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The dog wags his tail not for you, but for your bread ~Nordlander Moral
Fal se P r e t e nse s
By Jay A. Hafner
(hafner.jay@gmail.com) Based on an adventure hook by Anthony Ragan Version: December 7, 2009
ADVENTURE BACKGROUND
The standing stones in the village of Schlaghgel were originally created by the high elves of old to travel to the new world lands (now Naggaroth). They are called Waystones or Fay stones. The Waystones at what is now Schlaghgel never really worked quite right however. They could be activated under the influence of comets, but had unpredictable and dangerous results so they were buried, abandoned and mostly forgotten by the elves. About 70 years ago (2451), the town of Schlaghgel was formed and the people found the mound and stones to be a suitable place for a shrine to Rhya. Unknown to the settlers, occasional comet appearances would activate the stones and animals or people would go missing. On the frontiers of the dangerous Witches Wood, disappearances werent unusual. Five years ago (2016), the Waystones activated under the influence of a red comet and took all of the living from the village and suspended them in time and space. The baron and the wood elves suspect that the people fled because of high taxes or the madness of frontier life. Five days ago (2521), the Waystones reactivated and released the villagers. The people of the village are unaware that time has passed and feel that the overgrowth of vegetation and dilapidation of their village is due to a terrible curse. Within minutes of them walking out of the fog that day, their priestess of Rhya went missing. The people searched for the missing priestess, but found nothing. When they caught some scavenging rivermen in their village and discovered elven packages on their boat, the angry mob accused the
Thanks to the following for all of their great ideas: Dylan Owen (major editing), Carl Stanford, Capnzapp@rpg.net, Kaiserjez@rpg.net, Old Geezer@rpg.net Clive Oldfield, Tryon Mitchell, Sumit Sarkar, Steve Darlington (gang of thugs hook), and Todd Landrum.
Warhammer Fantasy Roleplay Games Workshop Limited 1986, 2005. This edition Games Workshop Limited 2009. Games Workshop, Warhammer, Warhammer Fantasy Roleplay, the foregoing marks' respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either , and/or Games Workshop Ltd 1986-2009, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
INTRODUCTION
This Warhammer Fantasy Roleplay 3rd edition scenario is designed for characters in their 1st or 2nd careers. This scenario is set in early spring, 2521 in the Imperial province of Nordland, but can easily be adapted to other areas. It is based on an adventure hook from the WFRP2 Sigmar's Heirs supplement by Anthony Ragan and the Realms of Sorcery supplement materials on Waystones. Neither of these supplements is required to run this scenario.
ADVENTURE SYNOPSIS
The PCs are hired to travel to Schlaghgel by the despicable bailiff of the baron to find out where the villagers went and if they will be able to pay taxes. They are also to meet with the local wood elf envoy and gather what information they can. At the traditional river ferry crossing, the PCs have the opportunity to test their skill to save the ferryman, whose ferry has suffered a calamity in the icy spring river waters. The ferryman relates some information to the PCs about the recent disturbance. When the PCs arrive at Schlaghgel, they find the villagers superstitious and terrified. They are attempting to restore their village, but without any guidance from their village priestess. The villagers are unaware that they have been missing and they havent aged a day. If the PCs are able to find and meet with the wood elves, they will find out that the ambassador does not deal face to face with outsiders and they are to await written messages. It is revealed that the wood elves are concerned about a recent grave disturbance. Otherwise, the elves have decided to stay out off the matter. While the characters are in the area, they are approached by the Druchii. He fabricates a story that he needs to re-bury some elven bones under the mound to stop the curse from happening again to the villagers. In truth, he has only a few high incantations remaining to finish the ritual to activate the Waystone. If he completes the ritual, he will rush through to his homeland of Naggaroth. The player characters will then need to decide if how they want to proceed regarding the Waystone gate. Their return to Hargendorf will reveal that the Bailiff is very suspicious of their activities in the town and how the PCs deal with this will determine how much blame the Bailiff can place on them while he sets himself up to skim off some of the tax revenue.
ABOUT NORDLANDERS
Nordlanders tend to be happy, but loud, blunt and say exactly what's on their mind (to a fault). The Nordlanders' tales and stories can be epic, with each storyteller trying to outdo the last. Taal is not worshipped in the Hargendorf barony, only the aspect of Rhya. Rhya is also known as Haleth in Nordland.
hear his boasts. Why I'm going to be so rich. Can you imagine? The whole town of Schlaghgel is back after 5-years missing? It happened in the blink of Mannans eye! The Azzzzz....the Azzzaazza...the elves aren't even touching this one so we can do what we want! Now we just got to' get some sods to HEY! He looks over at your group and smiles a greasy smile, completely ignoring Lady Dania. He slides a noisy stool over to your table and makes a proposition...
