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WORSE THAN THE DISEASE
by Jody Macgregor
“For a life to be well-spent, it must by necessity be long. As long as you can make it.”
— Da Venzio
Worse Than the Disease is a scenario for adventurers in
their second careers. It is set in one of the Empire’s
cities; any one will do. It centres on a daring act of
burglary committed by the PCs and therefore requires
certain Character types, preferably those of a larcenous
persuasion. If your party consists of law-abiding types
there are a set of pre-generated Characters at the end of
this article that you can use to run the scenario as a
one-off.
both by this job she has been given and the Characters
once she meets them. Although she will offer them the
full amount the cult has given her to hire them
(whatever you consider appropriate), she will not
haggle or spend any time she does not absolutely need
to in their contemptible presence. They remind her of
what she has left behind, and she dislikes that.
Main Profile
WS BS S T Ag Int WP Fel
40% 31% 34% 36% 36% 38% 55% 35%
Secondary Profile
A W SB TB M Mag IP FP
1 16 3 3 4 1 0 0
Skills: Academic Knowledge (History, Theology),
Animal Care, Channelling, Charm, Common
Knowledge (Bretonnia, the Empire), Gossip
+10%, Haggle, Heal +10%, Magical Sense,
Perception, Read/Write, Ride, Search, Sleight
of Hand, Speak Arcane Language (Magick),
Speak Language (Breton, Classical,
Reikspiel), Trade (Seamstress)
Talents: Coolheaded, Dealmaker, Flee!, Hardy, Master
Orator, Petty Magic (Divine), Public
Speaking, Resistance to Disease, Strike to
Stun, Very Strong, Warrior Born
The Set-Up
His Most High Imperial Justice Ignatius Sundler has
recently acquired a work of art that is the talk of the
town. This controversial painting, Ranald’s Apotheosis ,
by da Venzio, depicts an event from legend in which
Ranald tricks Shallya into granting him divinity. As
well as being valuable to collectors, the painting is held
in high regard by the cult of Ranald, who would like to
acquire this holy relic for themselves. The cult of
Shallya hold the painting in less regard, and there are
some who would even take the desperate measure of
paying to have the blasphemy destroyed, so long as
that destruction brought no harm to others.
How you bring your group into this scenario is up to
you and should be chosen to best suit your Players.
They could be hired by a Priest of Shallya, given the
job by a Ranaldian, or simply hear about the valuable
painting’s arrival and make their own plans if they are
of the right disposition. See below for two suitable
adventure patrons.
Perry Herzlos
Career: Crime Lord (ex-Cat Burglar, ex-Thief)
Race: Human
Perry Herzlos is the leader of the Herzlos gang, an
organisation run to strict Ranaldian principles. They
steal without killing, resort to violence only when
absolutely necessary, and use a small portion of their
profits to fund a shrine club in one of the city’s poorest
areas. These rules don’t appeal to many criminals, who
prefer to break heads while breaking the law, and
numbers are low. Perry is looking to expand his
operation, and to that end is bringing in new blood,
once they prove themselves by doing this one little job.
Mother-Healer Grietkin Beck
Career: Priest (ex-Initiate, ex-Camp Follower)
Race: Human
Mother-Healer Grietkin Beck is a severe woman whose
gruffness and seeming lack of compassion are at odds
with her role as a Priestess of the Goddess of Mercy.
She has seen too many people end up in her care
through their own carelessness, and grown hard
because of it. She is a pious woman who will stop at
nothing to aid the injured and afflicted who visit her
hospice, but she doesn’t believe that means she has to
be their friends. Her usual bedside manner is a mix of
world-weariness and contempt.
Prospective gang members will be invited to his office,
which is hidden behind a grog house. He sits at his
desk idly playing with a variety of locks, casually
picking then locking them as he talks. Professional
thieves will find his display of skill intimidating. He
explains the situation and offers them membership in
the Herzlos gang, if they can abide by the rules. He
won’t pay them for the painting, but will provide a
fence for any other items they find in the townhouse.
