Savage Worlds - Hellfrost - N1 Lair of the Vermin Lord.pdf

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PAUL ‘WIGGY’ WADE-WILLIAMS
VERMIN LORD
PAUL ‘WIGGY’ WADE-WI LLIAMS
LAIR OF THE
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VERMIN LORD
BY PAUL “WIGGY” WADE-WILLIAMS
EDITING & PROOFREADING: RON BLESSING
GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
COVER ART: EMPTY ROOM STUDIOS
CARTOGRAPHY: JUSTIN RUSSELL & EMPTY ROOM STUDIOS
COVER DESIGN: ROBIN ELLIOTT
FIGURE FLATS: JORDAN PEACOCK
WWW.TRIPLEACEGAMES.COM
PERMISSION IS GRANTED TO PRINT THIS EBOOK FOR PERSONAL USE ONLY.
©2009 Triple Ace Games. Hellfrost and all related marks and logos are trademarks of
Triple Ace Games. All Rights Reserved.
THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.
SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION.
PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
LAIR OF THE
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VERMIN LORD
INTRODUCTION
and make a name for himself, the farmer was easily prey
for the church of Vali.
The winter grain stores from Dalsetter and other vil-
lages are transported to the mill at Dunross, where they
are stored and guarded while awaiting grinding into
fl our. Bread is a staple part of the diet across the land of
Rassilon, especially in winter.
A paladin of Vali, Gautrek, a shapeleaper, worship-
ping his aspect as lord of vermin, convinced the farmer
he could make a fortune by withdrawing his fl our early
and storing it in his sheds in Dalsetter. An accident at
Dunross would ensure the other villages’ grain and fl our
were spoiled. Thus, the only source of fl our over the
remaining winter months would be the farmer’s supply.
He could, the paladin said, raise prices and make a small
fortune, or he could sell the fl our at normal rates and be
hailed as the savior of the region. Which option he took
was left to his personal choice.
The farmer, lured by the promise of higher profi ts
rather than fame, duly removed his fl our from Dunross,
totally unaware of what was to follow. To ensure there
was no chance of the other villages retrieving their fl our
stocks, the paladin arranged for rats to begin infesting
the village. Using an ancient relic, he has called forth an
army of rodents to devour the remaining stores.
What the farmer doesn’t know is that the paladin
plans to poison the fl our. While many in the region will
die of starvation, those who eat the bread made with
the fl our will die a horrible death. Naturally, the farmer
will be blamed for this disaster. The church of Vali thus
enjoys the spectacle of corruption and decay, all in one
fell swoop. Of course, the presence of the heroes is an
unexpected one in the paladin’s plans.
The adventure breaks down into three parts. In part
one, the heroes are hired by an innocent farmer-merchant
to travel to Dunross and collect some fl our destined for
Dalsetter (the rich farmer isn’t the only landowner in the
village, though he is the largest). Arriving at Dunross, they
quickly discover the place is overrun with rats. As they pre-
pare to leave, the rat army invades, forcing them to fl ee.
This adventure is designed for a group of four Novice
characters with no advancements. For parties with more
members or advancements, the GM should increase the
number of opponents accordingly. For this adventure
we advise you to add two additional giant rats to each
encounter for each Rank the party is above Novice. For
instance, if a party of four Seasoned adventures encoun-
ters giant rats numbering one per hero, the characters
must fi ght a total of six rats—one for each hero, plus an
additional two because the party is Seasoned.
This adventure begins on the second Waescdaeg of
Snaermonan, 499 IR. It is the middle of winter, and snow
blankets the realm. As this adventure takes place in the
Hearthlands, the snow is only a few inches deep except
in the hills, where it already lies as deep as three feet.
The temperature outdoors remains a chilly 15° F
(–1 Vigor penalty) during the day and 0° F at night (–2
Vigor penalty) for the duration of this tale. Hence, the
characters will need furs and/or winter clothing to avoid
suffering from the freezing weather. Inside the temple of
Vali, the temperature is one level higher due to the lack
of wind. See the Savage Worlds rulebook for the effects
of cold weather and the Hellfrost Players’ Guide for how
the rules work in this setting.
A selection of pre-generated Novice characters can be
found at our website, www.tripleacegames.com .
PLOT OVERVIEW
The path of corruption is a well-trodden road. Many
begin with small steps. Others run at full pace toward
damnation, heedless of their actions and their conse-
quences.