The PCs will be offered employment by Dankmar Spelman to investigate and report on Schlaghugel.
1. SMOLDERING PYRE
Near the center of town are two smoldering pyres with human remains on stakes. Two mangy curs fight over a foot.
2. BLACKSMITHY
The local blacksmiths roof is caved in. The smith, Gotzin Ringe, lounges out front drinking a brown slurp from a bottle.
The only tavern in the village demonstrates where the towns priorities lie. It seems to have been diligently cleared of growth, swept and somewhat cleaned. There are usually 2-3 people in here gossiping and drinking spirits. The spirits were obtained from the boatmens supplies.
The villagers are helping Donald Bing clear the stone & clay provision bins of moldy grains and the town's rotten supplies. A significant amount of provisions are sitting nearby wrapped in clean oilcanvas, new crates and new barrels.
NPC:
NPC:
Physical description: Narn is a grumpy-looking, red-haired woman with a permanent scowl. Personality: She was a flatout racist against elves prior to the calamity and incited the riots that got the two boatmen burned at the stake for collaborating with elves. She makes up pseudo-facts and spreads half-truths about
Physical description: Donald has friendly eyes and brown hair. He suffers from allergies and so his trade is of course to handle dusty grain. Personality: He is friendly but firm. He is meticulous about measurements of the towns supplies. After all, it is up to him to get them through the winter. Knowledge: Disappearance: The towns supplies went bad seemingly overnight. They were completely molded in and the rats had eaten the rest. Supplies from the traders boat have helped, although hes saddened to admit how they were obtained. There little time to use the towns remaining resources to purchase enough grain
6. YAGER'S TANNERY
The tannery smells of oily preservatives and boiled flesh. Yager, the Tanner is working to clean and buff his stock. He has neglected to clear most of the overgrowth around his small wooden building.
NPC:
The fishing over the past few days is the best it has ever been and people around Mama Kierstad are happy and content in general regardless of what has happened.
NPC:
Physical description: Mama Kierstad is a rotund, smiling woman. Personality: She is a wealth of information. She is always gossipy and willing to share. Knowledge: The people of Nordland are descended from the Was Jutone tribe that was later mixed with the blood of the Norscans. They battled the elves for the right to live in the forests. The Baron's grandfather founded Schlaghgel on the day of his father's birth, about 65 years ago. 40 families were sent here, totaling about 139 people. About 50 people didn't stick it out and went back to Hargendorf, went mission, or died starting the hard life. That left 89 souls remaining on the day of the change. Disappearance: Mama Kierstad thinks that the priestess of Rhya has left to talk to the elves to see exactly what they know, but she would have at least let someone know where she was going. The priestess severed ties to the Taal portion of the religion a decade ago, which has left her unpopular with other religious leaders. Taxes: The villagers have always been a taxprotesting and freedom-loving lot. Elves: standard Haunting: standard Secrets: She is an elf sympathizer Stat block: WFRP3: Basic NPCs: Commoner
Physical description: Yager is a lean man, always dressed in buckskin. Personality: He is a determined salesman as well as hunter. He will press anyone walking by to purchase his moldy skins or have them made into leather equipment (armor, belts, shields, fix strapping, etc.). There is a 50% discount on equipment. Characters must make an Easy (1d) Observation check to guarantee decent selection of materials. Otherwise, if a Chaos Star is rolled, the equipment fails during its first use and is worthless. Knowledge: Disappearance: If asked about the recent goings on, he says that the priestess is probably missing because her cult has wandered too far from the truths of the forest and she probably took a river boat back to her lover Dankmar the Taxman, in Hargendorf. Taxes: standard Elves: He has frequent dealings with the wood elves (they consider him buffoonish and rustic). They are strange and uncivilized but no danger. Haunting: He also spreads a rumor that a traveling Longshank, or Ranger of Taal came looking for trouble here right before the change. We dont worship Taal here. They probably put the curse on us. That whole religion is screwed up and we should go back to the old ways. Secrets: Yager's secret is that he is a follower of the ancient religion of Ahalt the Drinker. Ahalt is an ancient spirit god of the hunt and fertility whose cult is a blood-soaked mockery of Taal and Rhya. His symbol is a bloody sickle. Before the coming of Taal and Rhya's cult to this region, it was home to the cult of Ahalt and some of the symbols on the stones are of that cult.