He can also provide a variety of thieves’ tools if
required, and if your party is missing a particular skill
Perry can suggest an accomplice (use one of the sample
PCs from the appendix).
Grietkin came to the service of Shallya after a hard
youth as a battlefield corpse-looter and “soldier’s
friend”. Because of this chequered past, her superiors
believe she will be perfect for making contact with a
group of underworld characters who can obtain
Ranald’s Apotheosis for them. Grietkin is unimpressed
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Perry plans to donate Ranald’s Apotheosis to the
Temple of Ranald in Marienburg, where Father Hans
von Kleptor believes that a resemblance between him
and the depiction of Ranald in the portrait will prove
his claim to be the God’s son. However, since no one
in the cult has seen the painting, no one knows if there
is any actual resemblance between von Kleptor and da
Venzio’s supposedly divinely inspired portrait.
(Scholar) “Justice Sundler has been making some
questionable judgments of late. He let off that
charlatan selling fake medicine with a slap on the
wrist, when the fellow clearly deserved a good
whipping.”
(Soldier) “He may be High and Mighty Imperial
Justice now, but I served under him when he was
Sergeant Sundler of the Fifth Halberdiers. He was a
terror, too, mean as a cut snake and only half as
pretty.”
Main Profile
WS BS S T Ag Int WP Fel
51% 46% 45% 46% 64% 53% 50% 61%
Secondary Profile
A W SB TB M Mag IP FP
2 16 4 4 4 0 0 0
Skills: Charm, Command, Common Knowledge (the
Empire), Concealment, Dodge Blow,
Evaluate, Gossip, Haggle, Intimidate, Pick
Lock +10%, Perception, Scale Sheer Surface,
Search, Secret Language (Thieves’ Tongue),
Secret Signs (Thief), Silent Move, Sleight of
Hand, Speak Language (Reikspiel)
Talents: Alley Cat, Ambidextrous, Dealmaker,
Lightning Reflexes, Menacing, Public
Speaking, Resistance to Poison, Sixth Sense,
Specialist Weapon Group (Crossbow), Street
Fighting, Streetwise, Trapfinder
(Socialite) “I don’t know when he became such an art
lover. Only paintings he used to own were of himself.
Sundler was an ordinary soldier before they retired
him into this cushy position. He’s never shown much
taste before, I mean look at that tacky townhouse he
lives in. Looks like something a commoner who got
lucky at the gambling table would buy. Why, I bet even
his butler is coated in gold.”
(Criminal) “Sundler has been taking extra safety
precautions lately, he’s hired some Tileans to guard his
house at all times.”
(Servant) “He’s a mean master, that judge. When I
served there he used to treat us awful-like, he’d beat us
and rant at us all hours of the day and night.”
Preparation
Background
Before the burglary begins, canny PCs will probably
want to do some research on their target through
reconnaissance, alehouse gossip, or any contacts they
may have. A bitter ex-servant named Gerda who was
fired for slovenliness by the strict Sundler will be
happy to draw a rough map of the judge’s townhouse
for a fee of 5 gc if they can track her down by asking
around. If they do pay her fee, hand them the maps of
the ground floor and first floor to make copies
themselves, but only give them ten seconds to do so.
Whatever hasty scribbles they come up with represent
Gerda’s incomplete knowledge of the building.
Judge Sundler is secretly a worshipper of Nurgle.
Years ago, while desperately searching for a cure to the
disease that ravaged his body, he met a member of the
Covenant of the Crimson Plague posing as a medicine-
seller. This cultist, who calls himself “Doktor K”,
procured a cure for Sundler’s disease that takes the
form of a creature of Nurgle, which now lives in the
basement under Sundler’s townhouse. Frequent contact
with the disgusting creature stops the fatal sores from
spreading over the judge’s body, but he pays a high
price.
One of the PCs could also gain admittance during the
day to investigate the location with a successful
Disguise Test by pretending to be a messenger or
tradesman (“Terrible case of Tilean termites in the
house next door, do you mind if I have a quick check
of your walls?”), although they will not be allowed into
the basement or allowed to disturb Sundler, who is
upstairs in the library at the time.
