CB72436 WFRP 4e - Ubersreik Adventures 2 [OEF][2021-06-23].pdf

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MORE GRIM AND PERILOUS ADVENTURES
IN THE DUCHY OF UBERSREIK
WA R H A M M E R FA N TA S Y R O L E P L AY
CREDITS
Design and Writing:
TS Luikart
Illustration:
Tom Ventre
Graphic Design:
Paul Bourne
Proofreader:
Tim Gray
Layout:
Michael Fitzpatrick
Editor:
Sam Stewart
Managing Editor:
Síne Quinn
Assistant Producer:
Emmet Byrne
D
eaDly
D
ispatch
Writing:
Dave Allen
Illustration:
Álvaro Jiménez Hernández, Ralph Horsley,
Andy Law, Sam Manlety, Scott Purdy
Graphic Design & Layout:
Mary Lillis
Editors:
Síne Quinn, Christopher Walz
Proofreader:
Christopher Walz
Writing:
Mac Dara Mac Donnacha
Illustration:
Álvaro Jiménez Hernández
Graphic Design & Layout:
Rachael Macken
Managing Editor:
Síne Quinn
Developer:
Dave Allen
Proof Reader:
Tim Gray
Writing:
Simon Wileman
Illustration:
Alberto Bontempi, Safary Levente, Tom Ventre
WFRP Producer:
Pádraig Murphy Line
WFRP Developer:
Dave Allen
Publisher:
Dominic McDowall
Production Team:
Dave Allen, Anthony Burke, Emmet
Byrne, Walt Ciechanowski, Elaine Connolly,
Zak Dale-Cutterbuck, Donna King, Dániel Kovacs,
Tim Korklewski, T.S. Luikart, Andy Law, Rachael Macken,
Sam Manley, Rory McCormack, Dominic McDowell,
Pádraig Murphy, Kieran Murphy, Eileen Murphy,
Céire O’Donoghue, Jonathan O’Donoghue, Síne Quinn,
Jacob Rodgers, Christopher Walz
b
lessinGs
that
D
rew
b
looD
G
rey
M
ountain
G
olD
Writing:
Clive Oldfield
Cover Illustration:
Tom Ventre
Illustration:
Ryan Barger, Sam Manley, Tom Ventre,
Graphic Design & Layout:
Rory McCormack
Editors:
Síne Quinn, Christopher Walz
F
ishrook
r
eturns
a G
uiDe
to
b
lack
r
ock
Writing:
Mac Dara Mac Donnacha
Additional Writing:
Pádraig Murphy
Illustration:
Sam Manley, Josef Kuchera,
Ralph Horsley, Scott Purdy
Cartography:
Dániel Kovacs
Graphic Design & Layout:
Rachael Macken
Editors:
Christopher Walz, Síne Quinn
D
ouble
t
rouble
Special thanks to the Games Workshop Team
Published by:
Cubicle 7 Entertainment Ltd, Unit 6, Block 3,
City North Business Campus, Co. Meath, Ireland. Printed in China.
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Entertainment Limited. All rights reserved.
