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WFRP3 Scenario: False Pretenses

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.

USING THIS SCENARIO


This scenario is deliberately left without party stress indicators, progress-trackers and creature stat blocks (beyond referencing the WFRP3:Tome of Adventure bestiary). This allows a GM flexibility to better fit his group. Specifics may be released in a later version.

WFRP3 Scenario: False Pretenses


men of witchcraft and burned them at the stake. One of the rivermen got away to tell the tale to the local baron. The baron has become very interested in getting taxes flowing from the area again. Later that evening of the first day, a haunting began. People are reporting chains rattling and moaning in the night. The activation of the Waystone sucked in several human slaves from Naggaroth, transforming them into Crypt Ghouls. With all that has happened, they are leaderless, paranoid and terrified. To complicate matters, a disgraced, Druchii (dark elf) spy in the Laurelorn discovered the secret of the Waystones just days before the villagers returned. He had excavated a door to the tunnels under the mound and the key Waystones underneath. He hopes to be able to re-activate the stones and create a magical doorway to Naggaroth (the home of the Dark elves). This would help him regain face amongst his kind and create all manner of malevolent opportunities. Several things stand in his way however. First, the crypt ghouls prevent him from performing the final high magic rituals to control the Waystone. Second, the priestess of Rhya discovered him within minutes of walking out of the fog. He knocked her unconscious and kidnapped her, but he suspects that he was seen. He has been interrogating the priestess in the woods, but she has revealed little. Lastly, the villagers now have an extreme paranoia towards elves and he was almost killed upon being seen near town. He could sneak in under the cover of darkness, but he is afraid that any battle with the crypt ghouls may alert the townsfolk and he could end up like the rivermen. He realizes that needs allies to infiltrate the mound and kill the undead so he can sneak back into the mound and complete the ritual.

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.

WFRP3 Scenario: False Pretenses

HOOKS & PARTY TYPES


A pulpy, one-liner approach sometimes works best to get the party to the location of the adventure:
Intrepid Explorers - Your adventures have led you to the port of Hargendorf in Nordland. Swords for Hire Promise of booty and battle have led you to the frontiers of Nordland. Gang of Thugs Rumours of innocent money being imprisoned by the folk of Hargendorf have led you to its borders." ~ (by Steve Darlington) Servants of Justice "Rumours of wrongs being committed against the innocent folk of Hargendorf have led you to its borders." ~Kaiserjez@rpg.net Brash Young Fools - "You wake up in the gutter in Hargendorf in a pool of vomit, some of it your own." ~ OldGeezer@rpg.net

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.

NPC: DANKMAR SPELMAN, BAILIFF


Physical description: Dankmar is a large, haughty, frequently inebriated tax collector for the baron. Personality: The corrupt and despicable bailiff to the Baron is arrogant and knows that no one can touch him. He flashes coin and his attitude around hoping for someone to cross him and then pushes his two goons, Casper and Calvin on the offenders. Knowledge: He works for The Much Honored Baron Klement Gunther von Hargenfels of Hargendorf. The Baron instructed him to find some outsiders to investigate Schlaghgel villagers miraculous return so that taxation may be enforced again. Secrets: Dankmar is a thoroughly corrupt bailiff who skims significant amounts of money off the top of all taxations and blames it on lazy or greedy peasants. The local traders of cod, salt, sheep and wool are his usual targets. Dankmar fully intends to take significant advantage of the PCs since he and his men are involved members, however he won't reveal any hint of this prior to the tasks beginning. He also secretly wishes to skim money off the top of the future taxes and he will later need scapegoats if he is revealed. Stat block: (use Day Late Shilling Short

THE ADVENTURE BEGINS CHAPTER 1 - HARGENDORF


The Lantern tavern is only known for two things: It's a place where the bawds lurk, hoping to find sailors to take to their brothels and ale that doesn't taste like ballast water. In Nordland, Hargendorf isn't exactly a roaring trade port, but it's the only place west of Salzemund to find a job. Lady Dania has been working over a group of Imperial sailors for some business, when the door opens and in steps a laughing, haughty Nordlander. He's dressed like a riverman, but with clean work gloves and two pistols. Following in behind him are two others, who he slaps on the back and roars laughter and slurred, spittledriven speech into their ears. They laugh and nod nervously and say, Yes captain. Absolutely. Lady Dania immediately drops her usual business and heads over to the braggart, hoping to stroke his ego. You hear the name Dankmar come past her lips. The braggart and his attendants take a seat nearby your table and you can easily

