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This adventure is best suited for games between major campaigns or as an introductory adventure for new PCs
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A Dog Eat Dog World
Written and Designed by : Samuel Kisko
Playtested by : Chadwick Alt, Ian Hutzel, James Jones
Nick McGinnis, Rob McGinnis, Joe Noll
E-Mail - kisko.sam@gmail.com
Web - http://mysite.verizon.net/vze4zjyn/
© Copyright Games Workshop Limited 2005. All Rights Reserved. Games Workshop, the Games
Workshop logo, Warhammer, Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo,
Black Industries, the Black Industries logo, BL Publishing, the BL Publishing logo and all
associated races and race insignia, marks, names, characters, illustrations, and images from the
Editing - Darcy Lynn Kisko
, Scott 'Otter' Driver
Version - 1.0 Thursday, October 13th 2005
Art - Samuel Kisko
Warhammer universe are either , TM, and/or Games Workshop Ltd 2000-2004, variably
® ©
Special thanks to Sam, the ugliest dog in the world
http://www.samugliestdog.com/
registered in the UK and other countries around the world. All rights reserved.
"Willnae hold on, I dinnae if its worth the trouble for me and me lads. Y'say ye wannem all dead?"
"Yes, indeed Sir."
"The wee doggies too?"
"You mean the weenier dogs ? Especially those.."
Table of Contents
Introduction........................................................2
A Grim History .........................................................2
1. Weathered Roads.............................................3
A Halfling's Plight......................................................4
2. Dunkelbild Blues............................................
Table of Contents
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In Service of the Emperor..........................................
3. The Kennels...................................................10
Jitters............................................................................11
The Beast.....................................................................12
4. Pat on the Back, a Job Well Done.............12
Full Moon Fever........................................................13
Aftermath.....................................................................14
Appendix 1 : Bestiary.......................................15
Dog Catching................................................................7
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Introduction
This adventure is best suited for games between
major campaigns or as an introductory adventure
for new PCs. The PCs should be traveling in the
Middenlands, and it would be best if they were
unemployed. This adventure takes place in the
village of Dunkelbild, which lay south of
Middenheim along the river Delb. The original
intention of this adventure was to be played
between Ashes of Middenhei m and Spires of Altdorf .
As such, it is written with second-career PCs in
mind and some slight adjustments should be made
for beginner PCs.
beastly dogs of huge proportions, and the hounds
have become both clever and organized.
Recently, the old Baron was called to the service of
Karl Franz to defend Middenheim. The Baron did
so and gave the power of law over his lands to the
Reeve Stephen Shaw. Stephen is a loyal man to the
Baron, but is also practical enough to know that a
serious problem has developed with the hounds in
the town and he is desperately looking for answers
– enter the PCs. Stephan will find the PCs an ideal
solution, since they can be the scapegoat if the
Baron’s ire is raised.
A Dog Eat Dog World takes place at the village of
Dunkelbild, which has an recurring problem with
hounds that have infested the village. In years past
Baron Vornamen Otterbaugh of Dunkelbild was
one of the Hound Masters to Karl Franz. He is
well known for his skill with all manner of beasts,
in particular the famed breeds of Middenland
Wolfhounds. These hounds grew a legendary
reputation and the dogs were sought after by the
nobility of the Empire as loyal companions. The
Wolfhounds are greatly prized for their size,
strength and loyalty. As the years past, the Baron’s
love for the breed only increased, and sadly he grew
senile in his old age. He made sure his loyal dogs
would never be harmed through a plethora of
absurd laws which protected the dogs more than
the villagers themselves.
A Grim History
Unknown to Stephan Shaw, Baron Vornamen
Otterbaugh and his wayward younger brother,
Nigel Otterbaugh, were cursed when they were
young men. As young nobles they stole a Lupine
artifact, a crescent moon necklace, from a band of
traveling gypsies as a prank. The gypsies eventually
found out about the theft and confronted the
brothers and their father - the former Baron of
Dunkelbild. The gypsies demanded their property
returned but the former Baron had them all
burned at the stake when the two young nobles
accused them of being witches. The patriarch of the
gypsies lashed out and managed to wound the two
brothers with his teeth and nails and cursed the
brothers with his dying breath as he was burned
alive.
