WFRP 2Ed - The Madness of Baron Von Richter.pdf
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The Madness of Baron Von Richter (Read-Only)
The Madness
of
Baron Von Richter
1
Introduction and Synopsis.
The Madness of Baron Von Richter is a short
adventure primarily designed for characters
in their late first or early second careers al-
though with a little work it can be modified
by altering the numbers of zombies, reduc-
ing/increasing their statistics or giving the
Player Characters some help from local mili-
tiamen or the like.
journey. The timing of the adventure is also
relatively unimportant but it would work par-
ticularly well on Geheiminsnacht, Hex-
ensnacht or any other night where Morrslieb
is at its full.
In real life this game can be a particularly fun
event to run on Halloween or a stormy night.
A good atmosphere can add a whole extra
level of depth to the scenario.
A note on Gore:
A typical zombie attack can leave many
people dead and disembowelled. This ad-
venture will not go into details on descrip-
tions of such things. However, I heartily
encourage the GM to become as imagina-
tive as he likes when describing these
events. Plenty of inspiration can be had
from the numerous Zombie films out there if
you want it, but you certainly shouldn’t feel
compelled to include it if you would rather
focus on other aspects of the game.
The adventure follows the events which oc-
cur when the players arrive in the quiet town
of Todesburg on the very night a grief
stricken Baron attempts to resurrect his wife
who has recently passed away. However, the
spell goes horribly wrong (as such things
tend to do) and she is instead raised as a
zombie. And so are all the bodies in the town
graveyard…
Todesburg can be placed anywhere which is
convenient to your campaign - the adventure
is designed as a one night stopover during a
2
The Cast.
Baron Ludwig Von Richter.
The Baron is a tortured soul; his wife who he
has devoted his every waking moment to for
23 years has died from a mysterious illness.
He has been driven over the edge by his loss
and has cut himself off from the world, lock-
ing himself in his library.
Trappings: Dark Grimoire, Noble’s Garb,
Foil, Main Gauche, Purse with 50gc
Baroness Mathilde
The love of Ludwig’s life, the baroness, is
now a fan of munching on limbs and entrails.
She was a frightening woman in life and her
recent death by mysterious illness has done
little to improve her mood.
Although he is getting on in years the Baron
is still a healthy man whose years of adven-
turing in his youth have given him much ex-
perience of the world outside. Since settling
in Todesburg he has devoted his life to study
and has amassed a vast collection of books.
Among these is a dark tome he found in
Araby which is at least partly to blame for
his current state of mind.
Mathilde enjoys needlework, riding in the
country and eating raw flesh.
Her walking corpse is pale and covered in
green boils. Her once fine black hair ob-
scures her face. She’s tall (taller than
Ludwig) but shambles along hunched over.
Because she was the focus of the necroman-
tic energies she is somewhat stronger than
the other zombies roaming the town.
He is a fairly tall man with greying hair and a
weathered face but is still strong enough to
put up a fight if he has to.
WS
BS
S
T
Ag
Int
Wp
Fel
56%
0%
45% 45% 15%
-
-
-
A
W
SB
TB
M
Mag
IP
FP
WS
BS
S
T
Ag
Int
Wp
Fel
41% 36% 31% 31% 36% 48% 50% 21%
A
2
20
4
4
4
0
0
0
W
SB
TB
M
Mag
IP
FP
Race: Human (Dead)
Career: Zombie (ex Noblewoman)
Age: 47
Eye colour: Green
Hair Colour: Black
1
15
3
3
4
2
8
0
Race: Human
Career: Necromancer (ex Noble)
Age: 52
Eye colour: Black (ex Blue)
Hair Colour: Black/Grey
Insanities: Mad with Grief
Skills: None
Talents: Frightening, Night Vision, Strike
Mighty Blow, Strike to Injure, Undead
Skills: Academic Knowledge (Magic)
(Necromancy) (History), Channelling,
Charm, Common Knowledge (Empire), Gos-
sip, Magical Sense, Read/Write, Ride, Speak
Arcane Language (Magick), Speak Language
(Reikspiel), Command, Seasoned Traveller.
Special Rules:
•
Mindless: Can never take or fail Intelli-
gence, Will Power or Fellowship based tests
•
Shambling: Cannot take the Run Ac-
tion
Talents: Etiquette, Dark Lore (Necromancy),
Dark Magic, Fast Hands, Public Speaking,
Specialist Weapon Groups (Fencing)
(Parrying), Schemer
Trappings: Tattered Noble’s Garb, Silver
Candlestick (Hand Weapon)
3
Konrad Gustavson
ing back from a trip to Altdorf. He was in-
validated out of service but as a reward for
saving the Baroness’s life from bandits the
Baron gave him a substantial sum of money
and Hans settled down to open an inn. He
married and had a pair of daughters with his
wife Frieda. His wife has passed away now
and he is left to take care of his daughters -
Elsa and Klara - who he is fiercely protective
of.
Konrad became an initiate of Morr at the age
of 16 after a series of dreams about a raven
telling him to. A very serious young boy he
excelled in his studies at the temple of Morr
in Talabheim. It was here, after visiting with
the famed augur Paul von Soleck, that he was
encouraged to take up the post of priest in
Todesburg.
He has lived in the town for almost 10 years
now, caring for the dead and growing ever
more bitter at the lack of purpose in his life
since he arrived in the backwater town. All of
that is about to change as he meets his true
calling.