WFRP3 Scenario: False Pretenses


scenario p.12: Klaus von Rothstein) Dankmar can reveal the following to the PCs: The villagers in Schlaghgel went missing 5 years ago (2516). The most likely villagers fled into the woods 5 years ago to avoid paying legal and necessary taxes. A Demst river trader indicated that the villagers returned a few days ago, sacked his boat and burned two of his fellow at the stake. He escaped with his life. The baron needs to re-establish connections to the town and make sure that they are able to pay their protection taxes. Dankmar cannot go because the people are jealous of him and will not talk to him. He needs to hire outside help. The town elder is Mistress Frederika Handel of Rhya. He drools with pleasure just saying her name, as he would lech after her during tax time. The baron wants to know what the elf ambassador knows. His name is Envoy Roneth Caleaen. The envoy only communicates by letter, even through his guards. When discussing fees, Dankmar reads from a document in a complex accounting tongue. See the contract handout in the Appendix. If the PCs agree to undertake the investigation, they are to sign a document of contract and are given (9) gold coins and (20) brass pennies each as an advance with the usual Nordlander warning of You'll Be Salt Cod (dead) should they take the money and run.

NPC: LADY DANIA HANDEL, COMMONER


Physical description: Lady Dania is an attractive harlot that dresses the part. Personality: She hates Dankmar, but he is a wellpaying client and he sometimes rents her for weekends. He has struck her before, but she wont let his goons touch her. She uses the age-old Nordland saying, A soiled conscience only makes brown britches: Only the guilty have something to fear. Knowledge: She has a cousin in Schlaghgel, the priestess of Rhya, and fears for her safety. She thinks that the people of the village fled because of their fear of Dankmar, including her cousin, which Dankmar lusts after. Secrets: She knows that Dankmar and his goons are skimming taxes and committing crimes. She also knows where he keeps his secret ledgers, but wont reveal this information until the PCs find out that her cousin is safe. Stat block: WFRP3: Basic NPCs: Commoner

CHAPTER 2 TIPPED FERRYBOAT


There are currently no riverboats heading up, so the party is likely going to have to travel overland. It's hard to call the Schlaghgel road an actual road. It's severely overgrown with only light traffic having passed this way in the past 5 years. 13 miles from Hargendorf is the Demst river ferry. The baron ordered it reestablished with news that the villagers had returned, but something isn't right. The new ferry rope has broken and the ferryboat appears to be stuck some 100 yards downriver on the massive roots of a washed out Elm tree. The ferryman waves for your assistance. The ferryman needs help and the rope will need to be re-connected for safe passage to occur. The river is very active, due to recent rains. It is about 9 feet deep here and 250 feet wide. The current is fairly strong. Appropriate Athletics skill

NPC: CASPER AND CALVIN, SOLDIERS


Physical description: These two unshaven soldiers are Dankmars goons. Both of them neglect their hygiene and instead wear too much jewelry. Personality: They help him enforce taxes on the locals. They are loyal and well paid. Knowledge: They believe that the people of the village were cursed for doing nefarious things with the elves. Secrets: They do smuggling and extortion for Dankmar on the side. Stat block: WFRP3: Basic NPCs: Soldier

WFRP3 Scenario: False Pretenses


tests should be made to overcome this obstacle (2<P>). elven threat, dilapidation and overgrowth in the village. Disappearance: All villagers can relate that they had been to the shrine and were led in prayer by priestess Frederika to pray for a good planting and from relief from the barons taxes. Narn Frisby spoke next who rambled on about the elves and what a threat they are. Then a fog came in and when they walked out of it, they saw the curse had occurred. The priestess was with them in the fog, but then disappeared shortly after they emerged. There were three men in town when they returned and they were looting and had obvious ties to the elves, so they were burned at the stake. One escaped. Taxes: They will become hostile at any threat of restoration of taxes, but are more threatening than actual action. The villagers have no seeds to plant. If the PCs show the writ of the Baron, the villagers will give them more authority. Many of them are hungry and will ask the PCs for food or tools to rebuild. Elves: The elves are frightening. Narn Frisby says that they steal people and take them to the woods. Elven PCs will be barely tolerated by the townsfolk and only because they have the writ of the baron. Party tension meter starts at 3 if there is an elf in the party. Haunting: There has been a haunting in the village since the curse began. Moaning and rattling chains are heard in the night. A map in the appendix shows the general layout of the village.