The plot revolves around the corruption of a rich
farmer from Dalsetter, a small farming community in the
northern Free Lands. Always eager to expand his wealth
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LAIR OF THE
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LAIR OF THE VERMIN LORD
In part two, the heroes visit Dalsetter, where they
uncover both strands of the dastardly plot—the farmer’s
complicity and the paladin’s poison. This is mainly a
roleplaying section, though there is some combat. In the
fi nal part, the heroes travel to a temple of Vali, where
they face the paladin and his rat legions. This is very
much a combat-oriented chapter.
All being well, by the end of the adventure the heroes
will have stopped an insidious plot which could have
resulted in the deaths of hundreds or thousands of in-
nocent citizens.
Give the heroes a chance to introduce themselves.
There’s no need to rush this opening. Only when the
heroes have fi nished introductions should you continue
with the text below.
The tavern door opens and in steps a well-dressed
man. The man takes off his cloak and shakes off
the snow. He approaches your table without look-
ing around, bows politely, and takes the last seat.
“My name is Rodgar ap-Annwn,” he says after or-
dering another round of drinks, “a farmer from the
village of Dalsetter. Thank you all for coming.
TIMELINE OF EVENTS
D-10: A paladin of Vali, god of vermin and pestilence,
corrupts a local merchant, promising wealth or fame in
return for performing a simple act.
D-7: Caravans from Dalsetter arrive at Dunross and
empty a warehouse. Large numbers of rats begin infest-
ing Dunross hours later.
D-6: The mayor of Dunross sends a letter to the au-
thorities in Aslov asking for assistance in combating the
rat plague.
D-5: A caravan set for the Citadel leaves Dunross. It
is attacked by vicious swarms of rats as it rests at a travel
tower that night. The adventurers discover the aftermath
on their journey to the mill.
D: The adventure begins.
D+1: The heroes encounter an orc ambush and a
deserted tower.
D+2: After coming across a slain rider carrying a
message from Dunross, the characters arrive at the mill.
What happens from here on depends on the actions of
the adventurers.
“In return for 50 gold scields apiece, I wish you
to take a cart to the village of Dunross and col-
lect a shipment of fl our. The fl our then needs to be
taken to the baker in Dalsetter. It shouldn’t take
you more than a few days each way. I would go
myself, but I’m forced to stay in Aslov due to other
business. Take what I owe you for your services
out of the money the baker pays you and drop the
rest off at my house. The baker knows where I live.
I’ll collect it later.
“I know it’s poor weather for traveling, but word
has reached me the baker has run out of fl our.
A poor harvest and cold winter meant we were
rather short of fl our before the snows began. These
are emergency supplies, vital if Dalsetter is going
to survive the winter.”
He reaches into his jacket and pulls out a scroll,
which he places in front of you. “This is a map of
the area, just in case.” He then pulls out an enve-
lope from his jacket. “This is a letter authorizing
you to collect the fl our for me. Just hand it over to
the granary supervisor in Dunross.”
PART 1: DEATH IN DUNROSS
The heroes begin the adventure as strangers to each
other, lured together by a promise of work and material
rewards. Should this adventure be run after the heroes
have already met, the GM must change the beginning
accordingly.
Rodgar then explains that Dunross has a large mill,
which serves the neighboring farming villages. Grain is
transported to the village and stored in granaries before
being ground into fl our. This system gives the smaller
villages in the surrounding area access to a mill without
the expense of having to build and maintain their own.
Assuming the heroes accept the job, Rodgar shakes
them by the hand and leaves. Outside the tavern is a cov-
ered wagon. Two surly-looking horses, nuzzling through
the snow for grass, are tethered to the cart. Thick winter
blankets are thrown over each horse. The wagon cur-
rently holds several bags of oats, enough to feed the
horses for four days.
Cart Horses (2): See page 22.
The Four Sheaves isn’t the best tavern in Rassilon,
but it’s warm, and the food is almost palatable.
Two days ago, you answered a fl yer nailed in
the market square of Aslov, calling for men and
women of stout heart seeking adventure. The no-
tice said to meet here, a small tavern in a village
a few miles north of Aslov.
On arriving, you found the table you were told
to wait at was not empty. It seems others an-
swered the call as well. There is no sign of the
patron you were told to meet, so there seems
little else to do but spend a few coins on food
and drink.
