WFRP2 Pit - Adventure Resource

A WFRP2 (Warhammer Fantasy Roleplay 2) Blog designed to keep my ideas online when creating adventures. Others can use it too for idea's if they wish.

Wednesday, June 22, 2005

Adventure: The Long Road North

While the PC's stay in West Harbor, they will see Charleton with 6 armed guards and 4 of his own highwaymen walking down the street, the PC's will see this from inside the tavern. Charleton is seen putting up wanted posters of the PC's, assuming the PC's are looking at what he's doing. A old man named Malcom who is standing near them will tell them about how the town fell apart after Lord Tyron (a local lord) died a few months ago, then these gangs started running rampant. He will also tell them about the local magistrate and constable having mysterious deaths, the magistrate hung himself and the constable was slain while chasing down a criminal. Now the Lady has put her own pawns into power as replacements. Malcom's own daughter was taken a month ago (starts sobbing), and he hasn't seen her sense. Last he heard, is that she was condemned as a criminal and sold to a lord to the north. Malcom stands and starts heading back to his table, saying he is tired and must rest.

The trip to the north will take 5 days. On the 3rd day, they will encounter a bandit camp about 1 mile off to the west, near the oceans edge. When they get closer, they will see where the foundation of a large building once stood, and the bandit camp is in the middle. The building is hard to see, its covered in foliage and overgrown tree's. There are 6 bandits standing around along with 8 horses. 2 of the bandits squeeze themselves in what appears to be a small hole in the ground. (there are already 2 more bandits on the inside). The PC's will notice 6 other groups farther off in the distance in which they appear to be scavenging the land. Each group has about 6-12 people.

One of the bandits will say that the PC's may overhear is.. "Can't believe we found it this close, she sure is going to be pleased with us!".. The other bandit says "Yea, I bet we get gold and women for this!".

(Build Map) The hole in the ground actually leads to a tomb of a long dead and buried heroine. The PC's need to use the rope to get down, its about 40 feet down. When they enter, the interior looks old and decayed. They enter into a large barren room that bares a 20 foot tall decayed statue of what appears to be a valkyrie holding a sword and the other hand is empty, but as if it should be clasping something. Behind the statue is a hallway. Down the hallway voices can be heard, they appear to be arguing.

Down the hall is a room which appears to be quite large with 6 giant pillars, several large cracks are in the walls. Through out the large room is 6 statues per wall, the statues are of women holding stone staves. In the middle of the room is another smaller stone statue of a woman on her knee's with her hands out. Laying across the statue's hands is a stone staff embroidered with blue gems (if kept worth 100 gold). The bandits are hunched over what appears to be a large stone pedestal in front of the statue. On the pedestal is a dusty white book (actually brilliant white if cleaned), which appears to be closed with a lock.

When the staff is placed in the statues hand, a brilliant blue-ish white light beams out from the stone staff. The room starts to shake, pieces of debri from the walls and ceiling fall (1D5 chance of someone being hit for 1D10 damage). The statue begins to ascend upward, until a coffin appears in it (the base is cylindar shape with a hollow square shape cut through it). If the PC's open the coffin (the book might tell the player to open it), they will see that its empty, except for:

((Depending on who's playing))
A dust covered cloak(s) which has wrapped up in it:
A encrusted longsword
A encrusted double bladed axe
A encrusted bow

These items actually have the following stats, even when dirty. But when clean they are as the following.

The Dark Grey Cloak
This grey cloak looks extremely well made, it has a white emblem of a scale on the back.
Abilities: None

The Silver Cloak
This dark silver cloak looks extremely well made, it has a white emblem of a scale on the back.

The Green Cloak
This green cloak looks extremely well made, it has a white emblem of a scale on the back.

The Silver Longsword
This longsword has a silver hilt, with a silver blade with a green-ish hint. The hilt is shaped like the valkyrie statue without sword and shield.
Abilities: +2 dmg.

The Black and Silver Great Axe
This axe has a rune on the handle. The axe of made of a black metal with 2 silver blades. The axe gives off a slight red glow.
Abilities: This weapon has the slow and impact qualities. This axe gives the user the option to Frenzy.

Frenzy takes 1 round to start, user babbles and foams at the mouth. +10% Strength, +10% Willpower, -10% WS, -10% Intelligence.