Doktor K convinced Sundler to buy the unflattering
painting of Shallya as part of a plot to discredit and
publicly embarrass her cult in the city. Agents of the
Covenant of the Crimson Plague are planning to reveal
a string of scandals that will shame the Shallyans and
cause their noble patronage to dry up so that they will
not be able to afford to care for the city’s inhabitants
when the plague that is gestating inside the cure under
Sundler’s house, fed by his own diseased body, is
finally released.
With successful Gossip Tests they will be able to find
out some of the following titbits of information.
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— The Townhouse —
Sundler lives in one of the wealthier areas of town.
Watch patrols are frequent and there usually aren’t
many people hanging around on the streets after dark,
which is the only time a stealthy entry is possible. On
the night the robbery occurs, however, the House of
von Trimsberg are throwing a noisy party down the
road and although Sundler declined his invitation and
is home tonight, it will cover some of the noises made
by clumsy PCs—there’s no luck like thieves’ luck they
say. Because of the noise, use Concealment Tests in
preference to Silent Move Tests when you have a
choice between the two. Inside the house, thick walls
will muffle most of the noise of the party, but sudden
bursts of fireworks or blasts of music should occur at
appropriate moments, either to cover up noises or to
startle the PCs.
cure” is doing as if it were a living creature, a pet of
some kind. “Is the cure growing up big and strong?”
“Have you been taking good care of the cure?”
Doktor K also advises Sundler to purchase the
Apotheosis in one letter, saying that “when the people
are shown how blind and foolish their Goddess of
Mercy is, what they will stoop to when they try to
destroy it, we will be one step closer to our goal.”
Anyone with Academic Knowledge (Daemonology)
will know that the odd triangular seal K uses is a mark
of Nurgle.
The Guards
The doors of the townhouse are guarded, but it is
possible to sneak in through either of two open upstairs
windows. There is a tree overhanging the linen room
window, and the master bedroom has an open window
as well. Climbing the tree does not require a Test,
although an Agility Test will be needed to jump from
the branch through the window (if someone fails by
10% or less they can still grab hold of the ledge and,
with a successful Strength Test, haul themselves
inside). Climbing the wall to get to the bedroom
window requires two Scale Sheer Surface Tests.
Falling will attract the guard and require a
Concealment Test to hide from him.
Esposito’s Escorts are a Tilean mercenary company
who hire themselves out as bodyguards. Each member
has a stylised tattoo of a Harpy on their cheeks, which
marks them as citizens of Tobaro to anyone with the
Common Knowledge (Tilea) Skill. The Escorts have
fallen on hard times, and would prefer to be waging
proper war rather than guarding Imperials, but their
numbers were thinned by the Storm of Chaos and they
need to raise money to return home and increase their
numbers (Esposito refuses to hire foreigners). Although
they are skilled combatants, their hearts are not in their
work, and they can be bribed by a quick-witted burglar
into looking the other way. If attacked they will not
fight to the death, running after they lose half their
Wounds.
Sundler has hired five of them. Two guard the front
doors, one patrols the grounds, one guards the servants’
entrance, and one patrols the upstairs corridor.
However, you should feel free to use them whenever
you need to add some tension to your game. These
guards aren’t automatons, and to be honest they aren’t
very good guards. They will leave their posts, go for a
smoke or a slash, and investigate noises that may not
have been real. Have one stomp towards the PCs
whenever it would add to the mood.
First Floor
A single guard patrols the hallway on this floor,
walking from the stairwell to the far end, pausing and
returning. Several times during the night he will visit
the toilet and also duck into the bathroom, open a
window and have a smoke. The hall is lit with torches,
but there are deep enough pools of shadow to hide in at
the stairwell and the corner next to the bathroom door.