WAGON
Acc/Top Speed: Half animal’s Pace/Top Speed is animal’s
Pace + running die; Toughness: 10 (2); Crew: 1+10;
Cost: 100 gs
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HELLFROST ADVENTURE: #01
GM INFORMATION: ASLOV
Aslov lies at the edge of the Jagged Peaks and is the
fi rst settlement of note south of Hellfrost Pass. It is
also a town entering its twilight years.
The city has far exceeded its capacity to house refu-
gees. Hundreds of desperate souls live outside in
tents, surviving on charity and what little food they
can scavenge from the surrounding countryside.
The area has become known as Tent Town. The city
gates are closed at night, but the city guard patrols
the perimeter around the clock, for in Tent Town,
a scrap of black bread or sliver of rancid meat is
enough motive to commit murder.
Inside, the city is divided into the High Quarter,
which houses the rich and powerful, as well as the
merchants’ warehouses, and the Old City, where
the majority of folk live.
Whereas the High Quarter remains uncrowded
(the citizens have refused to allow refugees to live
there), the Old City is teeming with people, the ma-
jority of which are refugees fl eeing their homes in
the High Winterlands. The wealthy of Aslov never
walk the Old City without armed guards.
Disease is a constant problem, as is the ever-in-
creasing crime level. Murder rates have doubled,
with citizens killing each other for a crust of bread,
and theft has risen by many times as citizens rob
each other to pawn goods so as to buy food. Doz-
ens of citizens vanish each night. Many are simply
murdered for their few possessions and their bod-
ies dumped in the overworked sewers, but some
are sacrifi ced by the growing number of cultists or,
more sickeningly, become part of the food chain.
Despite being surrounded by good farmland, the
shortening summers and infl ux of people has led to
very low food supplies and starvation is a constant
problem. Food riots have broken out several times,
the last one having to be quashed with lethal force
to restore order to the town.
is approaching, and soon the landscape will be
blanketed in white. The road begins to climb to-
wards the forbidding slopes of the Jagged Peaks,
a region inhabited by all manner of fearsome
beasts.
Check for Surprise. Those who pass the roll are quick
enough to react as four orcs armed with bows pop up
from behind nearby gorse bushes. The orcs are 15” from
the right side of the wagon and have Light Cover from
the bushes.
Monsters: The orcs are part of a small hunting party
from the Jagged Peaks, out looking for meat and trea-
sure. They have already killed one person and taken
some horse fl esh (see p. 5), but they seek more spoils.
Although they don’t consider the heroes edible, their
horses certainly are. The orcs are also hopeful the wagon
contains food or booty.
Orc Warriors (1 per hero): See page 22.
Tactics: On the fi rst round, the orcs unleash arrows
at the party. If the heroes don’t move to attack, the orcs
continue this tactic. To engage in melee, the orcs must
throw down their bows and ready their shields, which
are slung across their backs. This takes an action. Their
short swords are thrust into the ground beside them and
can be withdrawn easily (a free action).
Treasure: Once the orcs are dead, the heroes are free
to search their corpses. Aside from a few coins spread
among the bodies (2d10 gold scields worth), one of
them has a well-made dagger, obviously not of orcish
origin. Another is wearing heavy riding boots, which are
obviously too small for him, as his feet poke out from
cuts in the toes.
THE DESERTED TOWER
As the sun sets, the temperature begins to drop
steadily, and the sky clears. The night looks like it
is going to be very cold.
A DANGEROUS ROAD
Ahead, you spy the distinctive silhouette of a
travel tower, one of the refuges constructed by the
Roadwardens who protect the trade routes and
byways of the land. They are sparsely spaced off
the main roads, so fi nding one is a boon. As well
you know, for a small donation, travelers are
welcome to stay at the towers overnight. Given
how dangerous the lands have become, few hon-
est folk shun the hospitality or refuse to donate a
few coins to help maintain the towers.
During the journey, the heroes have three encoun-
ters. These occur in the order they are presented below.
The fi rst occurs in the afternoon, the second in early
evening, and the third in the morning on the second day
of travel.
AMBUSH!
As you approach, you see the tower may already
be in use. Two snow-covered wagons stand out-
side. Strangely, there is no sign of any horses
tethered to the hitching post, nor are there any
guards. Looking up, you see no smoke from the
chimney, either. As the tower comes into better
view, you notice the door is wide open—unusual
After a quick stop to eat lunch and rest the horses,
you set off again. The snow underfoot is thin and
crunchy, a brief fl urry fi ve days ago being the last
snow to fall in the region. Yet the harsh winter
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