Warhammer 4ed - Ubersreik Adventures - The Mad Men of Gotheim.pdf

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THE MAD MEN OF GOTHEIM
WA R H A M M E R FA N TA S Y R O L E P L AY
CREDITS
Design and Writing:
Dave Allen
Additional Writing:
Andy Law
Illustration:
Henrik Rosenborg, Jonathan O’Donoghue,
Matteo Spirito, Sam Manley, Scott Purdy
Graphic Design:
Andy Law, Paul Bourne
Layout:
Rachael Macken
Cartography:
Jérôme Huguenin
Proofreading:
Tim Gray, Aric Wieder
Editing:
Síne Quinn
Producer:
Andy Law
Publisher:
Dominic McDowall
Special thanks:
Games Workshop
Published by:
Cubicle 7 Entertainment Ltd,
Unit 6, Block 3, City North Business Campus,
Co. Meath, Ireland
No part of this publication may be reproduced, stored in a
retrieval system, or transmitted in any form by any means,
electronic, mechanical, photocopying, recording or otherwise
without the prior permission of the publishers.
CONTENTS
Adventure Summary ...................................................... 3
Getting Started .............................................................. 3
Part 1: Gotheim ............................................................. 3
The Frenzied Mob ..................................................... 4
Maddened Villagers ............................................ 4
The Worsening Situation in Gotheim ....................... 4
Talking Sense to Villagers ......................................... 5
Part 2: Entering Gotheim .............................................. 5
Cottages .................................................................... 5
The Map of Gotheim ................................................ 6
The Red Queen Coaching Inn................................... 6
Klara Kellner the Barmaid ................................... 6
Wilhelm Kreigrisch the Burgomeister ................. 7
The Forge .................................................................. 8
Hugo Schmidt the Blacksmith ............................ 7
Emil Brauer the Brewer ...................................... 8
Kai Bauerr the Builder ........................................ 9
Bruno Bäcker the Baker ...................................... 9
Getting the Most from the Forge ...................... 10
The Barbershop and Surgery ................................... 10
Getting the Most from the Barbershop and Surgery 10
The Temple of Sigmar ............................................. 11
The Brats: Perle, Schneck, and Kal..................... 11
Martha Scheren the Barber Surgeon ................. 12
The Brook, the Lake, and the Levee ........................ 12
Gerd Fleisher the Butcher ................................. 13
Maria Bäcker the Baker..................................... 13
Water Disaster................................................... 13
To the Stone Circle ........................................... 13
Complications ......................................................... 14
Over Too Soon? ................................................ 14
I Don't Get It.................................................... 14
Securing Help ................................................... 14
Part 3: To the Jabberslythe’s Lair.................................. 15
The Cool House ...................................................... 15
The Monster ...................................................... 15
Aftermath .................................................................... 16
Rewards................................................................... 16
Handouts ..................................................................... 17
Workshop Limited 2019 Warhammer Fantasy Roleplay 4th Edition,
the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games
Workshop, Warhammer, The Game of Fantasy Battles, the twin-
tailed comet logo, and all associated logos, illustrations, images,
names, creatures, races, vehicles, locations, weapons, characters,
Warhammer Fantasy Roleplay 4th Edition © Copyright Games
and the distinctive likeness thereof, are either ® or TM, and/or ©
and used under licence. Cubicle 7 Entertainment and the Cubicle
7 Entertainment logo are trademarks of Cubicle 7 Entertainment
Games Workshop Limited, variably registered around the world,
2
U B E R S R E I K A DV E N T U R E S : T H E M A D M E N O F G O T H E I M
I
THE MAD MEN OF GOTHEIM
UBERSREIK ADVENTURES
Ubersreik Adventures: The Mad Men of Gotheim
is a short
scenario that can be played either as a stand-alone or as the
Characters travel from one place to another. The adventure
assumes the Characters are travelling by foot along the
Ubersreik–Auerswald road, but it can be easily relocated to
any road location in the Empire.
Most of the adventure involves exploring and investigating
a devastated village. If the Characters act quickly they can
prevent further disaster and kill the monster responsible for
the carnage.
GOTHEIM
Gotheim is a small farming community focused on
cultivation of wheat and goat herding. The village also
acts as a hub for nearby farmsteads, helping them process
their harvest and sell it onwards to more distant markets.
Thanks to its position on an important trade route,
Gotheim has the air of a town, offering a number of
services normally unseen in smaller villages. The local
farmers jokingly refer to Gotheim as ‘the city’, but it is
anything but, containing only a score or so buildings.
Wilhelm Kreigrisch is the village elder, but everyone
knows him as ‘the Burgomeister’. Gotheim boasts a well-
appointed forge, its own barbershop and surgery, a large
coaching inn, and a temple of Sigmar that doubles as a
school house. To the north of the village, a rough stone
levee holds back the trapped waters of a forest stream,
providing the village with a reservoir and source of power
for mills.