Library
Around a reading table are shelves of books. Most are
legal tomes, although there is a large section on
military history and a few books on other topics as
well. Not one of the books is about art. A Search Test
reveals that a copy of Doktor Brauer’s Book of Fable
and Fancy Volume I conceals a switch that opens a
secret room. This room contains a set of dark green
robes hanging from a hook, and a shelf of proscribed
books about Chaos. There is also a box that anyone
with Pick Lock can open (don’t bother testing unless
they are in a rush, simply assume they will open it
eventually). It contains correspondence between Judge
Sundler and someone who signs his letters Doktor K.
The letters make it plain that Doktor K visits the judge
whenever he is in town, and contain several polite
enquiries about how well “the cure I gave you” is
working. Oddly, some of them also mention how “the
Main Profile
WS BS S T Ag Int WP Fel
3 6% 27% 31% 30% 43% 29% 30% 35%
Secondary Profile
A W SB TB M Mag IP FP
1 11 3 3 4 0 0 0
Skills: Blather, Common Knowledge (the Empire,
Tilea), Dodge Blow, Drive, Gamble, Gossip
+10%, Perception, Secret Language (Battle
Tongue), Speak Language (Tilean, Reikspiel)
Talents: Coolheaded, Disarm, Marksman, Rapid
Reload, Sharpshooter
Armour: Medium Armour (Full Leather Armour, Mail
Shirt, and Mail Coif)
Armour Points: Head 3, Arms 1, Body 3, Legs 1
Weapons: Crossbow, Sword, Shield
Trapping: 20 Bolts, Long Cloak, Fancy Hat
The Guards
Esposito’s Escorts are a Tilean mercenary company
who hire themselves out as bodyguards. Each of the
members has a stylised tattoo of a Harpy on their
cheeks, which marks them as citizens of Tobaro to
anyone with the Common Knowledge (Tilea) Skill.
The Escorts have fallen on hard times, and would
prefer to be waging proper war rather than guarding
Imperials, but their numbers were thinned by the
Storm of Chaos and they need to raise money to
return home and increase their numbers (Esposito
refuses to hire foreigners). Although they are skilled
combatants, their hearts are not in their work, and
they can be bribed by a quick-witted burglar into
looking the other way. If attacked they will not fight
to the death, running after they lose half their
Wounds.
Sundler has hired five of them. Two guard the front
doors, one patrols the grounds, one guards the
servants’ entrance, and one patrols the upstairs
corridor. However, you should feel free to use them
whenever you need to add some tension to your
game. These guards aren’t automatons, and to be
honest they aren’t very good guards. They will leave
their posts, go for a smoke or a slash, and investigate
noises that may not have been real. Have one stomp
towards the PCs whenever it would add to the mood.
Main Profile
WS BS S T Ag Int WP Fel
36% 27% 31% 30% 43% 29% 30% 35%
Secondary Profile
A W SB TB M Mag IP FP
1 11 3 3 4 0 0 0
Skills: Blather, Common Knowledge (the Empire,
Tilea), Dodge Blow, Drive, Gamble, Gossip
+10%, Perception, Secret Language (Battle
Tongue), Speak Language (Tilean,
Reikspiel)
Talents: Coolheaded, Disarm, Marksman, Rapid
Reload, Sharpshooter
Armour: Medium Armour (Full Leather Armour,
Mail Shirt, and Mail Coif)
Armour Points: Head 3, Arms 1, Body 3, Legs 1
63610429.004.png
Linen Closet
“It weren’t your fault, Frieda. You weren’t to know the
master’s so particular about not having anybody but
him in the basement. He shouldn’t ought to have hit
you so hard, but now you’ll now not to do it again,
won’t you? The master has his funny ways, you’ll soon
get used to them.”
This room contains piles of sheets (that conveniently
muffle the landing of anyone who enters by leaping
through the window from the tree outside) and several
full buckets of night-soil, which is to say, excrement.
The atrocious smell keeps away the moths. When all of
the buckets are full they are emptied out the window,
which is perhaps why the tree grows so well.
Indoor Courtyard
Master Bedroom
This extravagance is a tiled area with rows of Tilean-
style columns surrounding a pool of clear water. The
water’s appearance is not to be trusted, however.