Last Updated:
June 2021
2
INTRODUCTION
CONTENTS
CHAPTER 1: DEADLY DISPATCH .............. 4
Adventure Summary........................... 4
Getting Started................................... 4
Inclement Presents ................................. 4
The Parcel Perilous ............................. 4
Fritz the Fleet - Courier ..................... 5
What’s in the Box? ............................. 5
Clearly There Has Been a Mistake ..... 6
Along the Docks................................. 6
The Deft Dancer................................. 7
A Skull Most Gallant ......................... 8
Rule Leidtragende – Necromancer ..... 8
Rojas - Wight .................................... 9
The Best Laid Nefarious Plans
Go Awry ........................................... 10
Shamblin’ Streets .............................. 11
Supply Interruption .......................... 11
Arise, Sir Galleran! ........................... 11
Ubersreik’s Grail Chapel................... 13
Hugo – Antique Knight ................... 13
Post Delivery .................................... 13
Rewards ............................................ 13
NPC Stat Reference ............................. 14
The Short Arm of the Law ............... 27
The Final Curtain ............................. 28
Family Matters ................................. 28
Boniel Intervenes .............................. 28
The Aftermath ..................................... 29
One More Victim ............................. 29
The Last Laugh ................................ 30
Rewards ............................................ 30
Giffen and Hammer ........................ 31
Handouts .............................................. 54
At the Wolf and Hobgoblyn................. 56
A Feline Focus .................................. 57
The Prepsycognitions of
Wanda Grimmig .................................. 58
No Mercy for Katherine Hartung ........ 59
Enquiries at the Temple of Shallya ... 59
The Murder Scene ............................ 60
Learning of Katherine’s
Murder Later .................................... 61
Using the Murder as an
Additional Hook .............................. 61
Continuing the Investigation................ 61
The Victory Park Orphanage................ 63
Death on the Docks ............................. 65
Werner Klep runs out of Luck.......... 65
Asking About Werner ...................... 65
The Crooked Hammer ..................... 65
Klep’s Crew....................................... 66
Spellbound at the Crooked Hammer 66
Talking to Gert ................................. 66
The Red Moon ..................................... 68
Jared’s Wild Night ............................ 68
The Chapel of Ulric .............................. 69
Ageing Knight of the White Wolf ... 69
The Wolf at the Door ....................... 69
Rugger’s Boarding House ..................... 70
Bridge House Inn ................................. 70
Concluding the Investigation ............... 71
The Theatre Varieté ........................... 71
When the Hammer Falls.................. 72
CHAPTER 3: DOUBLE TROUBLE ...........32
Adventure Summary......................... 15
Getting Started................................. 15
Background .......................................... 16
The Fishrook Dalliance......................... 16
Meet the Family ................................... 16
Lady Gutele Von Bruners’ Journal ... 17
The Job Offer .................................... 18
Meeting Gutele .................................... 18
Enter Boniel ..................................... 19
The Victims .......................................... 20
Fishrook Returns: ............................. 20
Gutele von Bruner ............................ 20
Week 1: The Duchamps.................... 20
Week 2: Tostig Halstrom and
Entourage ......................................... 20
Week 3 (purportedly): Willie
Humbert and Maximilian Kreutzer .. 20
Week 3 (Actually):
Gretchen Sollander........................... 21
Week 4: Brother Erasmus ................. 21
Interviewing the Coachmen ............. 21
The Road to Sigmartempel ................... 22
Welcome to Sigmartempel ............... 22
The Branchers ................................... 23
The Griffon and Hammer ................ 24
he Hunt is On .................................. 26
A Bird in the Hand .......................... 27
CHAPTER 2: FISHROOK RETURNS ......15
Getting Started..................................... 32
Adventure Summary......................... 32
Involving the Characters................... 33
House Karstadt..................................... 33
The Grounds..................................... 33
The Manor Hall................................ 34
The East Wing ................................. 34
The West Wing ................................ 35
The Attic........................................... 35
The Unusual Suspects ........................... 35
Part 1 .................................................... 40
An Absolute Replica......................... 40
Familiar Ground ............................... 40
Spitting Image .................................. 41
Mistaken Identity ............................ 41
Part 2 .................................................... 42
House hunting .................................. 42
Part 3 .................................................... 44
I suppose you’re wondering why
I gathered you here today… .............. 44
Double Vision .................................. 45
Hedging Your Bets ........................... 47
Copy and Paste ..................................... 47
Hellin ............................................... 47
Josef .................................................. 47
Lucius ............................................... 48
Dietgar ............................................. 48
Experience Points Rewards .............. 48
CHAPTER 5: GREY MOUNTAIN
GOLD .......................................................................74
Getting Started..................................... 74
Adventure Summary ............................ 74
The Grifters .......................................... 74
The Mark .............................................. 77
Shopping Expedition............................ 79
The Ransom.......................................... 84
Resolution ............................................ 85
CHAPTER 4: BLESSINGS THAT
DREW BLOOD....................................................49
Adventure Summary ............................ 49
The Daemon Went Down to Erengrad 49
The Triumvirate of
Disappointing Daemonhood ............ 50
Ingwer .............................................. 51
Blixa ................................................. 51
Beatrice Mittelmäss .......................... 52
Triumvirate Tactics ........................... 52
Undertaking the Investigation .............. 52
The Investigation Map.......................... 53
APPENDIX: A GUIDE TO
BLACK ROCK .................................................... 86
Index................................................... 119
Handouts ............................................ 120
3
I
DEADLY DISPATCH
This adventure should only take one or two sessions of play,
but by the end, the Characters will know Chaos isn’t the
only threat to the Empire. This adventure takes place in the
town of Ubersreik, but with little adaptation could be set in
any of the river towns throughout the Empire. However, the
adventure requires a location with relatively strong Bretonnian
connections.