But the veneer of urban sophistication is thin. Rural
traditions and lifestyles still predominate. During the
winter months the village is a dormant, silent place. A
small stone circle nearby is dedicated to the Old Faith.
Each Mitterfruhl, the villagers troop there in order to
take part in the sort of folksy fertility rites that provoke
suspicion, scorn, and embarrassment from visiting city
folk.
Gotheim is defended by a tall, wooden palisade and
a large gatehouse set between two drystone towers.
Normally the gates are guarded by archers who patrol
the perimeter and watch for danger from the towers, but
when the Characters arrive, this is not the case.
There are two large barns to the north of the village.
One of these has been destroyed by the Jabberslythe. The
other contains a herd of 12 goats.
A
dventure
S
ummAry
The village of Gotheim is in ruins. A rampaging Jabberslythe
(WFRP, page 322) has slain its people, wrecked their
dwellings, and reduced the handful of survivors to a state of
lunacy. Those remaining do not fully understand the cause of
their afflictions, but they are aware something is very much
awry.
The Characters come across Gotheim in the aftermath of this
terrible disaster. After an attack from the more dangerous
survivors, the Characters find the remaining villagers facing
various perils. The Characters can determine the cause of the
horror by piecing together any coherent information they
uncover. They can then avert further disasters by talking the
villagers out of their maddened schemes, and work with them
to track down the Jabberslythe, and perhaps even kill it once
and for all.
G
ettinG
S
tArted
To play this scenario your Characters should be travelling the
Ubersreik–Auerswald road. The Characters should arrive at
Gotheim relatively early in the day, leaving them enough time
to investigate the village and resolve what happened before
the sun sets.
Before play, it is recommended you read through the scenario
at least once. When you feel confident with everything that
happens, you’re ready to begin.
3
I
t
he
F
renzied
m
ob
WA R H A M M E R FA N TA S Y R O L E P L AY
Before the Characters reach Gotheim, they are attacked by a
mob of rampaging villagers, turned berserk by the proximity
of the Jabberslythe. They are convinced that anything
approaching their village is a new threat to be eliminated.
Before the attack begins, the Characters are able to hear the
frenzied mob approach, running through the trees to the
west of the road, whooping and yelling threats as they close
in. The mob bursts from the treeline 3 Rounds after they are
first heard. There are as many people in the mob as there are
Characters, plus one extra.
W
orSeninG
S
ituAtion
Once they have dealt with the frenzied mob, the Characters
are free to enter what remains of the devastated village of
Gotheim.
The fact that the village has been the subject of a major attack
is obvious. The gates are shattered. The tower to the right
of the gatehouse is a ruin and the palisade is breached in
four places. Inside the village is a scene of chaos and carnage.
Cottages have been torn apart and lie in shattered heaps.
Some smoulder, threatening to break out into flames, others
are already burning.
The corpses of the slain lie scattered about the rubble. Most
of the bodies bear the signs of having been savaged by a great
beast. However, a few have been hacked apart with weapons,
victims of their frenzied neighbours.
There are many tracks throughout the devastation, but the
massive four-toed impressions left by the Jabberslythe’s
forelimbs are easily discerned amongst the villagers’ much
smaller footprints.
The Jabberslythe attacked a few hours before dawn when most
of the villagers were asleep. It began its frenzied assault by
flying around the gatehouse, killing the confused guards and
wrecking the tower. It then landed in the village courtyard by
the well. From there it rampaged about in an indiscriminate
fashion before cornering a group of unfortunate villagers
near the Sigmarite temple. There it was dealt a number of
deep wounds by Gotheim’s determined priestess, but this
initially did little more than anger the enormous beast. The
Jabberslythe tore the priestess’s head from her shoulders, but
by then it had been reduced to a wretched state and was
bleeding from many grievous wounds. The beast took to the
air and flew to a nearby resting place — a dark cave used by
the villagers as a cool house.
If the Characters are proactive during their time in the
village they will be able to prevent a number of the villagers
from hurting themselves or their neighbours. However, if
they waste time then additional disasters will take place in
Gotheim.
There is also the matter of the Jabberslythe. It has retreated
to recuperate in a cool cave to the east, and steadily regains
its strength as a result of its regenerative abilities. At the start
of the adventure the Jabberslythe is reduced to 15 wounds
and suffers from a Broken Jaw (2
Fatigued Conditions),
a Devastated Eye (3
Blinded,
2
Bleeding,
and 1
Fatigued
Condition),
a Broken Nose (2
Bleeding Conditions)
and
Bruised Ribs (−10 to Agility Tests). As in-game time passes
the Jabberslythe will recover.
in
G
otheim
Maddened Villagers
The maddened villagers attack with tools and sticks they
have scavenged. They are heedless of their own safety and
determined to kill any perceived threat to the village or die
in the attempt. They ignore any attempts at communication,
screaming defiance as they charge.