Anyone immersed in or drinking from the water must
pass a Toughness Test or contract the Green Pox (see
WFRP 136).
This bedroom can be entered by the open window, with
two Scale Sheer Surface Tests, or from the corridor. No
one is in the room, which contains a lavish canopy bed
(all those years campaigning gave Ignatius a taste for a
soft bed), a cupboard, chest of drawers and a foot
locker. The foot locker (which is locked) contains a
pouch of 42 gc 5 s —walking-around money. The
clothing in the cupboard contains some valuable items
that would be almost impossible to smuggle out of the
building given their size (the judge is a big man). The
chest of drawers contains jewellery worth 50 gc and a
Search Test will turn up a gold ring that has fallen
underneath the bed worth 20 gc .
Parlour
A room for entertaining guests, the parlour contains a
grand piano, a small table with a chess set on it (the
pieces are made of ivory and the set is worth 50 gc ),
and a drawer containing several bottles of alcohol
(Brettonian brandy: 13 s , Miraglianese red wine: 10 s ,
Kislevite vodka: 1 s ), and a box of Araby cigars worth
10 gc .
Guest Bedroom
A door leads from here to the hallway.
The guest bedroom contains a bed, some simple
furnishings and no valuables whatsoever.
Dining Room
Ka-ching!
The values given for items are the full price. A
typical fence will give half of this value if you’re
lucky. Haggle Tests can improve the price, as
usual.
There is a long table with seating for eight in the dining
room. On the table is a silver candelabrum worth 10 gc .
There are no cutlery or settings on the table, and it does
not look like it has been used tonight. Doors lead to the
kitchen and courtyard.
Basement
Ground Floor
Armoury
Kitchen
Ignatius keeps a variety of weapons from his soldiering
days as well as some collectable items locked in a
display cabinet. A Normal Pick Lock Test will open
the cabinet, but those in a hurry can smash the glass
instead. Inside is a longsword with the maker’s mark of
Magnin (Best Craftsmanship), a plate helmet and
breastplate made by Fellhammer (Best Craftsmanship),
and a Hochland long rifle. On the rack is a halberd
from Nuln, two Reikland rapiers, and an axe and shield
from Tilea. A set of full mail armour stands on a
dummy, and like the armour in the cabinet, it is
designed with the larger gentleman in mind.
The kitchen contains a stove, water basin, various pots
and pans hanging from the ceiling, and a well-stocked
pantry. In a draw is a silver cutlery set worth 15 gc .
Doors lead outside, to the dining room, and to the
servants’ quarters. The sound of sobbing can be heard
coming from the servants’ quarters.
Servants’ Quarters
These two rooms are very bare, containing only two
beds each and small drawers for the servants’
possessions (which are worthless). The male servants’
room is at the back. The occupants are asleep, so the
Silent Move Test to pass safely through this room is
Very Easy (+30%). Anyone in this room, the kitchen,
or the stairwell, can overhear quiet sobbing coming
from the women’s quarters next door. Listening at the
wall (Very Easy Perception Test) reveals one of the
maids comforting another.
Storage Room
Barrels of wine take up most of this room, except for a
gap in the middle housing the Apotheosis , mounted on
a display easel. The painting depicts Ranald kneeling
before Shallya. She weeps into a golden cup that she
holds forth for Ranald to drink from. He is shown with
sores and plague marks prominent on his skin, but
63610429.005.png
behind his back, his fingers are crossed in the
Ranaldian way, indicating that he is pulling a scam. A
successful Academic Knowledge (Art) Test reveals
that this is no forgery, da Venzio’s signature is
authentic.