THE SHRINE
The openaired shrine to Rhya is on top of a millennia-buried set of Waystones. Although there is a large recently added hearth as a worship area there is no worship space or recognition of Taal. Rhya is also known as Haleth the Huntress in the northern parts of the Empire, which may confuse visitors even further. During the day, there are typically a few people making offerings for home and safety. During the evening, fertility rites are sometimes performed with the priestess in attendance.
The Priestesses abode is very near the shrine. It is a small home, completely overgrown with vines. In her abode near the shrine, she has drawings of the stones and what looks like a hearth on a sheet of parchment (see Handout).
The stones themselves are overgrown, mostly buried in the mound and contain markings of Rhya worshippers (50-150 years old), Ahalt worshippers (2000 years old), Dwarfish Graffiti (3500) High Elvish (6000). The door under the mound has recently been excavated by the dark elf. Before leaving last, he cast misdirections and a locking spell on the door. This makes it very difficult to discover until the dark elf reveals it to the PCs. (See Chapter 6 Under the Mound for more details).
8. THE GRAVEYARD
Wooden grave markers are all overgrown and undisturbed. The most recent grave marker was 2516, the death of a mother and child to the pox. A small, well-crafted wreath has been placed over a broken stone memorial on the ground. A stonecraft check (easy 1d) will reveal the following epitaph: 2515: Although he was an elf, he was our lone ally in this dark place. The name has been chiseled away probably prior to 2516. It is a memorial marker, not a grave marker, as the elves moved the body to their own burial place. If the elves are questioned about it, they indicate that Landen Leafwind was an envoy from the elves that helped the villagers fight against evil forest spirits, but a man with the last name Frisby was killed and his daughter became the voice of hatred of the elves.
smugglers. Once relations are established, he is more relaxed and enjoys witty banter. If there is a dwarf or outsider elf in the party, the elves will regard him with playful denigration. He especially picks on elves that are not knowledgeable as to what it means to be elvish. Ihash will take any messages to the Envoy to be answered the next day in writing. The envoy does not personally meet with anyone.
The Waywatcher leader, Ihash Caleaen, will interrogate the PCs about who they are and why they are here. He will not answer any questions until he can be sure they are not spies or
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is the "anchor," which holds the Lashworm's mouth and stomach as well as hundreds of tiny claws that fix it to one place. The other part is the lash. When not used, the creature keeps its lash curled up within its body. Tome of Corruption:118-119.
Creature: Lashworm (Converted from ToC:118-119) St(Dr) To(So) Ag(Df) Int WP Fel A/C/E W Stn 1(0) 1 (0) 2(0) 0 0 0 3/3/1 7 R-2 Action Cards: Mindlesss (immune to mind-effects), Motion sensitive (can sense anything close), Tiny (extra misfortune dice)
A)
On the opposite side of the mound, hidden between the roots of a massive oak tree, there is a very obscure stone-door entrance to underground warrens. It is protected by Druchii high magic spells that include misdirections and a locking spell. The PCs are not going to be able to find the opening until after they meet the Druchii. The door to the underside of the mound is engraved with only elven script and has only recently been disturbed. It is locked with a spell that can be undone by knocking on it 17 times rapidly (a secret the Druchii knows).
C)
It is difficult to see because of all of the roots hanging down from above, but a small 5x5 area has been cleared ahead. On the stones are what appears to be some kind of hearth-looking carving. There is a 2x5 hole, 5 inches deep in the ground in front of the carvings. There is a bronze medallion lying next to the hole. It has a symbol of the hearth of Rhya on it. Moments after the PCs arrive, the crypt ghouls will attack them. There is only room for one person in the cleared area and they will be standing in the hole. All other characters will be in areas with the obscuring tree roots. The Druchii dug the hole in front of the carving as part of his excavations, but he says that it is where the elven remains must be put to rest. The bronze medallion fell off of the priestess when the Druchii captured her.
B)
This room contains a hazard set by the dark elf against would-be intruders. During his excavations, he brought in a barrel with some equipment such as rope, chalk, shovel, bucket, etc. Inside are voracious Lashworms, which will attack if the PCs root around in the barrel. PCs gain an extra misfortune die to attacks due to the obscuring roots and small size of the worms.
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EPILOGUE
When the players have essentially stopped the Dark elf from contacting Druchii allies, they should attempt to close the gate. Dark elves may still find the other side of the gate. Wood elves mostly consider the Druchii menace to be the High Elves' problem, however they can see the gravity of this situation and will send a high magic user to try to close it. The priestess of Rhya is discovered by a local hunter and may be available to aid the PCs. Afterwards, the PCs may still have to deal with some aftermath of the baron wanting 5 years of back taxes and the Bailiff trying to frame them for the whole thing by being in league with the villagers, etc.