The people of Dunkelbild were forbidden to harm
the animals, they were obligated to feed them if
dogs came hungry to their door, and the hounds
were given free reign to roam where they please.
Over time, the dogs grew more feral with their new
freedom. They began to travel in packs, hunt the
livestock and occasionally terrorize the locals. In
recent years even more strange behavior from the
animals has been observed; no livestock is safe in
the village, strange sightings have been reported of
From that day forward both brothers were cursed
as Lupines (werewolves). Over time the Baron
learned he had far more control than his brother
has over his transformation. To save his birthright
and family name, the Baron exiled his brother
Nigel to the wilderness and warned him to stay
silent. In the many years of his rule, the Baron has
used his abilities to increase his station and his
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affinity for animals. This is one reason why the
Baron protects the dogs. Nigel has not forgotten in
these long years, even though he is more beast than
man. Nigel only wants the curse ended and he
thinks that the only way to do this is to return the
crescent moon necklace to the burial site of the
gypsies (note - Nigel is wrong, in true Warhammer grit
there is no way to end the curse ). Baron Otterbaugh
however has thwarted his brother’s plan all these
years, despite Nigel using various tactics to terrorize
the locals.
as a benevolent being that protects him. Nigel
learned much from Victor and the boy became his
unwitting pawn against the Baron. They speak
occasionally, but recently Victor has become of age,
16 years old, and now is beginning to question who
Nigel really is.
Recently, Nigel Otterbaugh has learned that the
Baron has gone off to Middenheim and he has also
learned that the Baron has likely left the artifact
behind with Victor. Nigel does not know where
the necklace is, but seeks to manipulate Victor into
giving it to him. Victor however, has been
reluctant to steal from his father and now Nigel is
using more forceful measures. Nigel now has taken
his terror campaign to a new level; not only has he
been terrorizing the town but he has also infected
many of the townsfolk with Lycanthropy by
wounding many of them – now all he needs to do
is wait for the full moon and claim his prize.
Nigel gave in to his feral side long ago and has lived
in the woods for decades with his only companions
being his dogs. He seeks only to return the
necklace but the Baron and his men are too much
to overcome. Nigel schemed to take his revenge on
the Baron’s son, Victor Otterbaugh, but found the
boy to be useful to him. Nigel saved Victor’s life
many years ago when his pack of hounds attacked
him while he was riding. Nigel strode forth and
thwarted the false attack and Victor thinks of him
Adjudicating Skills
Many skill tests may be used in this adventure,
particularly animal related ones. If the PCs lack
Charm Animal or Animal Training , it is suggested
that rolls be made on similar skills but at a -10%
penalty. Animal Care , Charm , Command and
Intimidate can often cover similar ground when
dealing with the hounds in this adventure.
Part One: Weathered Roads
The roads south of Middenheim have the markings
that an army passed this way. The roads are
muddy, pitted and worn beyond their intended
use. Travel by wheeled coaches would be very slow
and cumbersome, but horse and foot travel is only
slightly inconvenient on the road to Altdorf.
Debris litters the roads; usually in the form of old
burned out camp sites, broken wheels, and
occasionally a piece of worn out equipment.
Shallow graves dot the fringes of the roadway of
those who fell during their journey. The Camp
Followers have long since looted most of the
valuables but if the PCs look, they can occasionally
find a useful pair of boots or perhaps even a
weapon that found its way onto the ground. A
Hard (-20%) Perception Test can be taken for
every full day of searching for goods. A success will
yield 2d10 Silver worth of goods.
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For the most part travel is uneventful but the PCs
may run into a particularly slow and thorough
Camp Follower. Since the roads are in such poor
condition, caravans and coaches can not efficiently
travel to the south - they instead head East and
then South to Altdorf. Scavenger birds can
occasionally be seen but most wildlife has long
since been run off.
logging village slightly to the south east, which
indeed uses the river Delb to transport logs to
Altdorf. Although the ferry is not used often, it is
quite possible it could be used as a means of
transportation to Altdorf.