Main Profile
WS BS S T Ag Int WP Fel
67% 55% 55% 52% 49% 47% 58% 53%
Secondary Profile
A W SB TB M Mag IP FP
3 18 5 5 4 0 0 0
Skills: Academic Knowledge (History, Law,
Strategy/Tactics), Animal Care, Blather,
Charm, Command, Common Knowledge
(Dwarfs, the Empire +10%, Tilea), Dodge
Blow, Evaluate, Gossip +10%, Haggle,
Intimidate, Perception, Performer (Actor),
Read/Write, Ride, Secret Language (Battle
Tongue), Speak Language (Reikspiel, Tilean)
Talents: Ambidextrous, Coolheaded, Disarm,
Lightning Parry, Master Orator, Menacing,
Public Speaking, Schemer, Specialist Weapon
Group (Fencing, Flail, Parrying, Two-handed),
Street Fighting, Streetwise, Strike Mighty
Blow, Strike to Injure, Strike to Stun
The only practical way to remove it is to cut it out of
the frame and roll it up. Strange noises can be heard
coming from the next room. It sounds like a chorus of
voices all moaning in alternating agony and pleasure,
and is unsettling to say the least.
The Cure’s Room
The cure squats in this room, stretching up to touch the
ceiling. It’s an amorphous blob of greenish flesh
covered in mouths filled with rotting teeth. Justice
Ignatius is in the room, bare-chested with several
visible sores, taking care of the cure. He strokes it, pets
it, and kisses its many mouths evoking sighs and
groans from them. As he does so the sores slowly
pucker closed and heal. Viewing this requires a Cool
Test, those who fail gain d10 Insanity Points while
those who pass gain only one. Even a glimpse through
the keyhole requires a Test.
The Cure
The cure began as a fist-sized green ball created by
Doctor K and given to Sundler when he thought all was
lost. All Sundler had to do was kiss and massage the
Cure for several minutes every day and he would be
assured of an end to his suffering. Sundler was
sceptical, but desperate. And it worked. Although the
plague marks periodically return, he suffers none of the
other effects and he has lived years he thought he’d
never had.
The judge is so busy with his ministrations that he will
not immediately notice if he is no longer alone.
High Imperial Justice Ignatius Sundler
Career: Politician (ex-Judicial Champion, ex-Captain,
ex-Sergeant, ex-Soldier)
Race: Human
Over that time the cure grew as it fed off the disease it
absorbed. Now it is an oval ten-feet long and five-feet
high, covered in mewling mouths. It continues to grow.
Unknown to Sundler the Cure will eventually become
mobile, growing insectile legs and bursting out of his
basement to wander the streets vomiting plague. Until
that day, Sundler serves the Covenant, owing them his
life. When he thinks twice about the things they ask
him to do, all they need to do is remind him of the
monstrosity in his basement and how the Witch
Hunters would react if they ever found it.
While Sundler is administering to the Cure he is in a
mild hypnagogic state. For a few moments after he
notices the presence of intruders he will be disoriented,
asking who they are and what is going on. If he is
broken out of this state by being attacked he will
angrily attack them. If they leave him an opening he
will run past them into the armoury and grab one of the
weapons to defend himself, calling for his idiotic
guards as he does so. Two guards arrive on the third
round, and one every round thereafter (up to the
maximum of five, unless some have been detained by
the PCs already).
If attacked, the Cure screams but cannot defend itself.
However, blows have little effect on it. If pierced, the
green skin reveals only ooze beneath, and reseals
quickly. Only fire can harm it, and if burned it squeals
horrendously but cannot escape.
If he is gently questioned while in his confused state,
the PCs can get answers to their questions. The Cure
groans and mutters behind Sundler while he talks, a
disturbing choral counterpoint. Sundler absent-
mindedly pets the thing, staring vacantly and drooling
slightly. He can explain in simple terms what the Cure
is and where he got it from, who the Covenant are and
that it was them who wanted him to procure the
painting.
The Climax
Worse Than the Disease has been left open-ended so
that you can tailor it to your own ends. It may reach a
conclusion as simple as ‘The PCs get the painting,
ignore the disgusting sight in the cure’s room, and
scarper.’ Zealous Chaos-haters may well attack Sundler
on sight, then burn down the townhouse and flee.
Cautious PCs may wish to turn the situation over to the
authorities, though they will have to be clever to
explain how they came to be sneaking around to
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