INCLEMENT PRESENTS
It’s early summer as the Characters pass through Ubersreik’s
Artisan’s Quarter not far from the Teufel River. Suddenly,
the weather turns foul. The Characters find themselves at the
mercy of a unexpected squall, immediately followed by a heavy
driving rain. This catches them outside and unprepared for hard
weather.
Folk surrounding the Characters dive for cover, swiftly moving
their goods under tarps, and pedestrians rapidly clear the streets
around them. As the Characters attempt to escape the lashing
of the rain, a voice calls out to one of them by name, or so it
seems…
a
Dventure
s
uMMary
One of the Characters is approached by a courier bearing a
far-travelled package, apparently addressed to them. The parcel
contains a cunning puzzle box that holds occult items of a most
necromantic nature… and wasn’t addressed to the Character
at all! The package is expected by a ruthless necromancer,
who is using a riverwoman captain as a ‘face’ for his activities
in Ubersreik. The necromancer needs the package’s contents
to assist in his scheme to acquire the misplaced skull of a
Bretonnian Grail Knight, and will soon unleash a lethal Undead
minion to retrieve his parcel if it goes missing.
The party’s choice of how to deal with the package will help
determine the necromancer’s actions, more than likely leading
to him unleashing the Undead on Ubersreik to prevent further
interference in his plans. The Characters are in for a harrowing
night; whether they seek to thwart the necromancer or just try
to survive to see the sun rise!
t
he
p
arcel
p
erilous
If your Players are using the pregenerated Characters from the
Starter Kit,
the voice calls out,
‘Sigloben! Mistress Sigloben?’
or
perhaps
‘Mistress Drakenburg?’
if the Witch Hunter is not in the
party. If your players have created their own characters, the voice
should call out the last name of a Human woman, otherwise
you’ll need to tweak the following sections, and perhaps change
the Fisherwoman Gele (see page 5) to suit.
A courier bearing a large backpack with a high wooden frame
and covered with a tarpaulin comes running out of the rain. He
touches his forelock and offers a short bow.
‘Fritz the Fleet at
your service. You are Mistress Sigloben, yes? I have a package for
you.’
It doesn’t actually occur to Fritz to get in out of the rain,
he’s spent so much of his life being pelted by inclement weather
he barely notices. However, he agrees to move indoors into a
nearby tavern if asked.
The parcel proves to be a small, heavily sealed package, bound
up in multiple strings of varying thickness and set with several
wax seals. The ink of the delivery address is smudged, but it
does seem to, more or less, resemble the recipient’s name.
Fritz casually mentions to the Characters that,
‘I was charged
with delivery in Ubersreik, Human woman, to be found along the
Teufel. Some kindly souls pointed me in your direction.’
Fritz has
the recipient sign off (or make an ‘X’ if they’re illiterate) as
having received the package in a small leather book he carries.
He doesn’t mention further funds, which the Characters should
find odd — the majority of couriers receive at least some
recompense from the receiving party for their labour.
G
ettinG
s
tarteD
Before playing
Ubersreik Adventures: Deadly Dispatch,
read
it through from start to finish at least once. It may also prove
useful to read through the
Guide to Ubersreik
in the
WFRP
Starter Set,
as it provides additional information about the
scenario’s setting. Brushing up on the effects of Fear can’t hurt,
either. (See
WFRP Rulebook 4th Edition,
page 190.) Once you
feel confident with the material, you’re ready to begin.