If the PCs refuse Don Don aid, he will actually
latch onto one of their legs – mentioning he knows
a safer way to Altdorf that does not involve
traveling the roads filled the tax heavy Road
Wardens. If the PCs still refuse, the adventure is
over unless they stumble across Dunkelbild on
their own – feel free to have the Road Wardens tax
them heavily and inspect them for the mark of
Chaos.
A Halfling’s Plight
A full mile ahead of them, the PCs can see a
diminutive figure rustling about with a small hand-
cart on the road. As the PCs approach it is clear
the figure is a Halfling and he
is having a most difficult time
pushing his hand-cart. The
Halfling is Donald ‘Don Don’
Donwurst ( Appendix 1 ) and
his cart is clearly labeled “ Pie
King ”. Don Don is
exasperated by trying to pull
his cart down the road and
making little headway (¼
movement). Don Don is
quite friendly and will be
obsequious when he meets the
PCs as he has no qualms
about begging for help.
If the PCs agree, they will find Don Don to be a
fine cook with a seemingly endless supply of meat
pies in his cart. Although pushing his cart is
somewhat slow, the road leading to Dunkelbild is
only three miles ahead and it will become much
easier from that point forward. Don Don will
naturally be grateful, but somewhat cautious of the
PCs.
Upon seeing the PCs he drops to his knees
Esmeralda have mercy, why did I choose to go south!
Please, I humbly beg ones as obviously mighty and
virtuous as yourself to aid a Halfling in his hour of need!
He is clearly at the mercy of the PCs and he indeed
does need help if he is to move his cart.
Don Don will offer free food to those who help
them for as long as he is with the PCs. He also says
that traveling to Dunkelbild and taking the ferry to
Altdorf would likely be faster and safer for all
involved. An Average Common Knowledge,
Empire Test would discern that Dunkelbild is a
Reaching Dunkelbild takes roughly one full day of
travel when the PCs come across Don Don. When
the PCs camp for the night they will hear the howls
of wolves in the distance. A Routine (+10%)
Animal Care Test will note that these howls are
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not by wolves at all, but likely by wild dogs. Deep
in the night the PCs may hear the sound of brush
being disturbed in the distance and perhaps a glint
of eyes. The dogs will stay well out of range of the
PCs during the night however.
Don Don will be wounded but not dead. If the
dog is left with Don Don for seven uninterrupted
rounds, Don Don will be dead and ripped apart
with his choice bits taken away. When the PCs
arrive the dog will attack viciously and to the death.
When killed the party will note the dog has a collar
with the initials ‘VO’ and they will note that the
hound is in a starved condition. If the PCs passed
the before mentioned Common Knowledge,
Empire Test they will know that such beasts are
expensive, and it is odd for the breed to behave so
boldly, even when starved.
In the early morning while Don Don is prepping
his cart for travel, a lone Wolfhound will run out
from bushes and snatch Don Don carrying him
away. Luckily Don Don is quite verbal with a high
pitch shriek and is easily followed. Those with a
movement of five can catch the dog and Don Don
in three rounds of running, movement of four can
reach them in four rounds and any slower will
reach them in five rounds. Anyone with quick
access to a horse can catch him in two rounds. The
wild dog is roughly four and half feet tall at the
shoulders with a silvery-gray coat. A successful
Routine (+10%) Common Knowledge, Empire
Test will know that this hound is a Middenland
Wolfhound, prized by nobility throughout the
empire and are used as both pets, war dogs, and to
hunt wolves with.
If Don Don is alive, he will be frazzled and clearly
need medical attention, ‘B limey! That thing is as big
as a horse and nearly took my arm off! ’ If a healer is in
the party, they may make an Average Heal Test to
halt most of the infections. The spell Cauterize
Wound will also clear the infection. Otherwise
Don Don will become quite ill by the time the
group arrives in Dunkelbild.
Middenland Wolfhound
The Middenland Wolfhound is well known in
the Empire by nobles and hunters alike. The
breed is renowned for its loyalty to its owners
and its ferocity when hunting wolves. It's coat
is usually a silvery-gray and dark highlights and
it stands four to four and half feet tall at the
shoulders. A Middenland Wolfhound can
feltch up to 200 GCs. Skills/Talents as Dog.
42% 0% 38% 41% 38% 18% 38% 0%
1 8 3 4 6 0 0 0
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