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THE EYE OF THE TIGER
Written & Designed By: Dan White
Playtested By: Rich Davies, Dan Gray, Luke Maunder & James Rowland
Edited & Proof Read By: Mark Watson
TABLE OF CONTENTS
Introduction
2
Eye Of The Tiger
14
Story Background & Hooks 3
Talking With Gus
15
Major NPC’s
3
The Thriller In The Miller
15
Guiseppe “Gus” DeMarto 3
Standard Fighter Profile
17
Carsten Leibnitz
4
Non Fighters’ Information Table 18
“Smoking” Joseph Fraserberg 5
Fighter’s Information Table
19
Mathias
6
Running The Rat To Ground
20
Konrad Konig
6
The Warning
20
The One Eyed Miller
7
Konrad’s Town House
21
Ring Fighting Rules
9
Ground Floor Key
21
Option – Fighters’ Resilience 10
First Floor Key
22
Fight Night
10
Conclusion
23
The Approach
12
Map – Town House Ground Floor 24
Interviewing Mathias
13
Map – Town House First Floor
25
Player Handout – Warning Note
26
1
THE EYE OF THE TIGER
An Adventure Scenario For Warhammer Fantasy Roleplay
Written by Dan White
Introduction
The Eye Of The Tiger is a short scenario that can be played in a night or two of play,
depending on your groups playing style.
The scenario is a city-based adventure that can be dropped into any decently sized town
or city that the Player Characters (PCs) visit, with little or no effort.
A playing party with one or more characters who are proficient in combat and a mix of
social/thieving skills would be an advantage.
To allow the Games Master (GM) to make the scenario a challenge to any level of play, a
variety of strength of opponents has been given for the Fighting Ring scenes found later
in the scenario.
Story Background & Player Hooks
The adventure starts with the PCs entering The One Eyed Miller (known as The Miller).
The Miller is a tavern in a more run down area of the town or city chosen as the setting of
the adventure. It’s a rowdy place, but the patrons seem welcoming enough.
During the evening, the PCs will become aware that the patrons of the tavern are excited
about an event, taking place later that night in the cellar. This turns out to be a weekly
bare-knuckle fighting competition held in the cellar of the inn.
Due to the recent Storm Of Chaos, the local authorities frown upon these types of
activities, as every able-bodied citizen is needed for rebuilding and defence. However,
given the chance to bet some of their hard earned money on the event, most PCs will
willingly indulge this minor lawbreaking. If PCs are reluctant, then the GM can inform
them beforehand that an acquaintance of theirs is taking part and would like some moral
support.
During the evening, the competition takes place in the cellar’s Fighting Ring. During this
time, the PCs will have the opportunity to bet on the bouts and have an old-fashioned
barroom brawl.
After the contests are over, Carsten Leibnitz, the owner of The Miller, will approach the
PCs with a proposition.
Due to some unusual results in the ring and some erratic betting, Carsten believes that
someone is getting to the fighters and fixing results. The house is losing money as a result
(see Carsten’s character profile, he owes money to some unsavoury characters).
Carsten will ask the PCs if one of them will enter the ring next week, the point being, to
attract the fixers and thus be able to tackle them.
As the Fighting Ring is a particular sport, the PC fighter will have to undergo a weeks
worth of intensive training. Armed with his new knowledge, the PC enters the Fighting
Ring and does battle. Keeping an eye on the patrons of The Miller will be the non-
fighters’ job during the bouts. They will need to keep an eye out for strange occurrences.
2
If the PC fighter achieves a modicum of success in the ring, they may be approached in
the following week by one of the fixer’s cronies.
Once the fixers have been attracted, the PCs must find the mastermind and denounce him
to Carsten. The opportunity then arises for the PCs to administer a warning to the fixers.
How they achieve this is the basis of the later part of the adventure.
Major NPCs
Guiseppe “Gus” DeMarto – Trainer, Veteran, ex Pit Fighter
WS BS
S
T
AG INT WP FEL
50
37
39
38
30
34
47
26
A
W
SB
TB M
Mag IP
FP
2
14
3
3
4
-
3
-
Age: 62
Appearance: A large man, Gus shows signs of his advanced age. He has grey hair and a
seamed face. A large, broken nose and a sneer for his charges give him a fearsome
aspect.
Skills: Common Knowledge (empire) +10, Gossip +10, Speak Reikspiel, Consume
Alcohol, Dodge Blow +10, Intimidate +10, Gamble, Speak Tilean +10
Talents: Disarm, Wrestling, Strike To Injure, Specialist Weapon Group (Flail, Parry, Two
Handed), Strike Mighty Blow, Very Strong, Very Resilient, Cool Headed, Strong
Minded.
Gus DeMarto plied his skills as a young man in the pits of Tilea. A gifted fighter, he
made enough money from the gladiatorial ring to give up the risks. He moved to the
Empire at the age of 35 and has been there ever since. He didn’t leave his family ties
behind, however. A third cousin of the notorious Tilean Crime Lord Luigi Castriano, Gus
helped his cousin move his organisation into the Empire. He worked as a scout for his
cousin for twenty years, finding areas that Luigi could move into with little effort.