4
U B E R S R E I K A DV E N T U R E S I I — D E A D LY D I S PATC H
I
F
ritz
Fritz is a well-travelled courier with a tongue near as quick as his
feet. He’s a good source of non-local gossip as he is constantly
on the move, ranging from as far south as Dunkelberg to the
northern edges of the Vorbergland.
Characters that want to ask Fritz more can make a
Challenging
(+0) Charm Test,
as it is clear Fritz intends to move on without
further delay. The courier generally delights in a bit of news, but
something about the package has put him off. On a success, he
remains for a while to talk, and down a mug of ale. If the party
asks him further about the package, Fritz notes that the whole
thing has been a bit odd. The delivery instructions were very
explicit...
the
F
leet
- c
ourier
The box appears to have neither seams nor hinges of any kind. It
is a puzzle box requiring a
Challenging (+0) Intelligence
Test to
solve, though if any player can make a good argument for why
any of their Character’s skills would assist them in opening it,
they can make the test at an
Average (+20) Difficulty.
Success
means they find a series of cleverly concealed panels that slide
open, eventually unfolding to reveal the disturbing contents: a
leather pouch filled with worryingly small finger bones, four
tightly sealed jars filled with various substances, and an ornately
carved urn. The jars are marked with sigils that look like they
were drawn with blood. Similar markings cover the inner
surfaces of the box as well. The jars hold crematory ash, loam,
oil with a sweet aroma, and crushed flowers (perhaps roses).
A successful
Challenging (+0) Lore (Magic)
Test indicates
that some sort of spell has been woven into the contents of the
box and that disturbing them might have some sort of effect.
The black urn is marked with the head of a jackal. To anyone
with the
Second Sight
Talent, the urn nearly sears their eyes
with the roiling waves of
dhar
energy that seem to pool and
overflow from it. Characters have a chance of recognising the
urn’s distinctive style with a
Difficult (-10) Lore (Theology)
Test. On a success, they know such things are associated with
near-legendary distant Nehekhara: an ancient empire obsessed
with the dead, and the first site of human civilisation. If anyone
looks inside the urn, it contains a Human heart, which is still,
occasionally, beating. Characters that specifically open the jar to
discover this fact must make a
Challenging (+0) Cool
Test or
gain 1 Corruption point.
If the Characters fail to solve the puzzle, they may attempt
to hack the box open and reveal its contents. The box proves
highly resistant to damage, but with enough time and effort the
Characters can break it. In this case, all of the jars inside are
shattered and their contents hopelessly mingled, with the brittle
bones being reduced to powder. However, the urn emerges,
intact, from the wreckage of the box.
FRITZ THE FLEET
M WS BS S
5
T
I
Agi Dex Int WP Fel W
36 27 38 42 43 42 31 36 41 36 12
Skills:
Endurance 68, Gossip 61,Lore(Heraldry) 62,
Lore (Local) 66
Traits:
Weapon (Club) +7
‘Quite precise as was, extra coin on it and all. Under no circumstances
to be opened, except by recipient. Now I pride, myself, I do – I’ve
never opened any of my parcels, ever. But Hartwicus, one of the
chaps I deliver for… he was mighty shook. “Sort it quick as you can,
Fritz, and be done with it”, he says. Not like him at all.’
If asked if there is anything else strange about the parcel, Fritz
nods. He points to several of the wax seals.
‘Aye. Come a long way, this one has. See here, this seal is the gold lion
of Nuln, right? But this one here, the black tower on red, why that’s
all the way from Estalia! That package has travelled further than
most folk ever will.’
Soon after, he gathers himself and makes his farewells.
‘Sigmar be with you… especially you, miss’,
he adds to the recipient,
and then he swiftly disappears into the rain.
w
hat
s
The party is brimming with curiosity to find out what the
parcel contains, though the recipient may want to (wisely) move
somewhere more private before opening it. Beneath the outer
layers of packaging and wax seals lies a beautifully crafted, but
seemingly solid, wooden box. The exterior is made of darkly
stained  and varnished wood, marked with strange sigils and
some scratches, indicating travel damage. No Lore known to
the party can identify the sigils, though if Magister Gruber (or
another character that knows the Lore of Death) studies them,
they look disturbingly familiar…
in the
b
ox
?
5
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