S
This short adventure is tailored to three of the four provided
characters – Birgitta Tageslicht the human Roadwarden, Kurgi
Balginsson the dwarf Troll Slayer, and Vaerun Waveracer the High
Elf Envoy.
g A m e m A n A g e m e n t p r e p A r A t i o n
You will want to create a progress tracker to use during play. It
should be eight spaces long, with an event marker on the 4th and
8th spaces. Keep a tracking token handy to use with the progress
tracker.
If you have fewer than three players or players who wish to substi-
tute their own characters, Kurgi is the most easily replaceable char-
acter. The adventure presumes that Birgitta, Vaerun, (or preferably
Shule the deck of wound cards and place it nearby. If Diedrich
Scheler, the Grey Wizard Apprentice is playing, shule the
miscast deck and place it nearby. Keep the other sets of small cards
handy in case they are needed.
3
Chapter 1:
206490243.001.png 206490243.002.png 206490243.003.png 206490243.004.png 206490243.005.png 206490243.006.png 206490243.007.png
i n t r o D u c t i o n
t h e S t o r y
S o f A r
Before the game begins, distribute the pregenerated characters and
let the players familiarise themselves with their character and the
notes on the story so far. No doubt the players will have many ques-
tions about their characters and their abilities.
If your session also includes Diedrich Scheler, the Grey Wizard
Apprentice, add the following:
The apprentice wizard Scheler unnerves those around
him, the thin man seemingly always enshrouded in
gloom and shadows, made even more pronounced by the
dark grey robes he wears. He is accompanying Birgitta
as a favour to his master, who used to travel regularly
with her father.
Feel free to answer these questions in detail now, if you wish. Oth-
erwise, you may prefer to provide some very basic information up
front, such as the dice mechanic and the anatomy of an action card,
and wait to answer other questions as they emerge during play.
t h e c A S t o f c h A r A c t e r S
After the players have had a few minutes to look over their charac-
ters’ abilities and backgrounds, go around the table and have each
player “introduce” his character to the group. The introduction
should be a very brief overview that lets the other players in the
demo know who the character is, what that character is good at,
why he’s involved in this adventure.
r e A D y t o S t A r t ?
After you inish your preparations and while the players are getting
comfortable, read the following text aloud:
With that, the adventure begins. The characters have left the inn
and are en route along a winding road, seeking the delayed coach
and Vaerun’s mysterious package. Vaerun himself does not know
what is in the package – only that it is extremely important and
must be recovered.
Now is a good time to go over any last minute examples, explana-
tions, or descriptions of the mechanics or components you’d like
to discuss with the players. Otherwise, you are ready to proceed to
Episode One: The Missing Coach .
You have been staying at the Red Moon Inn in Uber-
sreik, by the river Teufel, for the past several days, and
are starting to grow restless.
Birgitta, the Roadwarden, has been awaiting the arrival
of her partner, Rutger Abend, on a coach inbound from
Marienberg. Once Rutger arrives, the two of them can
resume their patrols of the Empire’s roads, starting near
Altdorf and working eastward.
B e wary when you set out from the relative
safety of your snug home, outside the
pallisades and fences protecting your town.
What lies outside those walls is cruel and
unforgiving. The area between towns and cities is
little more than a seething mass of anarchy, violence,
bandits, and beastmen.
Vaerun, the High Elf Envoy, is eagerly anticipating a
package, expected to arrive on the same coach from
Marienburg. The coach is now a full day late, and
Vaerun is concerned.
If you’re lucky, you’ll only run into one of them at
a time... If you’re not, the next Warden to ill your
boots will hear the same warning.
At Vaerun’s request for aid, Birgitta has resolved to
help him seek the coach, so they can recover the pack-
age – and her partner – as part of her duties as a
Roadwarden.
– Oscar Heilmann, Roadwarden Captain
Excerpt from a lecture to newly appointed Wardens
Vaerun and Kurgi the Dwarf Troll Slayer accompany
her, the former to discharge his duty to Ulthuan, the lat-
ter to discharge a personal debt to Birgitta’s father.
4
206490243.008.png 206490243.009.png 206490243.010.png 206490243.011.png 206490243.012.png
e p i S o D e o n e
t h e m i S S i n g c o A c h
This encounter unfolds in three acts. In the irst act, the PCs come
across a beastman war party currently attacking the missing coach.
During act two, the beastmen receive reinforcements, including the
arrival of their leader, a fearsome Wargor. Finally, during act three,
the cowardly Ungor break and lee, leaving the PCs to continue
their investigation – for the time being.
Around the coach, terrible creatures cavort and howl. They
are roughly shaped like men, but with cruel and twisted
features, and small horns above their brows. Their legs are
furred like an animal’s and end in cloven hooves. One of them
stands near the back, pulling boxes and packages that had
been strapped to the top of the coach. It then brays cruelly and
hurls them to the ground. Two more beat at the coach door,
seeking entrance.
A c t o n e : A c h A n c e m e e t i n g
Once everyone is ready to proceed, read the following text aloud:
It has been nearly three hours since you’ve seen another living
soul along this road. Above the looming trees of the Reikwald
forest, the sky groans and darkens. You fear a storm is com-
ing , and you’ve seen no sign of the coach or of Rutger Abend.
A fourth creature, larger and stronger, with the head and
curling horns of a goat, stands near the front of the coach.
He is attacking the surviving coachman, who you recognise
as Rutger Abend! Rutger is already badly wounded, and his
attacks are growing more feeble.
As you round a bend in the road, you see a terrible sight. A
coach is halted by the side of the road, its front axle broken,
its horses dead in their traces, bristling with spears. The coach
driver appears to be lying dead on the ground nearby, his
blunderbuss not far away.
The entire area is strewn with blood and debris, as if the
battle has been raging for some time. Neither the beastmen
nor Rutger seem to have noticed you yet. You are at long range
from the coach, down the road. W hat do you do?
5
206490243.013.png 206490243.014.png 206490243.015.png 206490243.016.png
Zgłoś jeśli naruszono regulamin