NPC: HAGEN ROBY, BOATMAN


Physical description: Hagen is a wiry man, somewhat out of shape from not having had to run the ferry as often of late. He spits out a constant brown tobacco. Personality: He is a workaholic and if he survives, will go right back to work repairing the ferry. Knowledge: The Bailiff sent him up here with one axe and barely enough rope and supplies to get the moorings secured. The PCs will need to supply some rope if they are to help the boatman fully repair the ferry. He recently encountered the last surviving boatman from the village and will warn the PCs not to go to Schlaghgel. He can relate the same story as the PCs heard in the village. Stat block: WFRP3: Basic NPCs: Commoner

CHAPTER 3 VILLAGE OF SCHLAGHGEL


Ahead is a stone sign, heavily overgrown with moss and five years worth of vines reads, Schlaghgel. Chiseled roughly beneath are the words fog and mercy. Beyond the sign is the village proper. It appears vibrant, however all of the buildings are in various states of being cleared of overgrowth and repaired of dilapidation. The village is built around a central mound upon which are some gray standing stones and some kind of shrine. Next to that appear to be two stakes with charred human remains on pyres. A riverboat is docked on a wide stream. The PCs are here to question the villagers and local elves, establish whether or not taxes might be paid and to return to the bailiff with their findings. Whether or not they decide to help the villagers will be a test of their character.

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

GENERAL KNOWLEDGE BY ALL VILLAGERS


The villagers will be paranoid, terrified, and helpless all at the same time about the haunting,

The local blacksmiths roof is caved in. The smith, Gotzin Ringe, lounges out front drinking a brown slurp from a bottle.

WFRP3 Scenario: False Pretenses NPC: GOTZIN RINGE, BLACKSMITH


Physical description: He is usually dirty and drunken. On a good day, hes covered with soot. Personality: Although Gotzin could be convinced to do some work, he's too wasted most days and the sudden loss of his tools and collapse of the roof of his smithy have given him an excuse to lounge around. He can typically be found lounging about on log stools out front with Swain & Twing swilling batches of homebrewed spirits. Lucky for them, they had buried a large batch and it was undisturbed upon their return. Knowledge: Disappearance: standard Taxes: standard Elves: He rambles drunkenly that it's his job to watch the elves that have been watching the town so he can't go back to work just yet. He lets newcomers know that no one is allowed to enter the Witches Wood under pain of death because the elves don't want them to discover their secret golden-glass city. The elves probably took the priestess. Haunting: I dont know, Im usually passed out by then Secrets: none Stat block: WFRP3: Basic NPCs: Commoner the elves to continue to gain an audience. Knowledge: Disappearance: Blame the elves Taxes: she will rouse the locals in the tavern to get hostile and motion the PCs out Elves: She has used the recent episode as an excuse to gripe and moan even more about the elves and her paranoia about how they are in league with the baron to enslave everyone and steal their babies. Her favorite saying is that Elves charm humans and dance them to death in the witches wood. She thinks that the elves took the priestess of Rhya. Haunting: blame it on the elves trying to scare us out of our legal and rightful homeland Secrets: Her father was foraging into the woods and angered malign forest spirits, who later attacked many in the town. Her father became wounded and Landen Leafwind, the wood elf envoy at the time, was unable to save him during the battle. Now it is she that fuels the anti-elf, anti-tax, and anti-noble sentiment. She chiseled Landens name from his memorial marker in the village. Stat block: WFRP3: Basic NPCs: Commoner

4. GRAIN & SUPPLY BINS

3. GOAT'S TAIL TAVERN

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:

DONALD BING, PROVISIONER

NPC:

NARN FRISBY, BARKEEP - AGITATOR

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

WFRP3 Scenario: False Pretenses


to plant for the coming season. If this doesnt happen, the town will starve this winter. Taxes: standard Elves: He has a strong liking for Narn Frisby and believes all of her claims. He duplicates and repeats all the same ignorant, bigoted statements of Narn only they sound much more silly coming from his mouth. Haunting: standard Secrets: none Stat block: WFRP3: Basic NPCs: Commoner

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:

YAGER THE HUNTER

5. FISH HOUSES NEAR THE STREAM

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:

MAMA KIERSTAD, COMMONER

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.

WFRP3 Scenario: False Pretenses


He had been arranging a quiet murder for the priestess in the woods, but she went missing. He actually saw the dark elf take her and where she is kept, but says nothing. He prefers to see what the elf has in store for the priestess. Stat block: WFRP3: Basic NPCs: Specialist (Hunter) pointed out to the PCs. Taxes: they look nervously at each other and wonder how they could have a baby with nothing and still pay taxes. Elves: standard Haunting: the dogs whine at night as if something is out in the darkness. Secrets: If there is anyone in the party that share their ability with a healing skill that could midwife, the couple plead with them for assistance during the birth. If the PCs agree to help, Librechta will reluctantly reveal that she saw the priestess arguing with an elf when they were coming out of the fog. Stat block: WFRP3: Basic NPCs: Commoner

7. MOUND & SHRINE TO RHYA


A large mound dominates the central portion of the village. Huge trees grow from it and several gray stones poke, half-buried, from the top. Stairs lead up to a religious shrine between the stones.