This meant that Gus came into conflict with many established Thieves and Racketeers.
One such was Carsten Leibnitz who was working as an understudy in The One Eyed
Miller inn. The inn caught Gus’s eye, as it was the venue of a bare-knuckle fighting pit.
Together with Carsten, Gus formed a plan to buy the inn from the owner.
Luigi Castriano loaned the money to Carsten to buy the old owner out and installed Gus
as the trainer of fighters for the inn, which he has now done for six years.
Gus knows nothing of the fixing scam taking place in The Miller, but has been duty
bound to tell his cousin, who takes a hefty cut of the profits made by the house bookies.
Gus will help Carsten and the PC fighter to the best of his abilities.
3
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Carsten Leibnitz – Owner of The One-Eyed Miller, Innkeeper, ex Servant, ex Rogue
WS BS
S
T
AG INT WP FEL
44
33
31
41
47
44
47
51
A
W
SB
TB M
Mag IP
FP
1
14
3
4
4
-
-
-
Age: 32
Appearance: Carsten is a small, dark haired man. He has quick, darting eyes and a smile
is never far from his face. He is missing the little finger of his right hand.
Skills: Common Knowledge (empire), Gossip +20, Speak Reikspiel +10, Blather +20,
Charm +10, Evaluate, Gamble, Perception +10, Performer (storytelling), Speak Language
(Thieves Tongue), Trade (cook) +10, Dodge Blow, Search, Haggle, Read/write, Speak
Language (Tilean)
Talents: Sturdy, Resistance to Poison, Streetwise, Sixth Sense, Public Speaking, Flee!
Etiquette, Very Resilient, Street Fighting
Carsten started out in life as a petty thief. Born to a poor family, thieving to put bread on
the table was second nature to the poor Carsten. As he grew into maturity, his quick mind
and nimble fingers saw him carve out a decent living from the streets.
All of that came to a painful end 10 years ago. Caught whilst stealing jewellery from a
reputable Tradesman, Carsten was indentured as a servant to the owner of The One Eyed
Miller and lost his little finger to boot. It was four years before he saw a way out of his
predicament. With money loaned from Gus’s cousin, he bought out both his indenture
and the inn.
Since that time, life has been good to Carsten and he has even managed to keep up
payments on the loan. But the recent fight fixing has dented his ability to pay on time and
Carsten knows that continued inability to do so will, at best, result in him being replaced
as the owner of The Miller and at worst, well he doesn’t like to think about that.
Needless to say, he is anxious to find the fixers and warn them off. The Castriano name
should be enough to do this, at least to anyone with some sense.
Carsten is personable and likeable, but hides his fear of his current situation. He will
gladly use his contacts to help the PCs find the fixers, the key of these being Gus
DeMarto.
4
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“Smoking” Joseph Fraserberg – Champion of the ring, Entertainer, ex Mercenary
WS BS
S
T
AG INT WP FEL
47
46
49
37
51
32
27
36
A
W
SB
TB M
Mag IP
FP
2
15
4
3
5
-
-
1
Age: 28
Appearance: Joseph is a towering individual well over six feet in height. He is of a
noticeably muscular build. He holds himself in a confident manner, ramrod straight.
Skills: Common Knowledge (empire) +10, Common Knowledge (Tilea), Swim +10,
Heal, Dodge Blow, Ride, Performer (dance, actor), Charm, Gossip +10, Perception,
Speak Language Reikspiel +10
Talents: Warrior Born, Very Strong, Fleet Footed, Disarm, Strike Mighty Blow, Strike to
Stun, Lightning Reflexes, Wrestling
Fighting Ring Talents: Rope A Dope, Resilient, Fleet-Footed
Joseph Fraserberg is a large man with large appetites. Known for his stamina and grand
gestures, he is a popular man whose fame came from his involvement in the Storm Of
Chaos (SoC). He survived where the rest of his Mercenary unit was destroyed. He
managed to cut his way to safety from a large skirmish and picked up a few civilian
survivors on the way. Some people say that Sigmar smiles on him and some of his results
in the ring would suggest so too. He has managed to come back from imminent defeat on
more than one occasion (Joseph has 1 Fate Point from his achievements in the SoC and
thus can use 1 Fortune Point per day).
He is known as “Smoking” Joseph Fraserberg by patrons of The Miller because of his
relentless fighting style and has been champion of the ring in each of his eight previous
appearances. He seems to float around the ring, hitting at will and dodging blows with
equal ease.
PCs may suspect that Joseph’s opponents have been paid to take a fall if Joseph gets into
trouble and uses his Fortune Point to win. However, he has yet to be approached simply
because it would be too suspicious for him to suddenly lose and opponents of his have no
need to be paid to lose. They do that all by themselves.
5
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