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CONTRACT HANDOUT
AGREEMENT AND CONTRACT As agents of Baron von Hargenfels: Agents shall (1) travel to the village of Schlaghgel, (2) investigate the reasons for the missing and returning villagers, (3) question and report on elvish involvement, (4) establish the proper and estimates of tax possibilities of the villagers. Consideration: a portion of estimated tax revenue not to exceed 97 gold crowns with advance not to exceed 10% of estimated amount and remainder to be paid upon completion of the job to be split amongst any involved and surviving members. Advance shall consist of (9) gold coins and (20) brass pennies each. Absconding or absquatulation shall result in violent recovery measures, which may include any or all of the following: disembowelment, rat-bagging, drawing and quartering, evisceration, flaying, castration-by-caning (if applicable), and partial burning at the stake. Signatures of involved agents:
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REFERENCES
Anthony Ragan, et al., Schlaghgel, Sigmar's Heirs: A Guide To The Empire (Nottingham, UK: Black Industries, 2005),67-68. T.S. Luikart and Ian Sturrock, Elven Corsairs, Old World Bestiary (Nottingham, UK: Black Industries, 2005), 42-43, 93. Andreas Blicher, Map of Nordland, (http://www.andreas.blicher.info/ ) T.S. Luikart, et al., Waystones & Leylines, Realms of Sorcery (Nottingham, UK: Black Industries, 2005), 41-42. Warhammer Fan Website, Timeline, www.siegetower.com/warhammer/timeline.htm T.S. Luikart, et al., The Old Ones, Realms of Sorcery (Nottingham, UK: Black Industries, 2005), 16-18,41,49. T.S. Luikart, et al., True Dhar, Realms of Sorcery (Nottingham, UK: Black Industries, 2005), 38. R.F. Schwalb, Lashworms, Tome of Corruption (Nottingham, UK: Black Industries, 2005), 118-119. Chris Pramas, et al., Dark Lores, Warhammer Fantasy Core Rulebook 2nd Edition, (Nottingham, UK: Black Industries, 2005), 159+. Anthony Ragan, et al., Ahalt, the Drinker, Sigmar's Heirs: A Guide To The Empire (Nottingham, UK: Black Industries, 2005),100-101. Anthony Ragan, et al., The Old Faith, Sigmar's Heirs: A Guide To The Empire (Nottingham, UK: Black Industries, 2005),40. Anthony Ragan, et al., Nordland, Sigmar's Heirs: A Guide To The Empire (Nottingham, UK: Black Industries, 2005),63-68. Anthony Reynolds and Matthew Ward, Wood Elves (Warhammer Armies) , (Nottingham, UK: Games Workshop, 2005).
Twenty-five miles south of Hargendorf on the west bank of the River Demst sits the abandoned village off Schlaghgel. Founded in the time of the current Baron von Hargenfel's grandfather, the village was an attempt to slowly begin colonization of the lands west of the Demst. One attraction at a time was the presence of an old stone circle, of the kind build by the followers of the Old Faith long ago. The Baron, himself a member of the Cult of Mother Rhya, felt this was a holy site and wanted to preserve it and make it active again. Forty families were sent there to start new lives. At first garrisoned, after a few years of quiet it seemed like the Elves of Laurelorn would tolerate this settlement; some even came to trade. Then, one summer night five years ago, the people of Schlaghgel vanished: Traders reported the village empty. Klement the current Baron von Hargenfels, sent his bailiff to investigate. He confirmed the reports: All the people were gone. There were no signs of violence or struggle, no corpses, no indication of where they had gone. Even the animals were missing. The only clues were two words carved on the tree in the village commons: fog and mercy. ADVENTURE HOOKS Where Did You Come From? The people of Schlaghgel disappeared five long years ago. Investigations turned up nothing, and the village was written off as a mystery. The official explanation claimed the people fled into the woods to escape taxes, but no one really believes this. When the subject comes up, the word cursed is most often heard, and a connection to the ancient circle that should have been left alone. Now, traders along the Demst are reporting that the people of Schlaghgel have come back! Odder still, they act as if they have never been gone. Baron von Hargenfels is concerned. If true, then this story tells of bizarre and possibly threatening goings on. The Baron, therefore wants and explanation. The PCs are hired to act as his agents and investigate the mystery of Schlaghgel. When they arrive, they find all as described: prosperous, happy, villagers with no memories of ever being gone. Two things stand out, however: the village priest has not returned, and there is a door into the hill on which the stone circle sits that was not there before. And why are the Elves watching from the woods?
..
1. Anthony Ragan, et al., Schlaghgel, Sigmar's Heirs: A Guide To The Empire (Nottingham, UK: Black Industries,2005), 67-68.
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