Campaign Setting - Sylvania.pdf
(
317 KB
)
Pobierz
657364079 UNPDF
Sylvania, Land of Cursed undeath
In nightmarish courts, the von Carsteins hold reign over one of the
Empires oldest and most feared lands. It is from here that they send
their shambling emissaries into Mordheim seeking Wyrdstone. It is here
that others have decided to bring the battle to...
Welcome to Sylvania,
a land of
perpetual darkness and ever-lasting evil.
There are few facts but much legend
surrounding the origins of this land. Since
the beginning of historical record, Sylvania
has always been referred to as a cursed and
evil land. Its surface is covered for the most
part by dark and dangerous forests, its soil
poor and unproductive. It is a land where the
darkest energies of magic flow strong. The
dead long have the reputation of not resting
easily here, as attested by the Sylavnian
tradition of burying the dead deeply and face
down so that it is more difficult for them to
dig their way to the surface. Rumors
circulated in the Empire accusing the
nefarious von Drak counts and many of the
other Sylvanian nobles of being corrupt
practitioners of the black arts. Indeed those
rumors were founded in reality. These vile
noblemen built their castles at mystical
points where the winds of dark magic
concentrated to gather power for their
iniquitous spells, and celebrated ancient
rituals of death in their dank dungeons. The
Sylvanian people were kept in a state of
misery and superstitious ignorance and their
squalid hamlets were dominated with
ruthless cruelty.
Sylvania is a haven for necromancers
expelled form the human kingdoms of the
Old World. The Emp re tolerates the
presence of this accursed place only because
the Sylvanians are, at least in theory, loyal to
the Empire. But this was about to change; in
the year 1797 Count Otto von Drak died
without a male heir, but a mysterious
stranger married his daughter, Isabella, and
seized power over Sylvania. The name of the
newcomer was Vlad von Carstein...
From deep within the bowels of Drakenhof
Castle, Vlad von Carstein sends forth his
undead hordes into the Empire. They are
directed at Mordheim in the attempt to gain
Wyrdstone to fuel his dark magics. Fierce is
the competition for the damned shards, and
so there is a constant stream of undead that
flows into the Empire from Sylvania bent on
the domination of Mordheim and her bounty.
A few brave or foolish men gather now to
enter Sylvania to stop the tide of darkness.
New Rules
A terrifying and dark place, Sylvania is
rarely braved by anyone. For those that do
enter her evil embrace, it is for powerful
reasons; family, loved ones, religion, or gold.
Only the most iron-willed or foolish of men
dare attempt to pierce the veil of night that
reigns o'er Sylvania, and following be the
reasons why.
Sylvania is a world apart from the rest of the
Empire. The ruling class of von Carsteins
ensure their supremacy through terror and
blatant dominance of arms. While most
Sylvanians know nothing better as their
fathers and their father's fathers endured the
same hardships, visitors to this nightmarish
land are often immediately struck by the
apparent differences.
Poor:
The markets and villages that pepper
this cursed land leave much to be desired.
As such, when selling treasures, all
warbands are considered to be one size
larger than they are (therefor a warband
with 5 members would sell treasure as a
warband with 7-9 members, a warband with
8 members would sell as a warband with
10-12 models, etc)
Distrust:
Such is the superstition and
distrust among the Sylvanians that they
shun outsiders. As such, warbands who do
not possess a model with the
Street Wise
ability are forced to add +2 to the rarity of
all items they seek. Once the
Street Wise
skill is attained, the rarity roll will return to
normal.
Land of Little:
Sylvania is not known for
it's hospitality, nor it's welcoming inns or
bustling towns. Not many venture to
Sylvania (as fewer still ever return!) but
those that do are hardened veterans of
many battles or criminals seeking ambiguity.
Should a warband wish to recruit a hired
sword, a D6 roll is required. On a 4+, the
Hired Sword they seek is available and
willing to be recruited. Anything less, and
either there is no one matching what they
seek, or the persons in question do not wish
to be found. A warband may only attempt
to seek two Hired Swords per post-battle
sequence, and may not attempt to find the
same Hired Sword twice in one turn.
Regardless of the above roll, the following
rules are in effect whilst in Sylvania
Shadows:
Due to the overall gloom of
Sylvania, a model must half its Initiative
when looking for
Hidden
models.
Spooky:
Sylvanian nights are a
bone-chilling experience. Models are subject
to
All Alone
tests when no friendly models
are within 6´, be they in combat or not.
Models that are immune to fear may ignore
this rule.
Lanterns & Torches:
Lanterns or Torches
increase the range of a model's visibility to
12´. This also increases the models Initiative
to full-value when searching for hidden
models. Any models with
Line of Sight
at
this unit can see it from 16´ away.
