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WFRP Scenario: With a Little Help from my Friends
WFRP Scenario: With a Little Help from my Friends
With a Little Help
from my Friends
A Short Adventure for a Small Party
Written by Carl Sargent
Updated for WFRP 2nd edition by Steven & Dawn Lewis
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WFRP Scenario: With a Little Help from my Friends
WFRP Scenario: With a Little Help from my Friends
Credits
Written by Carl Sargent
Illustrations by Kev Walker
Updated by Steven and Dawn Lewis
Thanks to Michael Congreve for help with maps and images
Copyright © Games Workshop Limited 2007. Games Workshop, the Games Workshop logo, Black Industries
and their respective logos, Warhammer and all associated marks, logos, places, names, creatures, races and
race insignia / devices / logos / symbols, locations, weapons, units, characters, products, illustrations and
images from Warhammer are either ®, TM and/or © Games Workshop Ltd 2000-2006, variably registered in
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WFRP Scenario: With a Little Help from my Friends
WFRP Scenario: With a Little Help from my Friends
With a Little Help From My Friends is a short adventure designed for a small party
of adventures. A magic user will be useful, as will at least one rogue type
character.
The encounter locations use Middenheim as an example, though any medium or large-
sized city in the Old World will do just as well. You could also insert the adventure as
part of the Paths of the Damned series, in Middenheim itself, Altdorf or Nuln, but be
careful of giving the adventures too much to do.
The encounter is designed to give players a chance to think before they bash. There’s
been a kidnapping, and the adventures are hired to rescue the hostage. The characters
should consider their rescue carefully, but may have to improvise quickly if things don’t
go quite according to plan.
Enter Alphonse
As the action opens, the adventures are approached by a rather short and thin figure
with the rather improbable name of Alphonse Hercules de Gascoigne. The figure,
dressed in well-tailored but old-fashioned clothing, has an almost perfectly round head,
and sports an enormous waxed moustache, which he pets and twiddles constantly. He
hails from Bretonnia, and speaks with the equivalent of an outrageous French accent -
well Belgian accent actually, but who knows how to do a proper Belgian accent?
Full details on Alphonse may be found at the end of the adventure.
Alphonse, a noted private detective, is working on
a kidnapping case; ands needs reliable, trust
worthy help. He gives the PC’s the information
below. Either read this aloud, or feed it to the
players as a series of answers:
“Mes amits, I am, as I am sure you know the
world’s greatest detective. You ‘ave ‘eard of
Alphonse, no?”
Gascoigne bows his head modestly. If the PCs
say that they haven’t heard of him, he looks
annoyed, but continues.
“I ‘ave been employed to ensure ze safety of ze
young son of Ludwig Orteli - an enfant named
Sigismund - who ‘as been abducted and ees
being ‘eld for ransom.”
“Ze kidnappers demand 5000 Gold Crowns for ze
boy’s safe return, and quell disaster! Ze father
‘as not the funds! If zey do not receive ze money
by mid-night, three days from now, ze villains ‘ave
promised to return ze child in -‘ow you say - tiny
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WFRP Scenario: With a Little Help from my Friends
WFRP Scenario: With a Little Help from my Friends
little bits. So, Alphonse will rescue ze enfant before zen!”
“I, Alphonse, ‘Ercule do Gasoigne, ‘ave brilliantly tracked ze villains to zeir lair, where I
am sure zey are ‘olding ze young Orteli. I need ze assistance of several discreet” - he
pauses and looks at the PC’s doubtfully before continuing - “gentlemen such as
yourselves to scout out ze enemy’s position, and zen, when the time ees right, rescue
Sigismund. Will you ‘elp?”
If asked, Alphonse explains that the local authorities have not been called in because
(though he puts it a little more delicately), they are a bunch of stupid louts who would
probably mess the job up and only get Sigismund killed.
Alphonse offers to pay the PCs 100 Gold Crowns if they help him rescue the boy
unharmed, 50 if the boy is mostly alive, but nothing should he die.
If the PCs agree to take the job, Alphonse tells them to meet him at a house he has
rented near the kidnappers’ hideout. He gives directions to Number 12 Wendenbahn in
the Altquartier, a disreputable part of town. Alphonse insists that the PC’s wear no
armour better than leather, no helmets, and carry no large weapons that might be
spotted by the kidnappers.
Broke PC’s can wheedle an advance of 20 GCs out of Alphonse to purchase necessary
equipment (or get it out of hock if they have had stuff confiscated by the Middenheim
watch).
Guiseppe the Dog - Tilean Manhound.
Guiseppe is a Tilean Manhound, a vicious terrier-like brute bred for mayhem. It is
completely loyal to Claudio and attacks in a frenzy when given a verbal or hand signal.
Guiseppe is midnight black, wears a spiked collar and has ugly scars on its back gained
from many previous combats.
WS
BS
S
T
AG
INT
WP FEL
A
W
SB
TB
M
MG
IP
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0
27
30
30
15
37
0
1
8
2
3
6
0
0
Skills: Follow Trail, Perception +20, Swim.
Talents: Flee, Keen Senses, Natural Weapons, Strike Mighty Blow.
Knud, Bruno, Axel & Mikhail - Thugs
These men are freelance legbreakers for the loansharks which inhabit the Altquartier.