WS
BS
S
T
Ag
Int
Wp
Fel
41% 36% 36% 41% 41% 43% 39% 51%
A
W
SB
TB
M
Mag
IP
FP
1
14
3
4
4
0
0
0
Race: Human
Career: Innkeeper (ex Soldier)
Age: 53
Eye colour: Blue
Hair Colour: Light Brown
Distinguishing Features: Limp, Scar on right
cheek
WS
BS
S
T
Ag
Int
Wp
Fel
46% 41% 41% 41% 36% 41% 51% 46%
A
W
SB
TB
M
Mag
IP
FP
1
15
4
4
4
1
0
0
Race: Human
Career: Priest (ex Initiate)
Age: 34
Eye colour: Purple
Hair Colour: Dark Brown
Skills: Blather, Charm, Common Knowledge
(empire), Consume Alcohol, Evaluate, Gos-
sip, Haggle, Perception, Read/Write, Speak
Language (Reikspiel +10%), Trade (Cook,
Brewer), Specialist Weapon Group
(gunpowder), Dodge Blow.
Skills: Academic Knowledge (Theology
+10%) (Law) (History), Channelling, Heal
+10%, Magical Sense, Perception +10%,
Read/Write +10%, Ride, Speak Language
(Classical) (Reikspiel), Speak Arcane Lan-
guage (Magick), Intimidate, Trade
(Embalmer)
Talents: Streetwise, Dealmaker, Strike to
Stun, Rapid Reload.
Trappings: Inn (The long rifle), 2 Servants
(Elsa and Klara), Firearm (long rifle over
bar), Shot and powder for 10 shots (behind
bar), Dagger, Good Craftsmanship Clothing.
Talents: Very Strong, Public Speaking, War-
rior Born, Armoured Caster, Petty Magic
(Divine), Strike to Injure, Menacing
Zombies
Trappings: Prayer Book, Religious Symbol
(Raven), Robes (Black, Hooded), Dagger,
Great Axe (looks somewhat like a scythe).
The dead have risen in Todesburg and march
upon the living. The corpses in the town’s
graveyard have risen up and are feeding upon
the living. The slain rise up again to join their
ranks.
Hans the Innkeeper
Before he bought the Long Rifle, Hans was
one of the Barons armsmen. At the age of 34
he was seriously wounded in the right leg
defending the Baroness, who he was escort-
Zombies vary greatly in appearance; some
may appear almost living while others may
appear skeletal. Some will still have axes in
their heads or holes clean through them.
4
Some may have picked up weapons they
knew in life. If you’re stuck for ideas just
watch any zombie film while keeping a note-
pad handy.
Arrival.
The Player Characters reach the top of a hill
and see beneath them the walled town of To-
desburg. Built on a small rise near the river
the grey stone of the town rises out of the
green wilds of the forest. They will be ex-
hausted from days of travelling and sleeping
rough on the road so will no doubt welcome a
rest and a hot meal. Passing through the town
gates they will see only one watchman who’s
leaning against the wall smoking his pipe.
The town clearly doesn’t expect much in the
way of trouble.
The main street climbs straight up the hill to a
large manor house on the hill. On the right
hand side you can see a tavern sign.
If a Player Character or NPC dies in the town
they will be resurrected as Undead. They will
retain all their equipment (GM’s discretion
whether they can use it or not) but their skills
and statistics revert to the standard zombie
profile. If a player dies in this way and
wishes to continue allow them to take the
part of an NPC hiding somewhere in the
town or defending the inn.
The following is the standard zombie profile
as shown in
The Old World Armoury
. All
zombies in the town (apart from the Baron-
ess) have these statistics:
At this point the players may wish to go shop-
ping. The town is small and doesn’t have
much in the way of shops but the players can
buy food, some basic equipment and even
some basic weapons from the general store
farmers stop at. There are stables in the town
but there are no horses for sale as they are all
being used to harvest crops.
WS
BS
S
T
Ag
Int
Wp
Fel
25%
0%
35% 35% 10%
-
-
-
A
W
SB
TB
M
Mag
IP
FP
1
12
3
3
4
0
0
0
Race: Human (Dead)
Career: Zombie
Skills: None
The town also contains a Temple to Morr,
Konrad the local priest can offer basic healing
for a small donation to the temple.
Talents: Frightening, Night Vision , Undead
Special Rules:
•
Mindless: Can never take or fail Intelli-
gence, Will Power or Fellowship based tests
•
Shambling: Cannot take the Run Ac-
tion
Any attempt to enter the walled manor
grounds will be stopped by watchmen far
more alert then the ones at the gate.
The Long Rifle.
Trappings: Various implements (hand weap-
ons), in some case light armour (leather
jack).
A swinging sign showing a Hochland Long
Rifle beckons the PCs in. Entering they will
see a common room taking up most of the
Ground Floor, the Bar stands opposite the
door and in between are a dozen tables.
Above the bar is mounted Hans’s old Long
Rifle from his days in the Baron’s Army. To
their right an ornate fireplace is set but not yet
burning. To the left stairs lead up to rooms.
The Players can rent twin rooms for 8s per
room and have an evening meal for 12p
(average beef stew). Ales cost 2p each.
Braaaaaaaaaiiiiiinnnnnnnsssss…
-Todesburg Blacksmith…
or at least he used to be...
5
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