Death
The dead do not rest easily within Sylvanian
soil. As such, it is well worth the cost of a
proper and sanctified burial should one of
the warband succumb to his wounds. For
every member that dies, the warband is
required to pay D6 gold crowns to ensure
them a proper burial. Should the warband be
short on funds, they must sell off equipment,
treasures, or fire hired swords in order to
recoup enough gold to pay the tithe to the
Church. No one wishes to see a former
brother in arms come back to haunt you
from the grave. A warband that possesses a
Priest may forgo this cost, as the pious are
more than willing to sanctify the graves of
their fallen. Undead warbands are also able
to ignore this rule, as they simply do not care
what happens to the corpse, and will often
leave it lying out after it has been pilfered of
its valuables. Evil warbands must still pay
this cost, as it represents their attempts at
ensuring that their fallen will not rise again in
the typical Sylvanian manner. To accomplish
this, they will hire dregs to dig deep holes,
and bury their fallen face-down. This
time-tested method has kept many a corpse
properly interred.
Darkness Rules
The lands of Sylvania are in perpetual
darkness. At the beginning of each scenario,
unless otherwise stated, a roll must be made
on the following table to determine what
type of light is available.
D6 Result:
1 - Pitch Black:
No model may see further
than 6´. Models who do not need to rely
upon sight (Zombies, for example) are not
affected by this rule.
2-3 - Half Moon:
No model may see
further than 16´.
4-5 - Cloudy:
Roll at the start of each turn,
treating further rolls of 4-5 as Half Moon.
6 - Full Moon:
Normal Rules apply.
Encounters
Exploration
Sylvania is a land full of roaming undead.
Unless otherwise stated in the scenario
specifically, follow these guidelines for the
creations of the Zombie Packs.
For each warband playing a scenario, roll a
D3+1. Each warband is allowed to place
the Zombies that they rolled for anywhere
upon the battlefield as long as it is at least
10" from a deployment zone. Once placed,
these zombies will move as a pack. They
have their own turn after the last player, and
will move 4" in a random direction (use a
scatter dice) if no one is within charge
range. Zombies will ignore other zombies.
Should someone fall within 8" of the
Zombies (always measure before moving
them) they will charge the model/s
immediately (randomly if more than one).
The following charts are to be used when
exploring inside of Sylvania. While searching
for treasure is much the same as searching
for wyrdstone, the possible encounters vary
drastically.
Doubles:
(1 1)
Well.
You happen upon a small hamlet, all doors
and windows are shut and no one is willing
to let you in. There's a well in the village
square that you could get some water from,
but as you draw near you hear a voice from
one of the houses, ³Do not go near the well,
not if you value your lives!"
You must select a hero to check out the
well. Roll a D6 and check the table:
1-
The water teems with giant leeches, roll
for injury (treat results of 55 or better as
³Full Recovery)
2-
The poor chap meets the horrid denizen
of the well, a mutated human-eating
monster. He must roll for injury (treat
results of 55 or better as ³Full Recovery) If
he survives he gains 1 experience.
3-5-
You see a severed head floating in the
water. It might have scared the peasants but
your men just shrug and turn away.
6-
You found a murdered merchant's body in
the well, his body sucked dry of blood. He
has one piece treasure on him.
(2 2)
Unfriendly Inn
The moment you walk into this old and
musty roadside inn you feel something is
not right. The men playing cards seem to
watch your every move, and the barkeep is
nervous about your presence. You question
the men upon a successful roll of your Ld.
This confers the same advantage as tunnels
for the next battle.
(3 3)
Dry corpse
You find a human body devoid of blood.
Roll a D6 to see what you find:
1-2
D6gc
3
Dagger
4
Axe
5
Sword
6
Light armour
Triples:
(1 1 1)
Pickpocket
While camping, a young gypsy boy tries to
rob one of the party members.
Roll a D6:
1
You only see him disappearing into the
forests, he took 2D6 gc with him.
2-3
The boy runs away, leaving his
sought-after gains behind.
4
You catch him in the act, and decide his
fate;
-Undead warbands drain him of blood and
create a new zombie.
-Human warbands can recruit him as a Hero
upon a successful Ld test if they have a free
slot. He is equipped with 2 daggers and a
sling.
M WS BS S T W I A Ld
4 2 3 3 3 1 4 1 7
-Evil warbands can make a grisly sacrifice
that will give their Leader 1xp.
-Skaven can sell him into slavery for 2d6
gc.
5
You catch him in the act, but he diverts
your attention by throwing a Lucky Charm
one way, and running the other. He escapes,
but at least there is some gain...
6
Catching the boy, you hear a husky male
voice from the shadows:
"Tsk tsk, my young apprentice still needs
some practice. Release him, and I'll pay for
his life."
He gives you 4d6 gold, unless you want to
make him a zombie/hero/sacrifice/slave.
(4 4)
Terrified man
Walking the road at night, you are startled
by someone screaming for help. You find a
madman muttering something about a castle
he fled and what he saw there.
