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Geheimnisnacht
This Encounter is based on the short story “Geheimnisnacht”, which can be found in the book Trollslayer by
William King and is copy righted to the original author.
Page 1 of 4
Geheimnisnacht – a WFRP Adventure
Act 3: The Forest there is a small child in the bundle. The crowd
responds with “Ygrak tu amak Claanesh, Tzarkol
As the PCs trudge through the forest, over head taen amat Slaanesh”. And they continue in this
the moon Morrslieb has become very bright, and fashion for 18 rounds unless disturbed. When they
its green glow stains the sky. A light mist has finish the Coven master moves to the altar in the
gathered and has reduced visibility (–20%) the centre and places the bundle on it, from their
further they walk on the more the mist thickens. At vantage point the PCs can see that the child is
some point have all of the PCs make a Perception alive.
Test based on hearing with the above modifier. If
they fail they are surprised by a group of mutants. Act 4: The fight
There is 1 mutant per PC (or more if you have an
experienced party). Remember that this ground If the PCs attack they have to deal with the 4
counts as difficult ground due to the mist and the coven members, and also 4 Mutants that are in
fact that it hinders the sight. the surrounding woods. The Mutants arrive 3
rounds after the fight breaks out. You may adjust
As they move on the woods become deeper and
these numbers to suit your group – the fight
more tangled. The trees take on the aspect of
should be won without too much trouble, but
uncanny beings, twisted and horrified. The PCs
should not be a cakewalk.
get a feeling of being watched continuously. At
this point the PCs encounter 1 mutant; it is During the fight the Coven master tries to escape
dancing in a pool of moonlight. using the child as a hostage if needed. The
humans there also try to defend the master as
As the PCs move further on they hear chanting
best they can, which will not be much given their
from ahead (again, a Hard Perception Test). As
nakedness.
they move forward they see a clearing ahead with
a number of standing stones in it. If the Ritual is completed the child is killed and a
Daemon is summoned. This Daemon kills all the
As the PCs inch to the edge of the clearing here
cultists except the master and then proceeds to
they heard the chanting get louder. From their
the village and starts to kill all and sundry, in
vantage point in the long grass they can see a
which case the PCs will have to deal with it or flee
crude ring of standing stones amid which stands a
but leave the Daemon and cult leader at their
large altar. The stones glow greenly with the light
backs.
of some luminous fungus. On the altar is a brazier
which gives of clouds of narcotic smoke.
Act 5: Clean up
Within the ring a number of humans dance about.
They are masked and garbed in long cloaks. The If the ritual is stopped then the PCs will probably
cloaks are thrown over one shoulder revealing want to search the site or destroy it. This should
naked bodies, both male and female. In one hand be impossible for them as the circle is an old
they have finger cymbals in the other switches of Waystone, and if it is destroyed, the Winds of
birch with which they whip the person in front of Magic would be disturbed in this place (an
them; with each hit they chant “ygrak tu amat Academic Knowledge (Magic) Test will reveal this.
Slaanesh!”
If they search the bodies they find a matching
Beside the monolith the PCs can see 6 bodies; Sigmarite charm on the coven master, and if they
closer examination will reveal that all have had remove his mask they find Gunter. Also they will
their hearts removed. These hearts can be seen find Ingrid among the bodies of Mutants if they
laid out in a Circle on the altar. where given a description. The best solution to
this is to return with the bodies and say they
The rhythm of the dance gets faster until the where killed by the coven. This will at least make
dancers are in frenzy lashing each other until they the deaths easier for the families concerned. The
draw blood. Then with out warning they stop and
child is Ingrid’s, her parents did not know that she
all is silent.
was a mother, so again it is best to conceal the
On the other side of the ring the PCs see that the truth.