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).

PRIESTESS ABODE NEAR THE SHRINE

THE STONES & THE MOUND

NPCS: LIBRECHTA AND LIBERT VIBBARD, COMMONERS


Physical description: They are a young couple. Librechta is pregnant with twins and due any day now. Personality: They are worried and desperate. Without the priestess, they have no midwife. Knowledge: Disappearance: The priestesss abode will be

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).

WFRP3 Scenario: False Pretenses

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.

NPC: IHASH CALEAEN, WOOD ELF WAYWATCHER, KINBAND WINDSPIRIT


Physical description: Ihash favors clothing with lots of accessory gear. He usually carries multiple, visible and accessible weapons as well as a wooden medallion typical of his Kinband. Personality: He is the cousin of the Envoy and has been schooled in human culture. Like many arrogant elves, he doesnt fail to point out inconsistencies of other races, but he balances with it self-deprecating humor about his own race. Knowledge: Disappearance: The wood elves do not know how the people left and have not observed this place for several years. They discovered the people had returned only two days ago. They are keeping an eye on them and do not interfere. Elves: They are aware that the humans are blaming their problems on them. They are lucky to have been allowed to settle here, much less remain after their return. The forest has claimed their village; it should be left that way. There were issues with the elves, namely the fallen Landen Leafwind, who felt that when taxes were raised that more people were foraging into the woods. He said that he couldn't guarantee their safety. After the disappearance, Leafwind was replaced by another elf ambassador, Roneth Caleaen who simply sends letters now, rather than appearing in person. Taxes: The elves believe that the villagers fled

CHAPTER 4 SEEKING ELVES IN THE WITCHES WOOD


The PCs are to gather information from the wood elves on what they know. The wood elves however are bound by treaty not to enter the area of Schlaghgel except for trade. Likewise, the outsiders risk life and limb entering the dark, quiet forest of the Witches Wood. Unlike the elegant and refined ancestral High Elves, the wood elves are somewhat barbaric and xenophobic. They keep most human foragers and explorers out of the forest through superstition promotion, but in some cases they have to resort to violence. It is for both the protection of the elves and the humans, because the forest has dangers and evils of its own. If the PCs are not attempting to secretly enter the woods, they will be spied and accosted (from behind cover) almost immediately by the waywatchers spying on the village.

THE WOOD ELVES

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

WFRP3 Scenario: False Pretenses


to avoid taxes. The elves were going to give them a gift, however when they captured and burned the rivermen at the stake, they decided otherwise. Haunting: They also relay that there have been strange noises at night around the village and that a spirit probably haunts the grounds. The PCs may find out that a local elven burial ground has been disturbed, coincidentally, the grave of Landen Leafwind (old ambassador to Hargendorf & Schlaghgel). Secrets: They know that the mound was an old elven research area, but there are many such places. They are unaware of the dark elf. Stat block: WFRP3: Basic NPCs: Specialist (Waywatcher) Personality: As a Druchii, he is a perfectionist in the art of lying. He always takes a second to think before answering questions. Hes been trained to intimidate both the Wood and High elf customs. This elf pretends to respect PC elves better than regular elves and is willing to overlook elves with a weak traditional background. Knowledge: (all lies) Disappearance: he says that he feels the people fled into the woods to escape taxes. Elves: He explains that since he is a high elf, he cannot enlist the aid of the wood elves and that the priestess of the town is possibly the one who disturbed the grave in the first place, making room for her new upstart religion. He also does not want to attract attention of the superstitious or racist humans in the town. Haunting: He needs to convince the PCs to help him get inside the mound to put to rest a set of ancient high elven bones (just remains). If he cannot get the remains reburied, there is a guardian that will arise each night. He indicates that he found the remains thrown near the river Demst while passing southward. He can demonstrate a bag of mostly dust and some ancient bones that he stole from a wood elf burial ground. Secrets: He is a disgraced member of a Druchii house that was overthrown. He was put on this duty as punishment as the dark elves do not consider the wood elves to have any more dignity than a human. He can reactivate the Waystones for about one more week while there is a comet in the sky. If successful, he can alert Dark elf allies back home of his discoveries. Although the Waystone gate may not be powerful for an invasion, it may be enough to redeem himself in other ways such as finding a regular supply of nonDruchii elves for sacrifice to the Murder-God, Khaine. Stat block: WFRP3: Basic NPCs: use Wizard stats. Guile = Fel (6), expertise.