‘We see you, daemons!’ or
‘We won’t listen to your lies! Morr take you!’
or,
‘More spawn of
darkness! Quick, bring them down!’
The Characters probably have to fight to defend themselves,
but if they figure out a workable plan to trap or mislead the
mob, then it is easy enough to fool. The villagers are purely
focused on confronting the nearest threat and attacking it,
regardless of how foolhardy this is. They are catastrophically
disturbed. It will take many months of the best rehabilitative
care a Shallyan institution can offer for any hope of recovery.
M WS BS
4
S
T
I
Agi Dex Int WP Fel W
30 30 30 30 30 30 30 30 30 30 12
Traits:
Frenzy, Territorial (Gotheim and surrounds),
Weapon +4
4
U B E R S R E I K A DV E N T U R E S : T H E M A D M E N O F G O T H E I M
II
Game Time Expired Events Occurring in Village
15 mins
Wilhelm the burgomeister dies performing a
30 mins
dangerous stunt.
45 mins
A fire breaks out in the forge and the men there
1 hr
are all killed in the blaze.
1 hr 15 mins
Martha the barber surgeon leads the remaining
village children into the forest never to be seen
1 hr 30 mins
again. If the forge is saved Hugo completes his
suit of armour.
The villagers at the lake succeed in breaching
the levee, the resulting flood destroys much of
1 hr 45 mins
what remains of Gotheim.
2 hrs
T
imeline
Jabberslythe Wounds
18.
25. The Jabberslythe heals its Broken Jaw.
31.
39. The Jabberslythe heals its Bruised Ribs.
44.
49. The Jabberslythe heals its Broken Nose.
60. The Jabberslythe heals its Devastated Eye.
68. Fully healed.
t
AlkinG
S
enSe
In the encounters that follow, the Characters meet a
number of villagers who are behaving irrationally. Those
who faced the Jabberslythe directly have had their minds
catastrophically snapped. However, the villagers who hid
from the creature, or only saw its rampage from a distance,
are still psychologically disturbed, but to a lesser extent, and
it is possible to reason with them with a little perseverance
and patience.
Various approaches can be made in order to talk sense to
villagers. Some can be charmed, intimidated, or advised
out of their behaviour, whilst others are under a negative
influence that can potentially be removed. Notes on how
to talk sense to an NPC are given in their individual
descriptions.
If the Characters find themselves forced to come to blows
with the villagers, the Gotheimers have standard Human
Character Profiles (see
Maddened Villagers
on page 4)
with the exception of Hugo the blacksmith and Gerd the
butcher, who both have
WS
40,
S
40, and
T
40, providing
them with 15 Wounds.
Persistent Characters may be able to interact with those
who directly witnessed the maddening Jabberslythe.
However, for all they may be able to get some lucidity
from those worse affected, such folk remain permanently
disturbed, and are never able to recover from the mental
trauma. Most witnesses of a Jabberslythe are preoccupied
with ever-present fear and torn between desperate self-
preservation or battling suicidal impulses, but many are
much worse.
to
v
illAGerS
ENTERING GOTHEIM
As the Characters enter the village read them the following:
Through the shattered gates is a scene of shocking devastation. The
village has been subjected to an attack of sudden, intense violence.
Many of the small cottages that stood here have been pulled apart,
reduced to piles of wood and reed. Tongues of flame rise from some
of these piles. The palisade that rings the village has been torn
apart in places, the heavy stakes reduced to matchwood. Corpses
are strewn about like wheatsheafs after harvest, and the heavy
impressions of huge, four-toed feet lead a winding path through the
carnage. To your left a tall coaching inn still stands undamaged.
Raised voices echo from within. To your right smoke rises from the
interior of a small village forge, and the tall brass dome of a temple
of Sigmar proudly dominates the skyline before you.
C
ottAGeS
Most buildings in Gotheim are poor peasant dwellings
consisting of just one or two rooms. The cottages have solid
walls constructed in varying degrees of drystone wall, wooden
planking, and wattle-and-daub. They are topped with steeply
sloping roofs of thick reed thatching. Many of these dwellings
have been pulled apart by the Jabberslythe. Furthermore, some
of the ruined cottages have caught on fire. The burning cottages
may well concern the Characters, and certainly add to the hellish
atmosphere of the scene, but left to their own devices they will
eventually burn themselves out without spreading further.
A large copper still has been erected next to one of the intact
cottages to the north of the village. This is the residence of
Emil Brauer, the village’s brewer. He has survived the attack
and can be found in the forge.
5
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