black coach has arrived. The door swings open
and out steps a large figure, he is dressed in Experience
heavy purple robes (1 Armour Point). In his arms
he carries a large bundle of deep scarlet cloth. Listening to the barman 5
Due to the people in the centre, the stones and Agreeing to find Gunter 10
the fog a ballistic shot at this individual will be Finding the Stone Circle 10
Very Hard. Stopping the ritual before the child is killed 15
Killing Gunter 5
He steps forward into the circle and shouts “Amak Stopping Gunter and apprehending him 20
tu amat Slaanesh” rising the bundle over his head. Not stopping the Ritual –30
All PCs may make a Perception Test to notice that Concealing the truth 30
Page 2 of 4
Geheimnisnacht – a WFRP Adventure
NPCs
Gunter, Coven Master
Race: Human
Career: Cult Magus of Slaanesh (ex-Cult Acolyte of Slaanesh, ex-Peasant)
Main Profile
WS BS S T Ag Int WP Fel
41% 41% 36% 41% 61% 66% 36% 76%
Secondary Profile
A W SB TB M Mag IP FP
2 17 3 4 5 2 0 0
Skills: Academic Knowledge (Daemonology +10%, Magic +10%), Animal Training, Channelling +10%,
Charm +20%, Common Knowledge (the Empire), Concealment, Consume Alcohol, Disguise, Drive, Cook,
Evaluate +10%, Gossip +10%, Intimidate +10%, Magical Sense +10%, Outdoor Survival, Performer
(Dancer), Read/Write +10%, Set Trap, Silent Move, Speak Arcane Language (Daemonic +10%, Magick),
Speak Language (Reikspiel +10%, Classical)
Talents: Aethyric Attunement, Dark Lore (Slaanesh), Dark Magic, Fearless, Flee!, Hardy, Inured to Chaos,
Keen Senses, Lesser Magic (), Lightning Reflexes, Menacing, Petty Magic (Chaos), Specialist Weapon
Group (Sling), Streetwise, Strike to Stun, Savvy, Suave
Mutations: Agile (+10 Ag), Fast (M+1), Extra Toes (1 on each foot)
Armour: Heavy Purple Probe (counts as Fur Armour)
Armour Points: 1 on all Locations
Weapons: Ritual Dagger
Trappings: Robe
Main Profile
WS BS S T Ag Int WP Fel
36% 36% 36% 41% 36% 31% 36% 31%
Secondary Profile
A W SB TB M Mag IP FP
1 14 3 4 4 0 0 0
Skills: Animal Care, Animal Training, Charm Animal, Common Knowledge (the Empire), Concealment,
Drive, Gossip, Outdoor Survival, Set Trap, Speak Language (Reikspiel), Silent Move
Talents: Hardy, Flee!
Armour: None
Weapons: Peasant’s Weapon – Flail, Pitchfork, Staff, etc. (Damage SB–2)
Trappings: Robes
Main Profile
WS BS S T Ag Int WP Fel
36% 36% 36% 41% 36% 31% 36% 31%
Secondary Profile
A W SB TB M Mag IP FP
1 14 3 4 4 0 0 0
Page 3 of 4
Geheimnisnacht – a WFRP Adventure
Skills: Animal Care, Animal Training, Charm Animal, Common Knowledge (the Empire), Concealment,
Drive, Gossip, Outdoor Survival, Set Trap, Speak Language (Reikspiel), Silent Move
Talents: Hardy, Flee!
Armour: None
Weapons: Peasant’s Weapon – Flail, Pitchfork, Staff, etc. (Damage SB–2)
Trappings: Robes
Mutations:
#1: Bestial Appearance – Face of a Bat (Acute Hearing, Fel=20%)
#2: Pincer Hand – (Natural Weapons with Precise Quality)
#3: Turnskin (Treat as Beastman)
#4: Piercing Tongue (Natural Weapons with Precise Quality); Elastic Limbs
#5: Additional Arms (Attacks=2, Toughness=51, Toughness Bonus=5)
#6: Wings (Flies as a Hoverer)
#7: Irrational Fear (Dwarfs), Horn on Forehead (Natural Weapon)
#8: Bizarre Colouration (Purple)
#9: Tentacle Fingers
#10: Scale Skin (1 Armour Point on all Locations)
#11: Invisibility (Transparent Body, –10& to all Melee Attacks and –20% to all Missile Attacks)
#12: Inside Out (guts leak out of body)
Page 4 of 4