If you are an Undead warband, you bleed
him dry and make a new zombie.
If you are Human, you can roll an extra dice
next exploration phase.
If you are an Evil warband, you sacrifice
him, gaining 1exp for your leader.
If you are Skaven, you gain 2D6 by selling
him into slavery.
(5 5)
Abandoned house
You come across a wooden shack that
shows no signs of inhabitance. Whoever
lived here, he left his belongings in haste.
Roll a D6.
1
lucky charm
2
dagger
3
crossbow
4
Flail
5
Hooded lantern and Rig (see Grave
Robbers equipment list)
6
2D6 gc
(2 2 2)
Smithy
In a town, you see the blacksmiths shop
abandoned as the smith was murdered
during the night. No one of the locals will
dare to enter the building. You search
through and find:
1
Sword
2
2H sword
3
Flail
4
D3 Halberds
5
Lance
6
2D6 worth of metal
(6 6)
Gallows
The wind moves a cadaver hanging on the
gallows. A warband may:
- Create a zombie (Undead warbands)
- Bury the corpse and consecrate the grave
(Warbands w/Priests) and gain 1xp for the
Leader.
- Cut him down and sell his parts for 2D6
gold crowns (Evil-aligned warbands)
(3 3 3)
Prisoners
In an old barn, you find scared young
women tied to poles. They tell of being
abducted and left here for an unknown
purpose...
If you are vampires, they are waiting here
for you. You gain D3 zombies.
If you are human, you gain D3 experience to
distribute randomly amongst heroes.
If you are an Evil warband, the poor ladies
couldn't possibly be more terrified. You
sacrifice them and gain D3 experience to
randomly distribute amongst the heroes.
If you are skaven, you can sell them into
slavery, they are worth 6d6gc.
Four of a kind:
(1 1 1 1)
Gunsmith
A renowned gunsmith tried to set up shop in
this town, however he is now missing and
rumor says he was bitten by the wrong type
of wolf whilst hunting. The shop's lock is
rusted and does not keep you out for long.
Roll a D6:
1
blunderbuss
2
brace of pistols
3
brace of dueling pistols
4
D3 handguns
5
D3 doses of superior blackpowder
6
hochland long rifle
(2 2 2 2)
Shrine
On the crossroads, a simple shrine to Sigmar
stands. There's no one to care for it, yet
nobody dared to desecrate it.
If you are Undead, you can try to destroy it,
if so, roll on your Leader's Ld. If he passes,
gain 3D6 gc, if not, -1 wound for the next
battle as you suffer the fiery wrath of
Sigmar.
If you are Human, you can either loot the
shrine for 3D6 gc or pray and get one melee
weapon blessed so that it will gain +1S
against the Undead and Possessed.
If you are an Evil warband you can defile the
shrine and get 3D6 gc.
(4 4 4)
Fletcher
A town's fletcher has gone mad after his wife
was killed by a vampire. He can be
persuaded or outright deceived into giving
you his wares.
1-2
D3 short bows
3
D3 bows
4
D3 long bows
5
quiver of hunting arrows
6
D3 crossbows
(5 5 5)
Herbalist
An old, toothless woman lives in this
vine-covered shack. She grows many herbs
that she is willing to share with you.
1-3
D6 cloves of garlic (Unavailable to the
Undead).
4
a dose crimson shade
5
a dose of mandrake root
6
a dose of healing herbs
(3 3 3 3)
Broken down coach.
You happen upon an empty coach on a
forest road, with no one around, alive or
dead. You find 3D6 gc.
(4 4 4 4)
Armory.
In the forest, the charred remains of a noble's
manor are found. A skeleton lying near the
door has a stake in it's chest and a symbol of
Sigmar is nailed to one of the doors. While
the manor was purged of evil and torched,
you found the vampire's armory relatively
intact.
1
D3 shields or bucklers (choose)
2
D3 helmets
(6 6 6)
Returning a favor
When you find your former partner accused
by the towns-folk of being a vampire, you
are called upon to testify on his behalf. Upon
a successful Ld test (using your Leaders
score), you gain the services of a hired
sword for free for the next battle, after
which you are liable for his upkeep.
Plik z chomika:
RPG
Inne pliki z tego folderu:
Campaign Setting - Albion, the Misty Isle.pdf
(231 KB)
Campaign Setting - Athel Loren [includes warbands, etc.].pdf
(373 KB)
Campaign Setting - Border Town Burning [includes warbands, etc.].pdf
(53758 KB)
Campaign Setting - Karak Azgal, Battles Underground [includes warbands, etc.].pdf
(735 KB)
Campaign Setting - Khemri, Land of the Dead.pdf
(261 KB)
Inne foldery tego chomika:
Campaigns
Dramatis Personae
Hired Swords
Optional Rules
Resources
Zgłoś jeśli
naruszono regulamin