None are particularly intelligent, and none would risk his neck to save another. They
are your basic vermin. Knud is 5’ 10” and blonde; Bruno is 5’ 9” and has brown hair;
Axel is 6’ 2” and Mikhail is 5’ 5” both with black hair.
Casing the Joint
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BS
S
T
AG
INT
WP FEL
A
W
SB
TB
M
MG
IP
The hideout should be deep within the
seedy side of the GM’s chosen city. For
Middenheim this would be the Altquarter
(see Ashes of Middenheim page 17) and is
home to a large portion of Middenheim’s
underworld population. It is a maze of
winding streets and alleys lined with run-
down houses and tenements. During the
day the streets crawl with low-life; during
the night they crawl with even less
reputable sorts. Watch patrols are
infrequent and heavily armed. If you want
to set this adventure in Altdorf, the shadier
parts of The Docks or the east of the city
would work. In Nuln you could use the
Faulestadt, Neuestadt or Shantytown areas
of the city.
As the adventures head towards their
destination, they have to run a fairly heavy
gauntlet of beggars and pick-pockets.
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12
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0
Skills: Common Knowledge (the Empire), Consume Alcohol, Dodge Blow, Gamble,
Gossip, Intimidate, Secret Language (Thieves’ Tongue), Speak Language (Reikspiel).
Talents: Disarm, Lighting Reflexes, Quick Draw, Resistance to Poison, Strike to Stun,
Very Strong, Wrestling.
Trappings: Leather jerkin, hand weapon (cudgel), knuckle-dusters, pouch with D10
GCs and 3D10 silver shillings each .
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WFRP Scenario: With a Little Help from my Friends
WFRP Scenario: With a Little Help from my Friends
Claudio Carbonetti - Thug - Racketeer
However, once they reach the street containing number 12 (a map of the street is on
page 17), the area becomes suspiciously empty. The locals know something is going
on at number 17 - they always know something’s up in this kind of situation - and the
grapevine says it’s unhealthy to hang out in that neighbourhood.
Once inside number 12, Alphonse takes the adventurers upstairs and gives them their
assignments. He tells them that the kidnappers are holed-up in number 17 across the
street.
One character is to watch the front of the house through the telescope (carefully
surrounded by drawn curtains), while the others are to find a vantage point from which
they can spy on the back of the house. They are to carefully note down (or remember)
any arrivals and departures, plus anything they can see going on inside. Under no
circumstances are they to do anything to make the kidnappers suspicious.
Alphonse is off to check some other leads concerning the kidnappers’ criminal
associates, and will return at midnight to take their reports.
Claudio is a vicious and evil brute, but he does have a certain native cunning. He hails
from Miragliano, and together with his four younger brothers is currently setting up a
branch of ‘da business’ in Middenheim. He is a paunchy, middle aged man, swarthy of
skin and with a lecherous eye.
WS
BS
S
T
AG
INT
WP FEL
A
W
SB
TB
M
MG
IP
53
36
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41
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2
15
5
4
4
0
0
Skills: Common Knowledge (the Empire & Tilea), Consume Alcohol, Dodge Blow,
Gamble, Gossip, Intimidate+10, Secret Language (Thieves’ Tongue), Speak Language
(Reikspiel & Tilean), Command, Evaluate, Perception, Haggle.
Talents: Disarm, Lighting Reflexes, Quick Draw, Resistance to Poison, Strike to Stun,
Very Strong, Wrestling, Specialist Weapon Group (Fencing), Street-Fighting, Street-
Wise, Strike Mighty Blow.
Trappings: Breastplate, rapier, dagger, Pouch with 28GCs, Gold Bracelet with motifs
of severed horses’ heads (worth 6GCs), bag of garlic toffee, very nifty suit, violin case
(containing violin).
The Telescope
The adventurer at the telescope has the easy job; all he has to do is stay awake and
avoid falling out of the window.
Through the ‘scope’, he can see the front door, and into Bedroom 1 and Bedroom 3 on
the first floor. On inspection the PC will note that all other windows he can see are
shuttered, and the front door is in good condition. On a successful Average Perception
Test (Excellent Vision +10) , the PC will notice that there is a skylight on the roof which
appears warped and slightly cracked….
Paolo Gentile - Thug - Interrogator
Paolo came with Claudio to Middenheim. While completely loyal to Claudio, Paolo’s
pathological sadism sometimes causes problems for his boss. It is completely useless
to ask Paolo to interrogate anyone, for example, since the victim usually dies before he
has a chance to answer any questions.
WS
BS
S
T
AG
INT
WP FEL
A
W
SB
TB
M
MG
IP
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41
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1
16
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4
0
0
Skills: Common Knowledge (the Empire & Tilea), Consume Alcohol, Dodge Blow,
Gamble, Gossip, Intimidate, Secret Language (Thieves’ Tongue), Speak Language
(Reikspiel & Tilean), Torture, Perception.
Talents: Disarm, Lighting Reflexes, Quick Draw, Resistance to Poison, Strike to Stun,
Very Strong, Wrestling, Specialist Weapon Group (Gun-powder), Menacing.
Trappings: Leather jerkin, sword, blunderbuss (with ammunition for 4 shots), dagger
pouch with 5GCs.
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