The Silver Bow
This bow looks almost like a tree branch turned silver. There is no string attached, nor a place to put a string. When the user pulls back as if pulling back an arrow, a magical blue string forms as well as a magical energy arrow with a blue-ish hue.
Abilities: This bow needs no ammo, but has 20 charges per day. Strength 3, range 24/48. This weapon has armor piercing. -1 AC to target.

Adventure: Vengeance of Blood

An Old Man's Wish

Each PC travels the countryside in search for any type of well paying job. They meet up for the first time at Sleepy Vale while staying at the "Tooth & Nail" tavern. When they get to town, they notice a strong scent of burnt wood, and they see a building burnt to the ground. It happens to be the local church. An old man posts a sign saying "Graverobbers & Vandal's" wanted, which also gives a notice of a 10 gold per head reward for bringing the graverobbers in dead or alive. The old man is Geofram Tilborn, a local magistrate in charge of Sleepy Vale.

Geofram will talk with the PC's for a couple minutes, providing them with details of the crimes committed. Geofram will tell the group about a series of graverobberies and the extortion of Sleepy Vale by a local bandit gang. The gang is simply called "The Red Fang". Geofram says that he believes that they came from the north, but he is uncertain. He also says that the church was burned down because he refused to pay them a "protection fee" of 500 gold coins per month. He also states that the gang usually wears a red sash.

When the PC's start traveling north through the forest, they will find an old unused road that appears to be overgrown with grass. Although, there are fresh tracks leading north (the gang). Eventually, in about 4 days they will find a clearing in the woods, there are 4 tents the surround a large campfire. To the side of the camp are 3 wagons and 6 horses. 2 of the wagons contain food, weapons and equipment, and 4 barrels of oil, 1 barrel of gunpowder. The other wagon is covered with bars like a big cage, inside is Sharon a villager from Shady Vale. Sharon has been recently kidnapped. The local lord that she has been kidnapped for is Lord Grimwald (Vampire), he lives in his keep to the north of West Harbor.

As the PC's get closer, they will discover 10 bandits. (Use merc template for NPC's). These are the bandits that the group is after. In one of the tents is a chest, the chest contains 50+1D10 gold coins, 2 rings (10 gc per), 1 necklace (15 gc). If Sharon is returned to her family, the family will give 4 gold pieces for her return, its all they can afford. Her family looks like poor farmers.

WFRP2 - Tournament House Rules - Jousting, Hand-to-Hand, and Archery

Been thinking about this, and wondering if anyone's come up with their own set of rules when regarding a joust between 2 knights. So far I was thinking this:

Unhorse your opponent = 3 points
points Strike the head = 2 points
points Strike the chest/arms = 1 point

When a knight is aiming for the head of another knight, they suffer a -20% WS Penalty. If they are aiming for anything but the horse, they suffer a -10% penalty (anything above the legs). If they choose to suffer no penalty and randomly strike the other knight, they have a chance to hit the enemies horse by rolling the leg locations of the opponent by accident (Knight's legs = horse). In order to unhorse the other opponent, a PC must roll 10% or less, and then make a strength test vs the opponents strength. If successful, the opponent is unhorsed. If not, the strike will be struck in its original target (IE: If you were already aiming for the head, it will strike the head).

A roll of 96-100% is a critical failure, if a knight rolls this the knight needs to make an agility check or fall off his horse, which will count as a unhorsed hit by the opponent.

I think its pretty simple to use, not complicated.

The PC and NPC will enter the circle, and proceed to do standard combat. Instead of damage being delt a score system is used, the scores will be handled as:

Head Strike: 2 points
Body Strike: 1 point

A PC may decide to purposely aim for the head for a -20% WS penalty. The PC's and NPC's may dodge and parry as normal. No shields permitted.

The PC and NPC will line up on the firing range, and proceed to shoot with the following point system.

Bullseye = 4 points
1st Ring = 3 points
2nd Ring = 2 point
3rd Ring = 1 point

The Bullseye has a -40% BS penalty when aiming for it. The 1st Ring has a -20% BS penalty, and the 2nd Ring has a -10% penalty and the 3rd Ring has no penalty.

Monday, June 20, 2005

Adventure: Eye for an Eye

Across the Plains

This adventure starts with the characters coming back to the Tooth & Nail after completing the Souls & Graverobbers adventure. This adventure is not as detailed since I'm letting it be more open ended. But the adventure idea's are still here.