NPC: RONETH CALEAEN, WOOD ELF ENVOY, KINBAND WINDSPIRIT


Physical description & Personality: If by chance he is met in person, he is a tall, well-mannered elf who has formalities beyond the nomadic practicalities of the rest of his woodland race. Knowledge: All things elvish. He is kept abreast of activities near Schlaghgel and Hargendorf by his kinbands Waywatchers. Secrets: Roneth will be observing from a distance and will only appear if the PCs truly need help (see the final chapter). He can get access to high magic through old kinband allies further west. Stat block: WFRP3: Basic NPCs: Specialist (Elf Envoy)

CHAPTER 5 THE ELF WHO WANTS TO BURY BONES


During or after the PCs have heard the haunting, the PCs will be quietly approached by a secretive, lone dark elf (Druchii). The dark elf attempts to convince the PCs that they need to help him get inside the mound so he can re-bury some elven remains. In reality, he wishes to finish the ritual to re-open the Waystone gate to Naggaroth (his home) and regain his dignity among the Druchii.

NPC: ENKIBIS LOWFALCON, ELVEN TRAVELER


Physical description: Enkibis appears as a high elf dressed in traveling clothes.

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WFRP3 Scenario: False Pretenses

CHAPTER 6 UNDER THE MOUND


The warrens under the mound are made up of a central area and two side rooms. Numerous and roots from the trees above hang down from the ceiling, obscuring all vision to anything more than a few feet. The roots constantly tug and pull on characters and their equipment in all areas The Schlaghgel village map details locations of the following significant locations.

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).

THE EXCAVATED ENTRANCE

C)

THE WAYSTONE ROOM

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.

EXCAVATION SUPPLY ROOM

CREATURE: LASHWORMS ~TOC:118


The Lashworm is a small, carnivorous creature that lurks in shadowy crevices and fissures. When something comes within range, the hairs of a Lashworm trigger the creatures' impossibly long, thin, saw-like organ, which it fires at the intruder. The "lash" tears a piece of flesh and then retracts, bringing the meal back to its lair. One such attack is enough to sustain the Lashworm for hours. All Lashworms have two distinct body parts. The first

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WFRP3 Scenario: False Pretenses CREATURE: CRYPT GHOULS


Physical description: The rapidly decaying ghouls still wear the collars and chains of their slavery. Stat block: WFRP3: Undead: Crypt Ghouls The goal of the Dark elf is to get to his side and take advantage of the open gate. If they scout inside, there appear to be elves in black, dragon-eel skin cloaks with human slaves. After some of the local fog clears, black ships can be seen on a cold sea.

ENKIBIS ENTERS TO LAY THE BONES TO REST


The Druchii intends to arrive in the mound upon the destruction of the crypt ghouls inside and listens intently for evidence of how the battle is going. When the Druchii arrives, he says they must act quickly before the things rise again. If not stopped, he makes some wavy-motions with his hands and gently lowers the fake bones to the nearby dig. He then speaks some elven high magic and at once the Waystone gate will open to Naggaroth. Read the following to the players: The elf finally covers the last of the remains with dirt and stops with a sigh. Suddenly, the mound above you all blasts off like a volcano bathing the bunker in red light from a comet between the moons. Shimmering magic opens a glowing portal in the hearth-looking stones near the elf. Beyond can be seen a seen a frozen, snowcaked land with a black-walled city nearby. The elf hides his face in his hands yelling what have I done? Give the PCs a moment to decide what to do. They may not yet suspect the elf or may start questioning him. He feigns surprise for a moment and but cannot help grinning as he runs through the gate to his homeland laughing like a madman. How the PCs handle this situation determines the outcome: tell the elves. They might come and seal it or they might consider it too dangerous to mess with; that could be a while depending on how convincing the PCs are. The PCs could chase down/capture the Druchii.

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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WFRP3 Scenario: False Pretenses

HANDOUTS & MAPS

DMS SKETCH MAP OF SCHLAGHGEL

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:

UNDER THE MOUND MAP


A. Entrance B. Gate room & crypt ghouls C. Supply Room

NOTE SCRAWLED IN PRIESTESSES ABODE PAPER


By Haleths Hand? Where doth the hearth lead? Is it to the family or to Ahalt?..

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WFRP3 Scenario: False Pretenses

ORIGINAL TEXT FROM SIGMAR'S HEIRS P. 67-68 Nordland Schlaghgel1

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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