After completing the mission and recieving the 200 gold coin reward (if they complete it), Geofram the local noble asks the PC's if they would be willing to help escort a one of his caravans to the city of West Harbor that lies on the coast of Bretonnia, in which Geofram will pay a standard mercenary fee of 20 gc for that week of travel. The PC's leave with the caravan which is made up of 3 wagons which are filled with crates. If asked, the crates are full of pottery which is being sent to West Harbor and then taken via ship to another destination in Estalia. There are 2 guards that occumpany the PC's as well as 3 drivers. They are supposed to meet a Stephan Micket at the Black Hand Trading Company, and from there on their service has ended. Micket will pay the PC's 20 gc per.

Caravan Guard
WS: 30% , BS: 30% , T: 3 , S: 3 , W: 8, M: 4 , FEL: 30%, WP: 35% A: 1
Equipment: Full leather suit, longsword, crossbow, dagger, horse.

Caravan Driver
WS: 24% , BS: 22% , T: 3 , S: 3 , W: 6 M: 4 , FEL: 25%, WP: 35% A: 1
Equipment: Leather vest, longsword.

As the PC's start their journey, its relatively safe. Nothing happens within the first 2 days of travel along the main road. On the 3rd day they encounter 8 highwaymen. The leader is Charleton Wildthorn a local roughian of West Harbor (Which is actually in the service of Lady De'Winter). The PC's will watch as Charleton wipes his sweaty forhead with a red cloth, and then he puts the cloth around his waste, its a red sash. They ask for a passing fee of 100 gold coins. If they PC's accept and pay, they will bump it up to 100 gold coins per wagon (300 gold coins). If the PC's pay, the highwaymen will leave for the time being, but attack 1 day later. If the PC's do not pay, the highwaymen will attack while Charleton remains in the back. If the highwaymen lose the battle, Charleton will flee on his horse (if pursued another 2 highwaymen will attack with bow's from a nearby hill.

Once the PC's get to West Harbor, they see a city bristling with people (2500 people). They will see many shops, including:

  1. The Hand & The Hammer Armory - Normal weapons and armor sold here, as well as some items from other nations. Such as a fine Estalian longsword.
  2. The Crosswind Tarvern - A middle class tavern filled with adventurers and city folk from all over the nearby world. There are only a couple of rooms available for the PC's, each room is 1 gc each night. Included in the room is a standard bed, night table with candle, a lock on the door and window. There are 2 bathing rooms down the hall, one for males and one for females. In the bathing rooms are a servant, nice soaps, shaving items, and nice towels.
  3. The Black Hand Trading Company - This is a large warehouse building located near the docks, alot of merchandise moving from the warehouse to the ships that are docked there.
  4. Constable Fredrick Rikel's Mansion - This is a nice looking 4 level building with white pillars, a nice garden in the front which includes a small fountain. The lower level of the mansion is the constable's offices in which are currently occupied by 6 deputies and the local Constable Rikel.
  5. The Silver Serpent - This is a house full of wenches from all locations of the nearby world. This worn building has an advertising sign in the front which is painted with black paint. On the sign reads "Wenches only 5 gold for 1 hour!". A few really attractive yet sleezy women hang around the front of the building promoting themselves for business.

Charleton's Highwayman
WS: 34% , BS: 32% , T: 3 , S: 4 , W: 8 M: 4 , FEL: 35%, WP: 35% A: 1 Equipment: Leather vest, longsword.

Charleton Wildthorn
WS: 44% , BS: 35% , T: 3 , S: 4 , W: 10 M: 4 , FEL: 45%, WP: 42% A: 1 Equipment: Leather vest, chain shirt, longsword.

Sunday, June 19, 2005

Campaign : Reign in Blood

This is a campaign in which I'll be running my players. Of course, alot of this will probably change on the fly as I run it, have a tendency with doing that. But, for the time being this is the standard basis of the campaign. What people see here is basically creating off the top of my head, therefore there isn't much spelling corrections even though I do spell pretty well, as well as adventure depth. People may find this appealing since it leaves alot of room to add your own variety of idea's to make it your own if you choose to use it.

*Note: original story has been altered, this is the new campaign.

~ Campaign: Reign in Blood ~

Red Vengeance

Eye for an Eye